/
main.go
196 lines (174 loc) · 4.54 KB
/
main.go
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package cgf
import (
"fmt"
"github.com/runningwild/cgf/core"
"log"
"net"
"time"
)
type Game interface {
core.Game
SetEngine(engine *Engine)
}
type Event interface {
core.Event
}
type Engine struct {
server *core.Server
}
func (e *Engine) ApplyEvent(event Event) {
e.server.ApplyEvent(event)
}
// This is a Read-Lock, so multiple go-routines can all Pause() simultaneously.
func (e *Engine) Pause() {
e.server.Pause.RLock()
}
func (e *Engine) Unpause() {
e.server.Pause.RUnlock()
}
func (e *Engine) GetState() Game {
return e.server.Game.(Game)
}
// Returns the Id of this engine. Every engine connected in a game has a unique
// id.
func (e *Engine) Id() int64 {
return e.server.Id()
}
// If this is the Host engine this function will return a list of the ids of all
// engines currently connected, including this engine. If this is a client
// engine this function will return nil.
func (e *Engine) Ids() []int64 {
return e.server.Ids()
}
func (e *Engine) IsHost() bool {
return e.server.Id() == 1
}
func (e *Engine) Kill() {
e.server.Kill()
}
func (e *Engine) Host() {
}
type HostData struct {
Ip string
Name string
}
func Host(port int, name string) error {
fmt.Printf("Hositng...\n")
addr, err := net.ResolveUDPAddr("udp", fmt.Sprintf(":%d", port))
if err != nil {
return err
}
fmt.Printf("Listening...\n")
listen, err := net.ListenUDP("udp", addr)
listen.SetReadDeadline(time.Now().Add(time.Second * 10))
if err != nil {
return err
}
// TODO: Make this not have to run forever
go func() {
for {
msg := make([]byte, 1024)
n, remoteAddr, err := listen.ReadFromUDP(msg)
if err != nil {
return
}
var returnPort int
fmt.Printf("Got ping '%s'...\n", msg[0:n])
_, err = fmt.Sscanf(string(msg[0:n]), "ping:%d", &returnPort)
if err != nil {
continue
}
// Take the ping we got and send back a pong so they know we're here
go func() {
conn, err := net.Dial("udp", fmt.Sprintf("%s:%d", remoteAddr.IP.String(), returnPort))
if err != nil {
return
}
fmt.Printf("Sending pong...\n")
_, err = conn.Write([]byte("pong"))
if err != nil {
return
}
fmt.Printf("Success!...\n")
conn.Close()
}()
}
}()
return nil
}
// This will broadcast on LAN, wait for waitMS milliseconds, and return data for
// each host on the LAN
func SearchLANForHosts(brodacastPort, listenPort int, waitMs int) ([]HostData, error) {
fmt.Printf("SearchLANForHosts\n")
// We set up the listener before pinging because we don't want someone to
// respond before we're listening.
addr, err := net.ResolveUDPAddr("udp", fmt.Sprintf(":%d", listenPort))
if err != nil {
return nil, err
}
fmt.Printf("Listening...\n")
listen, err := net.ListenUDP("udp", addr)
if err != nil {
return nil, err
}
fmt.Printf("Pinging...\n")
conn, err := net.Dial("udp", fmt.Sprintf("255.255.255.255:%d", brodacastPort))
if err != nil {
return nil, err
}
_, err = conn.Write([]byte(fmt.Sprintf("ping:%d", listenPort)))
if err != nil {
return nil, err
}
listen.SetDeadline(time.Now().Add(time.Millisecond * time.Duration(waitMs)))
var hosts []HostData
for {
msg := make([]byte, 1024)
n, remoteAddr, err := listen.ReadFromUDP(msg)
if err != nil {
break
}
fmt.Printf("Got response...\n")
hosts = append(hosts, HostData{Ip: remoteAddr.IP.String(), Name: string(msg[0:n])})
}
fmt.Printf("Returning %v...\n", hosts)
return hosts, nil
}
func NewHostEngine(game Game, frame_ms int, ip string, port int, onCrash func(interface{}), logger *log.Logger) (*Engine, error) {
listener, err := net.Listen("tcp", fmt.Sprintf("%s:%d", ip, port))
if err != nil {
return nil, err
}
server, err := core.MakeServer(game, frame_ms, onCrash, logger, listener)
if err != nil {
return nil, err
}
engine := &Engine{server}
game.SetEngine(engine)
engine.Unpause()
return engine, nil
}
func NewClientEngine(frame_ms int, ip string, port int, onCrash func(interface{}), logger *log.Logger) (*Engine, error) {
conn, err := net.Dial("tcp", fmt.Sprintf("%s:%d", ip, port))
if err != nil {
return nil, err
}
server, err := core.MakeClient(frame_ms, onCrash, logger, conn)
if err != nil {
return nil, err
}
engine := &Engine{server}
engine.GetState().(Game).SetEngine(engine)
engine.Unpause()
return engine, nil
}
func NewLocalEngine(game Game, frame_ms int, onCrash func(interface{}), logger *log.Logger) (*Engine, error) {
server, err := core.MakeServer(game, frame_ms, onCrash, logger, nil)
if err != nil {
return nil, err
}
engine := &Engine{server}
game.SetEngine(engine)
engine.Unpause()
return engine, nil
}