/
connection.go
102 lines (91 loc) · 2.03 KB
/
connection.go
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package main
import (
"code.google.com/p/go.net/websocket"
"github.com/dchest/uniuri"
"launchpad.net/rjson"
)
type connection struct {
// Websocket connection
ws *websocket.Conn
// Buffered channel for outbound messages
send chan string
}
func (c *connection) reader() {
for {
var message string
err := websocket.Message.Receive(c.ws, &message)
if err != nil {
break
}
// TODO Add logic to determine if broadcast message or game state/etc
gamehub.broadcast <- message
}
c.ws.Close()
}
func (c *connection) writer() {
for message := range c.send {
err := websocket.Message.Send(c.ws, message)
if err != nil {
break
}
}
c.ws.Close()
}
func wsHandler(ws *websocket.Conn) {
player := &Player{id: uniuri.New(), conn: &connection{send: make(chan string, 256), ws: ws}}
gamehub.register <- player
gamehub.broadcast <- player.AnnouncePlayer("Lobby", false)
player.SendPlayerIdentity()
defer func() {
gamehub.unregister <- player
gamehub.broadcast <- player.AnnouncePlayer("", true)
}()
go player.conn.writer()
player.conn.reader()
}
type Player struct {
conn *connection
name string
id string
data interface{}
}
func (p *Player) ChangeNick(newNick string) Message {
p.name = newNick
msg := Message{
Operation: "ChangeNick",
Sender: "Server",
RoomID: "Lobby", // TODO: set room
Message: newNick,
}
return msg
}
func (p *Player) AnnouncePlayer(roomId string, isExiting bool) string {
msg := Message{
Operation: "ChatMessage",
Sender: "Server",
RoomID: roomId,
Message: "",
}
if isExiting == false {
msg.Message = "Player " + p.id + " entered " + roomId + "."
} else {
msg.Message = "Player " + p.id + " exited " + roomId + "."
}
b, err := rjson.Marshal(msg)
if err != nil {
}
return string(b)
}
// Send Initial information back to Player
func (p *Player) SendPlayerIdentity() {
msg := Message{
Operation: "PlayerIdentity",
Sender: "Server",
RoomID: "Lobby",
Message: p.id,
}
b, err := rjson.Marshal(msg)
if err != nil {
}
p.conn.send <- string(b)
}