Exemplo n.º 1
0
// CreateGame handles the case where a player sends a CreateGame message
func CreateGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.CreateGameMessage) {
	serverlog.General("Received CreateGame message from", conn.Identification())

	if !conn.Registered {
		serverlog.General("Unregistered", conn.Identification(), "called createGame")
		denied := messages.NewCreateGameDeniedMessage(message.GameName, "You are not registered")
		conn.Write(denied.Bytes())
		return
	}

	if conn.InGame {
		serverlog.General(conn.Identification(), "tried to create a new game but is already in game:", allGames[conn.GameID].Name)
		denied := messages.NewCreateGameDeniedMessage(message.GameName, "You are already in a game")
		conn.Write(denied.Bytes())
		return
	}

	serverlog.General("Creating game:", message.GameName, "by", conn.Identification())
	game := games.NewGame(conn, message.GameName)
	serverlog.General(conn.Identification(), "setting InGame to true and Game to the game:", game.Name)
	conn.InGame = true
	conn.GameID = game.ID
	serverlog.General("Attatching", game.Identification(), "to games list")
	allGames[game.ID] = game

	approved := messages.NewCreateGameApprovedMessage(game.ID, game.Name)
	conn.Write(approved.Bytes())
}
Exemplo n.º 2
0
// JoinGame handles the case where a player sends a JoinGame message
func JoinGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.JoinGameMessage) {
	serverlog.General("Received JoinGame message from conn:", conn.Alias)

	if !conn.Registered {
		serverlog.General("Unregistered", conn.Identification, "called JoinGame")
		denied := messages.NewJoinGameDeniedMessage("You have not registered an Alias")
		conn.Write(denied.Bytes())
		return
	}

	if conn.InGame {
		serverlog.General(conn.Identification(), "attempted to join a game but is already in game:", allGames[conn.GameID].Name)
		denied := messages.NewJoinGameDeniedMessage("You re already in a game")
		conn.Write(denied.Bytes())
		return
	}

	if _, ok := allGames[message.GameID]; !ok {
		serverlog.General(conn.Identification(), "attempted to join a non existing game:", message.GameID)
		denied := messages.NewJoinGameDeniedMessage("No games with that ID")
		conn.Write(denied.Bytes())
		return
	}

	game := allGames[message.GameID]
	serverlog.General(conn.Identification(), "Successfully joined", game.Identification())
	conn.InGame = true
	conn.GameID = game.ID
	game.Start(conn)
	go listenFinished(game, allGames)
}
Exemplo n.º 3
0
// LeaveGame handles the case where a player sends a LeaveGame message
func LeaveGame(conn *connection.Conn, allGames map[string]*games.Game, message messages.LeaveGameMessage) {
	serverlog.General("Received LeaveGame message from", conn.Identification())

	if !conn.Registered {
		serverlog.General("Unregistered", conn.Identification(), "called LeaveGame")
		return
	}

	if !conn.InGame {
		serverlog.General(conn.Identification(), "attempted to leave a game but isn't in a game:", allGames[conn.GameID].Name)
		return
	}

	if allGames[conn.GameID].Ready {
		// will be dealt with by game object
		return
	}

	conn.InGame = false
	delete(allGames, conn.GameID)
}