mchess-server/main.go

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package main
import (
"context"
"local/m/mchess_server/chess"
"local/m/mchess_server/usher"
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"log"
"net/http"
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"os"
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"github.com/gin-gonic/autotls"
"github.com/gin-gonic/gin"
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"github.com/google/uuid"
"nhooyr.io/websocket"
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)
var cert_path = "/etc/letsencrypt/live/chess.sw-gross.de/"
var cert_file = cert_path + "fullchain.pem"
var key_file = cert_path + "privkey.pem"
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func main() {
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hostname, err := os.Hostname()
if err != nil {
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log.Fatal(err)
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}
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router := gin.Default()
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router.GET("/api/random", registerForRandomGame)
router.GET("/api/ws", registerWebSocketConnection)
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if hostname == "mbook" {
log.Println("Starting service WITHOUT TLS")
log.Fatal(router.Run("localhost:8080"))
} else {
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log.Fatal(autotls.Run(router, "chess.sw-gross.de"))
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}
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}
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func registerForRandomGame(c *gin.Context) {
/*
What should be done:
1. Register player
2. Check if there is a game open that lacks one player
3. Fill open game, then respond with player id and game id.
OR
1. Register player
2. If there is no open game, open a game and wait for a second player to join
3. Only after a second player joins, respond with player id and game id.
*/
player := chess.NewPlayer(uuid.New())
usher := usher.GetUsher()
lobby := usher.WelcomeNewPlayer(player)
usher.AddPlayerToLobby(player, lobby)
// Counter point to this approach:
// Waiting for two players might not be necessary.
// Just open the lobby and respond with lobby/game id and player id
// The waiting can be done in the game handler until both players opened a ws connection
usher.WaitForTwoPlayersInLobby(lobby)
log.Println("responding with player id ", player.Uuid)
c.IndentedJSON(http.StatusOK, chess.PlayerInfo{
PlayerID: player.Uuid,
})
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}
func registerWebSocketConnection(c *gin.Context) {
webSocketConn, err := websocket.Accept(c.Writer, c.Request, nil)
if err != nil {
log.Println(err)
return
}
go waitForAndHandlePlayerID(c, *webSocketConn)
}
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func waitForAndHandlePlayerID(ctx context.Context, conn websocket.Conn) {
msgType, id, err := conn.Read(ctx)
log.Println("read from websocket: ", msgType, id, err)
log.Println("id as string", string(id))
uuid, err := uuid.ParseBytes(id)
if err != nil {
log.Println(err)
conn.Close(websocket.StatusCode(400), err.Error())
return
}
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// since we cannot use the lobby anymore (it does not exist anymore after this change) the client needs to
// send game id and player id so we can make the connection to the player
//lobby := chess.GetLobby()
player, found := lobby.GetPlayer(uuid)
if !found {
conn.Close(websocket.StatusCode(400), "player not found")
return
}
if player.Conn != nil {
player.Conn.Close(websocket.StatusCode(400), "closing existing connection")
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}
player.SetConnection(ctx, conn)
log.Println("player after setting connection: ", player)
}