mchess-server/chess/game.go

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package chess
import (
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"log"
"math/rand"
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"mchess_server/api"
"mchess_server/types"
"github.com/google/uuid"
"github.com/samber/lo"
)
type Game struct {
id uuid.UUID
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board Board
players []*Player
currentTurnPlayer *Player
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gameState int
isBeingHandled bool
}
const (
Init = iota
Prepare
PlayerToMove
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CheckMove
CheckPlayerChange
)
func NewGame() *Game {
var game = Game{
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id: uuid.New(),
board: newBoard(),
gameState: Init,
}
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game.board.Init()
return &game
}
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func (game Game) GetPlayers() []*Player {
return game.players
}
func (game Game) GetPlayer1() *Player {
return game.players[0]
}
func (game Game) GetRandomPlayer() *Player {
index := rand.Int() % 2
return game.players[index]
}
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func (game Game) GetPlayer2() *Player {
return game.players[1]
}
func (game *Game) prepare() {
game.players[0].color = types.White
game.players[1].color = types.Black
game.players[0].SetDisconnectCallback(game.playerDisconnected)
game.players[1].SetDisconnectCallback(game.playerDisconnected)
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err := game.notifyPlayersAboutGameStart()
if err != nil {
return
}
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}
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func (game *Game) StartHandling() {
if game.isBeingHandled {
return
}
game.isBeingHandled = true
go game.Handle()
}
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func (game *Game) Handle() {
defer game.killGame()
game.prepare()
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var receivedMove types.Move
var err error
for {
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switch game.gameState {
case Init:
game.currentTurnPlayer = game.GetPlayer1()
game.gameState = Prepare
case Prepare:
game.prepare()
game.gameState = PlayerToMove
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case PlayerToMove:
log.Println("with ", game.currentTurnPlayer.GetPlayerColor(), " to move")
receivedMove, err = game.currentTurnPlayer.ReadMove()
if err != nil {
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log.Println("Error while reading message:", err)
return
}
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log.Println("Player ", game.currentTurnPlayer, " moved:\n", receivedMove)
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game.gameState = CheckMove
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case CheckMove:
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valid, ruleViolation := game.board.CheckAndPlay(receivedMove)
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if valid {
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game.gameState = CheckPlayerChange
} else {
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invalidMoveMessage, err := api.GetInvalidMoveMessage(receivedMove, ruleViolation.String())
if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 1", err)
return
}
game.currentTurnPlayer.writeMessage(invalidMoveMessage)
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game.gameState = PlayerToMove
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}
case CheckPlayerChange:
if game.currentTurnPlayer.Uuid == game.players[0].Uuid {
game.currentTurnPlayer = game.players[1]
} else {
game.currentTurnPlayer = game.players[0]
}
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err := game.broadcastMove(receivedMove)
if err != nil {
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log.Println("Error broadcasting move ", err)
return
}
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game.gameState = PlayerToMove
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}
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log.Println("GameState = ", game.gameState)
}
}
func (game *Game) AddPlayersToGame(player *Player) {
game.players = append(game.players, player)
}
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func (game *Game) killGame() {
log.Println("Game should be killed")
}
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func (game Game) notifyPlayersAboutGameStart() error {
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colorDeterminedPlayer1, err := api.GetColorDeterminedMessage(types.White)
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if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 1", err)
return err
}
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colorDeterminedPlayer2, err := api.GetColorDeterminedMessage(types.Black)
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if err != nil {
log.Println("Error marshalling 'colorDetermined' message for player 2", err)
return err
}
game.GetPlayer1().writeMessage(colorDeterminedPlayer1)
game.GetPlayer2().writeMessage(colorDeterminedPlayer2)
return nil
}
func (game Game) broadcastMove(move types.Move) error {
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err := game.GetPlayer1().SendMoveAndPosition(move, game.board.PGN())
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if err != nil {
return err
}
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err = game.GetPlayer2().SendMoveAndPosition(move, game.board.PGN())
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if err != nil {
return err
}
return nil
}
func (game *Game) playerDisconnected(p *Player) {
log.Println(string(p.color), " disconnected")
playerLeft := lo.Filter(game.players, func(player *Player, _ int) bool {
return player.color != p.color
})
game.players = playerLeft
}