package server import ( "log" "math/rand" ) type chessGame struct { id int players [2]Player currentTurnPlayer Player } const ( PlayerToMove = 0 CheckPlayerChange = 1 ) func NewChessGame(gameId int, players [2]Player) *chessGame { var game chessGame = chessGame{ players: players, id: gameId, } return &game } func (game *chessGame) handle() { defer log.Println("Game ", game.id, ": handle() ended") gameState := PlayerToMove game.currentTurnPlayer = game.players[0] var move *chessMove var messageType int var receivedMessage []byte WriteMessageToPlayer(&game.players[0], []byte("bd init"), 1) WriteMessageToPlayer(&game.players[1], []byte("bd init"), 1) WriteMessageToPlayer(&game.players[0], []byte("cl white"), 1) WriteMessageToPlayer(&game.players[1], []byte("cl black"), 1) for { switch gameState { case PlayerToMove: var err error messageType, receivedMessage, err = ReadMessageFromPlayer(&game.currentTurnPlayer) if err != nil { log.Println("Error while reading message:", err) // At the moment, we return when there is an error while reading a message. // This means, the game just ends uncontrolled return } move, err = parseMove(string(receivedMessage)) log.Println("Player ", game.currentTurnPlayer, " moved: ", move) if err != nil { log.Println("Game: ", game.id, err) continue } gameState = CheckPlayerChange case CheckPlayerChange: if move.realMove { if game.currentTurnPlayer.uuid == game.players[0].uuid { game.currentTurnPlayer = game.players[1] } else { game.currentTurnPlayer = game.players[0] } err := WriteMessageToPlayer(&game.players[0], receivedMessage, messageType) if err != nil { log.Println("Error during message writing:", err) continue } err = WriteMessageToPlayer(&game.players[1], receivedMessage, messageType) if err != nil { log.Println("Error during message writing:", err) continue } gameState = PlayerToMove } else { // Nothing to do if move was not real } } log.Println("GameState = ", gameState) if gameState == PlayerToMove { log.Println("with player ", game.currentTurnPlayer, " to move") } } } func addPlayersToGame(players [2]Player) { log.Printf("Adding players %d and %d to new game", players[0].uuid, players[1].uuid) game := NewChessGame(rand.Int(), players) go game.handle() } func removePlayersFromLobby(players [2]Player) { panic("not yet implemented") }