mchess-server/chess/player.go
Marco cce0aa8162 Handle reconnection
reconnection works now if the rejoining player enters the passphrase
again.

Some bugs are still happening:
1. The rejoining client is not told the state of the board
2. Invalid moves are not handled by the client (not sure why though)
3. The still-connected client should be told, that the opponent
   disconnected. Then the client should show the passphrase again
2023-11-27 00:17:07 +01:00

105 lines
2.1 KiB
Go

package chess
import (
"context"
"encoding/json"
"errors"
"log"
"mchess_server/api"
"mchess_server/connection"
"mchess_server/types"
"github.com/google/uuid"
"nhooyr.io/websocket"
)
type Player struct {
Uuid uuid.UUID
Conn *connection.Connection
InGame bool
color types.ChessColor
disconnectCallback func(p *Player)
}
func NewPlayer(uuid uuid.UUID) *Player {
player := &Player{
Uuid: uuid,
Conn: connection.NewConnection(
connection.WithContext(context.Background())),
InGame: false,
}
return player
}
func (p Player) HasWebsocketConnection() bool {
return p.Conn.HasWebsocketConnection()
}
func (p *Player) SetWebsocketConnection(ctx context.Context, ws *websocket.Conn) {
p.Conn.SetWebsocketConnection(ws)
}
func (p *Player) SetDisconnectCallback(cb func(*Player)) {
// Todo: Fucking complicated
p.Conn.SetDisconnectCallback(p.PlayerDisconnectedCallback)
p.disconnectCallback = cb
}
func (p *Player) PlayerDisconnectedCallback() {
p.disconnectCallback(p)
}
func (p *Player) SendMoveAndPosition(move types.Move, boardPosition string) error {
messageToSend, err := json.Marshal(api.WebsocketMessage{
Type: api.MoveMessage,
Move: &move,
Position: &boardPosition,
})
if err != nil {
log.Println("Error while marshalling: ", err)
return err
}
err = p.writeMessage(messageToSend)
if err != nil {
log.Println("Error during message writing:", err)
return err
}
return nil
}
func (p *Player) writeMessage(msg []byte) error {
return p.Conn.Write(msg)
}
func (p *Player) ReadMove() (types.Move, error) {
receivedMessage, err := p.readMessage()
if err != nil {
return types.Move{}, err
}
var msg api.WebsocketMessage
err = json.Unmarshal(receivedMessage, &msg)
if err != nil {
return types.Move{}, err
}
if !msg.IsValid() {
return types.Move{}, errors.New("not a valid move")
}
return *msg.Move, nil
}
func (p *Player) readMessage() ([]byte, error) {
msg, err := p.Conn.Read()
log.Printf("Reading message: %s from player %s", string(msg), p.Uuid.String())
return msg, err
}
func (p Player) GetPlayerColor() string {
return string(p.color)
}