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model_actions.go
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package main
import (
"encoding/gob"
"github.com/gorilla/websocket"
log "github.com/sirupsen/logrus"
"github.com/zucenko/roader/model"
"net/url"
"os"
"os/signal"
)
func NewGameSession() *GameSession {
return &GameSession{
Connected: false,
MessagesOut: make(chan model.ClientMessage, 10),
MessagesIn: make(chan model.ServerMessage, 10),
}
}
// asynchro call
func (gs *GameSession) Connect(host string) error {
interrupt := make(chan os.Signal, 1)
signal.Notify(interrupt, os.Interrupt)
u := url.URL{Scheme: "ws", Host: host, Path: "/play"}
log.Printf("connecting to %s", u.String())
c, _, err := websocket.DefaultDialer.Dial(u.String(), nil)
if err != nil {
log.Fatal("dial:", err)
return err
}
gs.Conn = c
go gs.LoopChannelRead()
go gs.LoopChannelWrite()
return nil
}
func (gs *GameSession) LoopChannelRead() {
log.Printf("LoopChannelRead STARTED")
loop:
for {
messageType, r, err := gs.Conn.NextReader()
if err != nil {
log.Warn("LoopChannelRead err %v", err)
gs.Errors <- struct{}{}
break loop
}
log.Printf("LoopChannelRead received message type: %d", messageType)
dec := gob.NewDecoder(r)
sm := &model.ServerMessage{}
err = dec.Decode(sm)
if err != nil {
log.Warn("cant decode message %v", err)
gs.Errors <- struct{}{}
break loop
}
log.Infof("mess %v", sm)
select {
case gs.MessagesIn <- *sm:
default:
log.Warnf("LoopChannelRead Dropping Data red from socket but.. gs.MessagesIn full")
}
}
log.Printf("LoopChannelRead ENDED")
}
// this function only consumes. no worries about full buffer stuck
func (gs *GameSession) LoopChannelWrite() {
log.Printf("GameSession.LoopChannelWrite STARTED")
loop:
for {
select {
case cm := <-gs.MessagesOut:
log.Printf("GameSession.LoopChannelWrite have message")
w, err := gs.Conn.NextWriter(websocket.BinaryMessage)
if err != nil {
log.Warn("GameSession.LoopChannelWrite cant get writer")
gs.Errors <- struct{}{}
break loop
}
enc := gob.NewEncoder(w)
err = enc.Encode(cm)
if err != nil {
log.Warn("GameSession.LoopChannelWrite cant encode")
gs.Errors <- struct{}{}
break loop
}
err = w.Close()
if err != nil {
log.Warn("GameSession.LoopChannelWrite cant Close")
gs.Errors <- struct{}{}
break loop
}
}
}
log.Printf("LoopChannelWrite ENDED")
}
func (gs *GameSession) Loop() {
//log.Info("GameSession.Loop STARTING")
//for {
select {
case sm := <-gs.MessagesIn:
log.Info(sm)
if len(sm.Setup) == 1 {
gs.PlayerKey = sm.Setup[0].PlayerKey
log.Info("XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX I AM: %v", gs.PlayerKey)
gs.Model = model.NewEmptyModel(sm.Setup[0].Cols, sm.Setup[0].Rows, sm.Setup[0].Players)
}
for _, directionSuccess := range sm.Directions {
if directionSuccess.Success {
player := gs.Model.Players[directionSuccess.PlayerKey]
var cell = gs.Model.Matrix[player.Col][player.Row]
var newCell *model.Cell
//nonportal
if directionSuccess.Direction < 4 {
newCell = cell.Paths[directionSuccess.Direction].Target
cell.Paths[directionSuccess.Direction].Wall = false
cell.Paths[directionSuccess.Direction].Player = player
cell.Paths[directionSuccess.Direction].Target.Paths[(directionSuccess.Direction+2)%4].Player = player
cell.Paths[directionSuccess.Direction].Target.Paths[(directionSuccess.Direction+2)%4].Wall = false
newCell.Diamond = false
newCell.Key = false
cell.Crossings()
newCell.Crossings()
} else {
newCell = gs.Model.Matrix[directionSuccess.Col][directionSuccess.Row]
}
//newCell.Unhook(player.Id)
cell.Player = nil
newCell.Player = player
player.Row = directionSuccess.Row
player.Col = directionSuccess.Col
}
}
for _, v := range sm.Visibles {
cell := gs.Model.Matrix[v.Col][v.Row]
if len(v.Walls) == 4 {
for i, p := range cell.Paths {
if p != nil {
p.Wall = v.Walls[i]
p.Lock = v.Locks[i]
if p.Target != nil {
p.Target.Paths[(i+2)%4].Wall = v.Walls[i]
p.Target.Paths[(i+2)%4].Lock = v.Locks[i]
}
}
}
}
cell.Key = v.Key
cell.Diamond = v.Diamond
if v.Portal && cell.Portal == nil {
cell.Portal = &model.Portal{Target: gs.Model.Matrix[v.PortalToCol][v.PortalToRow]}
gs.Model.Matrix[v.PortalToCol][v.PortalToRow].Portal = &model.Portal{Target: cell}
}
if v.HasPlayer {
cell.Player = gs.Model.Players[v.PlayerId]
} else {
cell.Player = nil
}
}
for _, p := range sm.Picks {
gs.Model.Players[gs.PlayerKey].Keys = p.Keys
gs.Model.Players[gs.PlayerKey].Diamonds = p.Diamonds
}
default:
}
//}
}