Initial commit.
This commit is contained in:
@@ -0,0 +1,189 @@
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package server
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import (
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"context"
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"encoding/json"
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"log/slog"
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"net/http"
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"time"
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"github.com/coder/websocket"
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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)
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// client is one WebSocket connection bound to a player in a room.
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type client struct {
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ws *websocket.Conn
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playerID string
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send chan []byte
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}
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// clientMessage is anything a player can ask the server to do. Type decides
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// which other fields matter.
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type clientMessage struct {
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Type string `json:"type"`
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Row int `json:"row"` // buy
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Cards []string `json:"cards"` // discard, trade
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Pick int `json:"pick"` // tradeChoose
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Order []string `json:"order"` // arrange
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}
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type serverMessage struct {
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Type string `json:"type"`
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State *game.View `json:"state,omitempty"`
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Error string `json:"error,omitempty"`
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}
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// handleWS upgrades the connection and pumps messages until the client
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// leaves. Query params: game, player, token.
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func (s *Server) handleWS(w http.ResponseWriter, req *http.Request) {
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q := req.URL.Query()
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gameID, playerID, token := q.Get("game"), q.Get("player"), q.Get("token")
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r, err := s.getRoom(gameID)
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if err != nil {
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httpError(w, http.StatusNotFound, "game not found")
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return
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}
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r.mu.Lock()
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p := r.game.PlayerByID(playerID)
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r.mu.Unlock()
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if p == nil || p.Token != token {
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httpError(w, http.StatusForbidden, "bad player credentials")
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return
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}
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ws, err := websocket.Accept(w, req, &websocket.AcceptOptions{
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// Same-origin in production; the Vite dev server proxies /api, so
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// cross-origin checks buy nothing here yet.
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InsecureSkipVerify: true,
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})
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if err != nil {
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return
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}
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c := &client{ws: ws, playerID: playerID, send: make(chan []byte, 16)}
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ctx, cancel := context.WithCancel(req.Context())
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defer cancel()
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go c.writeLoop(ctx)
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r.mu.Lock()
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r.conns[c] = struct{}{}
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p.Connected = true
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r.broadcastLocked()
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r.mu.Unlock()
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defer func() {
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r.mu.Lock()
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delete(r.conns, c)
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// Only mark disconnected if no other tab/connection remains.
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stillHere := false
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for other := range r.conns {
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if other.playerID == playerID {
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stillHere = true
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}
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}
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if !stillHere {
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p.Connected = false
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}
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r.broadcastLocked()
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r.mu.Unlock()
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ws.Close(websocket.StatusNormalClosure, "")
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}()
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for {
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_, data, err := ws.Read(ctx)
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if err != nil {
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return
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}
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var msg clientMessage
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if err := json.Unmarshal(data, &msg); err != nil {
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c.sendError("invalid message")
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continue
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}
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s.apply(r, c, msg)
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}
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}
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// apply runs one player action against the game under the room lock, then
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// persists and broadcasts on success.
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func (s *Server) apply(r *room, c *client, msg clientMessage) {
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r.mu.Lock()
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defer r.mu.Unlock()
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g := r.game
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var err error
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switch msg.Type {
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case "buy":
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err = g.Buy(c.playerID, msg.Row)
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case "discard":
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if g.Phase == game.PhaseCleanup {
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err = g.CleanupDiscard(c.playerID, msg.Cards)
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} else {
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err = g.Discard(c.playerID, msg.Cards)
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}
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case "trade":
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err = g.TradeStart(c.playerID, msg.Cards)
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case "tradeChoose":
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err = g.TradeChoose(c.playerID, msg.Pick)
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case "pass":
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err = g.Pass(c.playerID)
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case "arrange":
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err = g.SubmitOrder(c.playerID, msg.Order)
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case "ready":
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err = g.AcknowledgeBattle(c.playerID)
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default:
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err = game.ErrInvalidAction
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}
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if err != nil {
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c.sendError(err.Error())
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return
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}
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s.persist(r)
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r.broadcastLocked()
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}
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// broadcastLocked sends each connected client its own view of the game.
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// Callers must hold r.mu.
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func (r *room) broadcastLocked() {
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for c := range r.conns {
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view := r.game.ViewFor(c.playerID)
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data, err := json.Marshal(serverMessage{Type: "state", State: &view})
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if err != nil {
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slog.Error("failed to marshal view", "err", err)
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continue
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}
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c.trySend(data)
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}
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}
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func (c *client) sendError(msg string) {
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data, _ := json.Marshal(serverMessage{Type: "error", Error: msg})
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c.trySend(data)
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}
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// trySend queues a message, dropping it if the client's buffer is full (a
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// stalled client will resync from the next state broadcast anyway).
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func (c *client) trySend(data []byte) {
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select {
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case c.send <- data:
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default:
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}
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}
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func (c *client) writeLoop(ctx context.Context) {
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for {
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select {
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case <-ctx.Done():
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return
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case data := <-c.send:
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writeCtx, cancel := context.WithTimeout(ctx, 10*time.Second)
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err := c.ws.Write(writeCtx, websocket.MessageText, data)
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cancel()
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if err != nil {
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return
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}
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}
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}
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}
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