Files
super-auto-pets-board-game/internal/server/server.go
T

207 lines
5.7 KiB
Go

// Package server exposes the game engine over HTTP + WebSockets. Each game
// lives in a "room": the authoritative Game state, a lock, and the set of
// connected clients. All mutations happen under the room lock and are
// persisted to the store before being broadcast.
package server
import (
"encoding/json"
"errors"
"log/slog"
"net/http"
"os"
"path/filepath"
"strings"
"sync"
"github.com/greyson/super-auto-pets-board-game/internal/game"
"github.com/greyson/super-auto-pets-board-game/internal/store"
)
// Server routes HTTP/WS traffic to game rooms.
type Server struct {
store *store.Store
staticDir string
debug bool // DEBUG mode: unlocks the "buy any card" panel
mu sync.Mutex
rooms map[string]*room // by game ID
}
// New creates a server. staticDir is the built frontend to serve (may be
// empty or missing during backend-only development). debug unlocks testing
// aids like the debug card panel.
func New(st *store.Store, staticDir string, debug bool) *Server {
return &Server{
store: st,
staticDir: staticDir,
debug: debug,
rooms: make(map[string]*room),
}
}
// Handler builds the full route table.
func (s *Server) Handler() http.Handler {
mux := http.NewServeMux()
mux.HandleFunc("POST /api/games", s.handleCreate)
mux.HandleFunc("POST /api/join", s.handleJoin)
mux.HandleFunc("GET /api/ws", s.handleWS)
mux.HandleFunc("GET /api/catalog", s.handleCatalog)
mux.HandleFunc("/", s.handleStatic)
return mux
}
// handleCatalog returns every card in the game, for the debug panel.
func (s *Server) handleCatalog(w http.ResponseWriter, _ *http.Request) {
writeJSON(w, game.Catalog())
}
// room is one live game plus its connections.
type room struct {
mu sync.Mutex
game *game.Game
conns map[*client]struct{}
debug bool // mirrors Server.debug, for broadcastLocked
// botArmed is set while a delayed bot move is scheduled, so only one
// timer exists per room at a time.
botArmed bool
}
// getRoom returns the room for a game ID, loading it from the store if it
// isn't in memory (e.g. after a server restart).
func (s *Server) getRoom(gameID string) (*room, error) {
s.mu.Lock()
defer s.mu.Unlock()
if r, ok := s.rooms[gameID]; ok {
return r, nil
}
g, err := s.store.Load(gameID)
if err != nil {
return nil, err
}
r := &room{game: g, conns: make(map[*client]struct{}), debug: s.debug}
s.rooms[gameID] = r
// If the game was persisted mid-bot-turn (e.g. across a server restart),
// get the bot moving again.
r.mu.Lock()
s.scheduleBotsLocked(r)
r.mu.Unlock()
return r, nil
}
// getRoomByCode resolves a join code to a room.
func (s *Server) getRoomByCode(code string) (*room, error) {
code = strings.ToUpper(strings.TrimSpace(code))
s.mu.Lock()
for _, r := range s.rooms {
if r.game.Code == code {
s.mu.Unlock()
return r, nil
}
}
s.mu.Unlock()
g, err := s.store.LoadByCode(code)
if err != nil {
return nil, err
}
return s.getRoom(g.ID)
}
// persist saves the room's game; callers must hold r.mu.
func (s *Server) persist(r *room) {
if err := s.store.Save(r.game); err != nil {
slog.Error("failed to persist game", "game", r.game.ID, "err", err)
}
}
type joinResponse struct {
GameID string `json:"gameId"`
Code string `json:"code"`
PlayerID string `json:"playerId"`
Token string `json:"token"`
}
func (s *Server) handleCreate(w http.ResponseWriter, req *http.Request) {
var body struct {
Name string `json:"name"`
}
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
httpError(w, http.StatusBadRequest, "invalid JSON body")
return
}
// The creator becomes the host (seat 0). They then set up the lobby —
// choosing a pack, adding a bot, or waiting for a friend — and start the
// game when ready.
g := game.New()
p, err := g.AddPlayer(strings.TrimSpace(body.Name))
if err != nil {
httpError(w, http.StatusBadRequest, err.Error())
return
}
r := &room{game: g, conns: make(map[*client]struct{}), debug: s.debug}
s.mu.Lock()
s.rooms[g.ID] = r
s.mu.Unlock()
r.mu.Lock()
s.commitLocked(r)
r.mu.Unlock()
writeJSON(w, joinResponse{GameID: g.ID, Code: g.Code, PlayerID: p.ID, Token: p.Token})
}
func (s *Server) handleJoin(w http.ResponseWriter, req *http.Request) {
var body struct {
Code string `json:"code"`
Name string `json:"name"`
}
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
httpError(w, http.StatusBadRequest, "invalid JSON body")
return
}
r, err := s.getRoomByCode(body.Code)
if errors.Is(err, store.ErrNotFound) {
httpError(w, http.StatusNotFound, "no game with that code")
return
}
if err != nil {
httpError(w, http.StatusInternalServerError, "failed to load game")
return
}
r.mu.Lock()
p, err := r.game.AddPlayer(strings.TrimSpace(body.Name))
if err != nil {
r.mu.Unlock()
httpError(w, http.StatusConflict, err.Error())
return
}
resp := joinResponse{GameID: r.game.ID, Code: r.game.Code, PlayerID: p.ID, Token: p.Token}
s.commitLocked(r)
r.mu.Unlock()
writeJSON(w, resp)
}
// handleStatic serves the built frontend with an SPA fallback to index.html.
func (s *Server) handleStatic(w http.ResponseWriter, req *http.Request) {
if s.staticDir == "" {
httpError(w, http.StatusNotFound, "frontend not built (run: mise run build-web)")
return
}
path := filepath.Join(s.staticDir, filepath.Clean("/"+req.URL.Path))
if info, err := os.Stat(path); err == nil && !info.IsDir() {
http.ServeFile(w, req, path)
return
}
http.ServeFile(w, req, filepath.Join(s.staticDir, "index.html"))
}
func writeJSON(w http.ResponseWriter, v any) {
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(v)
}
func httpError(w http.ResponseWriter, status int, msg string) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
json.NewEncoder(w).Encode(map[string]string{"error": msg})
}