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gobconn.go
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package game
import (
"bufio"
"encoding/gob"
"io"
"log"
"github.com/ghthor/aodd/game/datastore"
"github.com/ghthor/filu/rpg2d"
"golang.org/x/net/websocket"
)
type ReqLogin struct{ Name, Password string }
type ReqCreate struct{ Name, Password string }
type RespActorAlreadyConnected struct{ Name string }
type RespAuthFailed struct{ Name string }
type RespActorExists struct{ Name string }
type RespActorDoesntExist struct{ Name, Password string }
type RespLoginSuccess struct{ Name string }
type RespCreateSuccess struct{ Name string }
type ReqConnect struct{ Name string }
const RespDisconnect = "disconnected"
func init() {
// Pre login Request/Response types
gob.Register(ReqLogin{})
gob.Register(ReqCreate{})
gob.Register(RespActorAlreadyConnected{})
gob.Register(RespAuthFailed{})
gob.Register(RespActorExists{})
gob.Register(RespActorDoesntExist{})
gob.Register(RespLoginSuccess{})
gob.Register(RespCreateSuccess{})
// ActorEntityState used for response to connect
gob.Register(ActorEntityState{})
// Engine types
gob.Register(rpg2d.WorldState{})
gob.Register(rpg2d.WorldStateDiff{})
gob.Register(rpg2d.TerrainMapState{})
// Other entity states
gob.Register(SayEntityState{})
gob.Register(AssailEntityState{})
gob.Register(WallEntityState{})
// Cmd Requests. They have no responses.
gob.Register(MoveRequest{})
gob.Register(UseRequest{})
gob.Register(ChatRequest{})
}
type gobConn struct {
enc *gob.Encoder
wbuf *bufio.Writer
*gob.Decoder
}
func (c gobConn) EncodeAndSend(t EncodedType, ev interface{}) error {
err := c.enc.Encode(t)
if err != nil {
return err
}
err = c.enc.Encode(ev)
if err != nil {
return err
}
return c.wbuf.Flush()
}
func (c gobConn) ReadNextType() (t EncodedType, err error) {
err = c.Decoder.Decode(&t)
return
}
func NewGobConn(rw io.ReadWriter) Conn {
wbuf := bufio.NewWriter(rw)
enc := gob.NewEncoder(wbuf)
dec := gob.NewDecoder(rw)
return gobConn{
enc: enc,
wbuf: wbuf,
Decoder: dec,
}
}
func newGobWebsocketHandler(
ds datastore.Datastore,
actorConnector ActorConnector) websocket.Handler {
return func(ws *websocket.Conn) {
ws.PayloadType = websocket.BinaryFrame
c := NewPreLoginConn(NewGobConn(ws), ds)
// Blocks until the connection has disconnected
err := LoginAndConnectActor(c, actorConnector)
if err != nil {
log.Printf("packet handler terminated: %v", err)
}
}
}