Files
HexDeck/backend/api/websocket.go

286 lines
8.5 KiB
Go

package api
import (
"encoding/json"
"log/slog"
"net/http"
"github.com/HexCardGames/HexDeck/game"
"github.com/HexCardGames/HexDeck/types"
"github.com/zishang520/socket.io/v2/socket"
socketio "github.com/zishang520/socket.io/v2/socket"
)
var io *socketio.Server
func initWS() http.Handler {
io = socketio.NewServer(nil, nil)
io.On("connection", func(clients ...any) {
client := clients[0].(*socket.Socket)
remoteAddr := client.Request().Request().RemoteAddr
sessionToken, exists := client.Request().Query().Get("sessionToken")
room, player := game.FindSession(sessionToken)
if !exists || player == nil {
slog.Debug("New WebSocket connection from didn't provide a valid sessionToken -> disconnecting", "remoteAddress", remoteAddr, "sessionToken", sessionToken)
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "invalid_session",
Message: "No valid sessionToken was provided",
})
client.Disconnect(true)
return
}
if player.Connection.IsConnected && player.Connection.Socket != nil {
slog.Debug("User already connected to WebSocket -> disconnecting old socket", "remoteAddress", remoteAddr, "sessionToken", sessionToken)
player.Connection.Socket.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "connection_from_different_socket",
Message: "User connected from a different socket",
})
player.Connection.Socket.Disconnect(true)
}
player.Connection.Socket = client
player.Connection.IsConnected = true
player.ResetInactivity()
slog.Debug("New WebSocket connection", "username", player.Username, "remoteAddress", remoteAddr, "playerId", player.PlayerId, "sessionToken", sessionToken, "roomId", room.RoomId.Hex())
game.OnRoomUpdate(room)
onPlayerJoin(client, room, player)
})
return io.ServeHandler(nil)
}
func unpackData(datas []any, target interface{}) bool {
if len(datas) < 1 {
slog.Warn("Unexpected length of WebSocket data; ignoring message")
return false
}
request, _ := datas[0].(string)
ok := json.Unmarshal([]byte(request), &target)
return ok != nil
}
func verifyPlayerIsActivePlayer(room *types.Room, target *types.Player) bool {
if room.GameState != types.StateRunning {
target.Connection.Socket.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "game_not_running",
Message: "The game is not running",
})
return false
}
if !room.CardDeck.IsPlayerActive(target) {
target.Connection.Socket.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "player_not_active",
Message: "You can't execute this action while you are not the active player",
})
return false
}
return true
}
func onPlayerJoin(client *socket.Socket, room *types.Room, player *types.Player) {
client.On("disconnect", func(...any) {
player.Connection.IsConnected = false
player.Connection.Socket = nil
slog.Debug("Player disconnected from WebSocket", "username", player.Username, "remoteAddress", client.Conn().RemoteAddress(), "sessionToken", player.SessionToken, "roomId", room.RoomId.Hex())
game.OnRoomUpdate(room)
})
client.On("UpdatePlayer", func(datas ...any) {
player.Mutex.Lock()
defer player.Mutex.Unlock()
updatePlayerRequest := types.C2S_UpdatePlayer{}
unpackData(datas, &updatePlayerRequest)
if updatePlayerRequest.PlayerId != player.PlayerId && !player.HasPermissionBit(types.PermissionHost) {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "insufficient_permission",
Message: "You can't update other users unless you are host",
})
return
}
targetPlayer := room.FindPlayer(updatePlayerRequest.PlayerId)
if targetPlayer == nil {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "invalid_player",
Message: "No player with the requested playerId was found",
})
return
}
slog.Debug("Updating player data", "roomId", room.RoomId, "playerId", updatePlayerRequest.PlayerId, "username", targetPlayer.Username, "request", updatePlayerRequest)
if player != targetPlayer {
targetPlayer.Mutex.Lock()
defer targetPlayer.Mutex.Unlock()
}
if updatePlayerRequest.Username != nil {
if room.IsUsernameAvailable(*updatePlayerRequest.Username) {
targetPlayer.Username = *updatePlayerRequest.Username
} else {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "username_taken",
Message: "The requested username is not available",
})
}
}
if updatePlayerRequest.Permissions != nil {
targetPlayer.Permissions = *updatePlayerRequest.Permissions
}
game.OnRoomUpdate(room)
})
client.On("KickPlayer", func(datas ...any) {
player.Mutex.Lock()
defer player.Mutex.Unlock()
kickPlayerRequest := types.C2S_KickPlayer{}
unpackData(datas, &kickPlayerRequest)
if !player.HasPermissionBit(types.PermissionHost) {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "insufficient_permission",
Message: "You can't update other users unless you are host",
})
return
}
targetPlayer := room.FindPlayer(kickPlayerRequest.PlayerId)
if targetPlayer == nil {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "invalid_player",
Message: "No player with the requested playerId was found",
})
return
}
if player == targetPlayer {
player.Mutex.Unlock()
}
if room.RemovePlayer(*targetPlayer) {
slog.Debug("Player was kicked from room", "playerId", player.PlayerId, "targetPlayerId", kickPlayerRequest.PlayerId, "roomId", room.RoomId)
if targetPlayer.Connection.IsConnected && targetPlayer.Connection.Socket != nil {
targetPlayer.Connection.Socket.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "player_kicked",
Message: "You were kicked from the room",
})
}
}
if player == targetPlayer {
player.Mutex.Lock()
}
game.OnRoomUpdate(room)
})
client.On("StartGame", func(datas ...any) {
if !player.HasPermissionBit(types.PermissionHost) {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "insufficient_permission",
Message: "You can't start the game unless you are host",
})
return
}
if room.GameState != types.StateLobby {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "game_already_started",
Message: "The game has already started",
})
return
}
game.StartGame(room)
})
client.On("DrawCard", func(datas ...any) {
player.Mutex.Lock()
defer player.Mutex.Unlock()
if !verifyPlayerIsActivePlayer(room, player) {
return
}
card := room.CardDeck.DrawCard()
if card == nil {
// TODO: Handle empty card deck
return
}
game.OnPlayerStateUpdate(room, player, false)
})
client.On("PlayCard", func(datas ...any) {
player.Mutex.Lock()
defer player.Mutex.Unlock()
if !verifyPlayerIsActivePlayer(room, player) {
return
}
updatePlayerRequest := types.C2S_PlayCard{}
unpackData(datas, &updatePlayerRequest)
if updatePlayerRequest.CardIndex == nil {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "missing_parameter",
Message: "CardIndex parameter is missing",
})
return
}
if *updatePlayerRequest.CardIndex < 0 || *updatePlayerRequest.CardIndex >= len(player.Cards) {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "invalid_card_index",
Message: "Provided CardIndex is out of bounds",
})
return
}
card := player.Cards[*updatePlayerRequest.CardIndex]
if !room.CardDeck.PlayCard(card) {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "card_not_playable",
Message: "You can't play this card now",
})
return
}
player.Cards = append(player.Cards[:*updatePlayerRequest.CardIndex], player.Cards[*updatePlayerRequest.CardIndex+1:]...)
game.OnPlayCard(room, player, *updatePlayerRequest.CardIndex, card)
if len(player.Cards) == 0 {
room.Winner = &player.PlayerId
game.UpdateGameState(room, types.StateEnded)
}
})
client.On("UpdatePlayedCard", func(datas ...any) {
player.Mutex.Lock()
defer player.Mutex.Unlock()
if !verifyPlayerIsActivePlayer(room, player) {
return
}
updatePlayerRequest := types.C2S_UpdatePlayedCard{}
unpackData(datas, &updatePlayerRequest)
card := room.CardDeck.UpdatePlayedCard(updatePlayerRequest.CardData)
if card == nil {
client.Emit("Status", types.S2C_Status{
IsError: true,
StatusCode: "card_not_updatable",
Message: "You can't update this card now",
})
return
}
game.OnPlayedCardUpdate(room, player, card)
})
}