package server import ( "context" "encoding/json" "errors" "log" "sync" "time" "github.com/gofrs/uuid" "github.com/speps/go-hashids" "github.com/zikaeroh/codies/internal/game" "github.com/zikaeroh/codies/internal/protocol" "go.uber.org/atomic" "golang.org/x/sync/errgroup" "nhooyr.io/websocket" "nhooyr.io/websocket/wsjson" ) const maxRooms = 1000 var ( ErrRoomExists = errors.New("server: rooms exist") ErrTooManyRooms = errors.New("server: too many rooms") ) type Server struct { clientCount atomic.Int64 roomCount atomic.Int64 doPrune chan struct{} ready chan struct{} mu sync.Mutex ctx context.Context rooms map[string]*Room roomIDs map[string]*Room hid *hashids.HashID nextID int64 } func NewServer() *Server { hd := hashids.NewData() hd.MinLength = 8 hd.Salt = uuid.Must(uuid.NewV4()).String() // IDs are only valid for this server instance; ok to randomize salt. hid, err := hashids.NewWithData(hd) if err != nil { panic(err) } return &Server{ ready: make(chan struct{}), doPrune: make(chan struct{}, 1), rooms: make(map[string]*Room), roomIDs: make(map[string]*Room), hid: hid, } } func (s *Server) Run(ctx context.Context) error { s.ctx = ctx close(s.ready) ticker := time.NewTicker(5 * time.Minute) defer ticker.Stop() for { select { case <-ctx.Done(): return ctx.Err() case <-s.doPrune: s.prune() case <-ticker.C: s.prune() } } } func (s *Server) FindRoom(name string) *Room { <-s.ready s.mu.Lock() defer s.mu.Unlock() return s.rooms[name] } func (s *Server) FindRoomByID(id string) *Room { <-s.ready s.mu.Lock() defer s.mu.Unlock() return s.roomIDs[id] } func (s *Server) CreateRoom(name, password string) (*Room, error) { <-s.ready s.mu.Lock() defer s.mu.Unlock() room := s.rooms[name] if room != nil { return nil, ErrRoomExists } if len(s.rooms) >= maxRooms { return nil, ErrTooManyRooms } id, err := s.hid.EncodeInt64([]int64{s.nextID}) if err != nil { return nil, err } s.nextID++ ctx, cancel := context.WithCancel(s.ctx) room = &Room{ Name: name, Password: password, ID: id, clientCount: &s.clientCount, roomCount: &s.roomCount, ctx: ctx, cancel: cancel, room: game.NewRoom(nil), players: make(map[game.PlayerID]noteSender), turnSeconds: 60, } room.lastSeen.Store(time.Now()) room.room.NewGame() s.rooms[name] = room s.roomIDs[room.ID] = room s.roomCount.Inc() log.Printf("created new room '%s' (%s)", name, room.ID) if s.nextID%100 == 0 { s.triggerPrune() } return room, nil } func (s *Server) triggerPrune() { select { case s.doPrune <- struct{}{}: default: } } func (s *Server) prune() { s.mu.Lock() defer s.mu.Unlock() toRemove := make([]string, 0, 1) for name, room := range s.rooms { lastSeen := room.lastSeen.Load().(time.Time) if time.Since(lastSeen) > 10*time.Minute { toRemove = append(toRemove, name) } } if len(toRemove) == 0 { return } for _, name := range toRemove { room := s.rooms[name] room.mu.Lock() room.stopTimer() room.mu.Unlock() room.cancel() delete(s.rooms, name) delete(s.roomIDs, room.ID) s.roomCount.Dec() } log.Printf("pruned %d rooms", len(toRemove)) } func (s *Server) Stats() (rooms, clients int) { s.mu.Lock() defer s.mu.Unlock() return len(s.rooms), int(s.clientCount.Load()) } type Room struct { Name string Password string ID string ctx context.Context cancel context.CancelFunc clientCount *atomic.Int64 roomCount *atomic.Int64 mu sync.Mutex room *game.Room players map[game.PlayerID]noteSender state *stateCache lastSeen atomic.Value timed bool turnSeconds int turnDeadline *time.Time turnTimer *time.Timer } type noteSender func(protocol.ServerNote) func (r *Room) HandleConn(playerID uuid.UUID, nickname string, c *websocket.Conn) { clientCount := r.clientCount.Inc() log.Printf("client connected to room '%s' (%s); %v clients currently connected to %v rooms", r.Name, r.ID, clientCount, r.roomCount.Load()) defer func() { clientCount := r.clientCount.Dec() log.Printf("client disconnected from room '%s' (%s); %v clients currently connected to %v rooms", r.Name, r.ID, clientCount, r.roomCount.Load()) }() defer c.Close(websocket.StatusGoingAway, "going away") g, ctx := errgroup.WithContext(r.ctx) r.mu.Lock() r.players[playerID] = func(s protocol.ServerNote) { g.Go(func() error { ctx, cancel := context.WithTimeout(ctx, time.Second) defer cancel() return wsjson.Write(ctx, c, &s) }) } r.room.AddPlayer(playerID, nickname) r.sendAll() r.mu.Unlock() defer func() { r.mu.Lock() defer r.mu.Unlock() delete(r.players, playerID) r.room.RemovePlayer(playerID) r.sendAll() }() g.Go(func() error { ticker := time.NewTicker(time.Minute) defer ticker.Stop() for { select { case <-ctx.Done(): return ctx.Err() case <-ticker.C: } if err := c.Ping(ctx); err != nil { return err } r.lastSeen.Store(time.Now()) } }) g.Go(func() error { for { var note protocol.ClientNote if err := wsjson.Read(ctx, c, ¬e); err != nil { return err } r.lastSeen.Store(time.Now()) if err := r.handleNote(playerID, ¬e); err != nil { log.Println("error handling note:", err) return err } } }) _ = g.Wait() } func (r *Room) handleNote(playerID game.PlayerID, note *protocol.ClientNote) error { r.mu.Lock() defer r.mu.Unlock() // The client's version was wrong; reject and send them the current state. if note.Version != r.room.Version { r.sendOne(playerID, r.players[playerID]) return nil } before := r.room.Version resetTimer := false defer func() { if r.room.Version != before { if r.timed && resetTimer { r.startTimer() } r.sendAll() } }() switch note.Method { case protocol.RevealMethod: var params protocol.RevealParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } prevTurn := r.room.Turn r.room.Reveal(playerID, params.Row, params.Col) resetTimer = prevTurn != r.room.Turn case protocol.NewGameMethod: var params protocol.NewGameParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } resetTimer = true r.room.NewGame() case protocol.EndTurnMethod: var params protocol.EndTurnParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } resetTimer = true r.room.EndTurn(playerID) case protocol.RandomizeTeamsMethod: var params protocol.RandomizeTeamsParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.room.RandomizeTeams() case protocol.ChangeTeamMethod: var params protocol.ChangeTeamParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.room.ChangeTeam(playerID, params.Team) case protocol.ChangeNicknameMethod: var params protocol.ChangeNicknameParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } // Sync with protocol.go's validation method. if len(params.Nickname) < 3 || len(params.Nickname) > 16 { return nil } r.room.AddPlayer(playerID, params.Nickname) case protocol.ChangeRoleMethod: var params protocol.ChangeRoleParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.room.ChangeRole(playerID, params.Spymaster) case protocol.ChangePackMethod: var params protocol.ChangePackParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.room.ChangePack(params.Num, params.Enable) case protocol.ChangeTurnModeMethod: var params protocol.ChangeTurnModeParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.changeTurnMode(params.Timed) case protocol.ChangeTurnTimeMethod: var params protocol.ChangeTurnTimeParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.changeTurnTime(params.Seconds) case protocol.AddPacksMethod: var params protocol.AddPacksParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } for _, p := range params.Packs { if len(p.Words) < 25 { continue } r.room.AddPack(p.Name, p.Words) } case protocol.RemovePackMethod: var params protocol.RemovePackParams if err := json.Unmarshal(note.Params, ¶ms); err != nil { return err } r.room.RemovePack(params.Num) default: log.Printf("unhandled method: %s", note.Method) } return nil } // Must be called with r.mu locked. func (r *Room) sendAll() { for playerID, sender := range r.players { r.sendOne(playerID, sender) } } // Must be called with r.mu locked. func (r *Room) sendOne(playerID game.PlayerID, sender noteSender) { state := r.createStateFor(playerID) note := protocol.StateNote(state) sender(note) } // Must be called with r.mu locked. func (r *Room) createStateFor(playerID game.PlayerID) *protocol.State { if r.state == nil || r.state.version != r.room.Version { r.state = r.createStateCache() } if r.room.Players[playerID].Spymaster { return r.state.spymaster } return r.state.guesser } type stateCache struct { version int guesser *protocol.State spymaster *protocol.State } func (r *Room) createStateCache() *stateCache { return &stateCache{ version: r.room.Version, guesser: r.createRoomState(false), spymaster: r.createRoomState(true), } } func (r *Room) createRoomState(spymaster bool) *protocol.State { room := r.room s := &protocol.State{ Version: room.Version, Teams: make([][]*protocol.StatePlayer, len(room.Teams)), Turn: room.Turn, Winner: room.Winner, Board: make([][]*protocol.StateTile, room.Board.Rows), WordsLeft: room.Board.WordCounts, Lists: make([]*protocol.StateWordList, len(room.WordLists)), } if r.turnDeadline != nil { s.Timer = &protocol.StateTimer{ TurnTime: r.turnSeconds, TurnEnd: *r.turnDeadline, } } for team, members := range room.Teams { for _, id := range members { p := room.Players[id] s.Teams[team] = append(s.Teams[team], &protocol.StatePlayer{ PlayerID: id, Nickname: p.Nickname, Spymaster: p.Spymaster, }) } if s.Teams[team] == nil { s.Teams[team] = []*protocol.StatePlayer{} } } for row := range s.Board { tiles := make([]*protocol.StateTile, room.Board.Cols) for col := range tiles { tile := room.Board.Get(row, col) sTile := &protocol.StateTile{ Word: tile.Word, Revealed: tile.Revealed, } if spymaster || tile.Revealed || room.Winner != nil { sTile.View = &protocol.StateView{ Team: tile.Team, Neutral: tile.Neutral, Bomb: tile.Bomb, } } tiles[col] = sTile } s.Board[row] = tiles } for i, wl := range room.WordLists { s.Lists[i] = &protocol.StateWordList{ Name: wl.Name, Count: wl.List.Len(), Custom: wl.Custom, Enabled: wl.Enabled, } } return s } // Must be called with r.mu locked. func (r *Room) changeTurnMode(timed bool) { if r.timed == timed { return } r.timed = timed if timed { r.startTimer() } else { r.stopTimer() } r.room.Version++ } // Must be called with r.mu locked. func (r *Room) changeTurnTime(seconds int) { if seconds <= 0 || r.turnSeconds == seconds { return } r.turnSeconds = seconds if r.timed { r.startTimer() } r.room.Version++ } func (r *Room) timerEndTurn() { r.mu.Lock() defer r.mu.Unlock() stopped := r.stopTimer() if !stopped { // Room was pruned. return } r.turnTimer = nil r.turnDeadline = nil if r.room.Winner != nil || r.turnSeconds == 0 { return } r.room.ForceEndTurn() r.startTimer() r.sendAll() } // Must be called with r.mu locked. func (r *Room) stopTimer() (stopped bool) { if r.turnTimer != nil { r.turnTimer.Stop() stopped = true } r.turnTimer = nil r.turnDeadline = nil return stopped } // Must be called with r.mu locked. func (r *Room) startTimer() { if !r.timed { panic("startTimer called on non-timed room") } if r.turnTimer != nil { r.turnTimer.Stop() } dur := time.Second * time.Duration(r.turnSeconds) deadline := time.Now().Add(dur) r.turnDeadline = &deadline r.turnTimer = time.AfterFunc(dur, r.timerEndTurn) }