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