codies/internal/server/server.go

607 lines
12 KiB
Go

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, &note); err != nil {
return err
}
r.lastSeen.Store(time.Now())
if err := r.handleNote(playerID, &note); 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, &params); err != nil {
return err
}
resetTimer = true
r.room.Reveal(playerID, params.Row, params.Col)
case protocol.NewGameMethod:
var params protocol.NewGameParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
resetTimer = true
r.room.NewGame()
case protocol.EndTurnMethod:
var params protocol.EndTurnParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
resetTimer = true
r.room.EndTurn(playerID)
case protocol.RandomizeTeamsMethod:
var params protocol.RandomizeTeamsParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
r.room.RandomizeTeams()
case protocol.ChangeTeamMethod:
var params protocol.ChangeTeamParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
r.room.ChangeTeam(playerID, params.Team)
case protocol.ChangeNicknameMethod:
var params protocol.ChangeNicknameParams
if err := json.Unmarshal(note.Params, &params); 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, &params); err != nil {
return err
}
r.room.ChangeRole(playerID, params.Spymaster)
case protocol.ChangePackMethod:
var params protocol.ChangePackParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
r.room.ChangePack(params.Num, params.Enable)
case protocol.ChangeTurnModeMethod:
var params protocol.ChangeTurnModeParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
r.changeTurnMode(params.Timed)
case protocol.ChangeTurnTimeMethod:
var params protocol.ChangeTurnTimeParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
r.changeTurnTime(params.Seconds)
case protocol.AddPacksMethod:
var params protocol.AddPacksParams
if err := json.Unmarshal(note.Params, &params); err != nil {
return err
}
for _, p := range params.Packs {
r.room.AddPack(p.Name, p.Words)
}
case protocol.RemovePackMethod:
var params protocol.RemovePackParams
if err := json.Unmarshal(note.Params, &params); 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)
}