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client.go
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// Copyright 2015 The Gorilla WebSocket Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// +build ignore
package main
import (
"flag"
"log"
"net/url"
"os"
"os/signal"
"time"
"fmt"
"strings"
"sort"
"github.com/eiannone/keyboard"
"github.com/fatih/color"
"github.com/ginglis13/cli-typeracer/models"
"github.com/gorilla/websocket"
)
type ClientCliArgs struct {
nick string
host string
port int
gameID int
}
var addr = flag.String("addr", "localhost:8888", "http service address")
func parseArgs() ClientCliArgs {
args := ClientCliArgs{}
flag.IntVar(&args.gameID, "g", 0, "Join game by game id")
flag.StringVar(&args.nick, "n", "", "Set nickname")
flag.StringVar(&args.host, "host", "localhost", "Host address/domain of game")
flag.IntVar(&args.port, "p", 8080, "Host port")
flag.Parse()
log.SetFlags(0)
fmt.Println("CLI Typeracer")
fmt.Println("Press ESC to quit")
fmt.Printf("Host is set to %v:%v\n", args.host, args.port)
if args.nick == "" {
fmt.Println("Enter a nickname to join the game with:")
fmt.Scanf("%s", &args.nick)
}
return args
}
func delInput(chars []int32) []int32{
if len(chars) > 0 {
return append(chars[:len(chars)-1])
} else {
return chars
}
}
func checkInput(chars []int32, s []byte, clientState *models.ClientState) bool {
var cs string
for _, v := range chars{
/* space check */
if (v == 0){
v = ' '
}
cs = fmt.Sprintf("%s%c", cs, v)
}
res := false
for i, v := range chars {
/* check str len */
if i > len(s) - 1 {
res = false
break
/* found a match */
} else if v == int32(s[i]) {
res = true
/* space check */
} else if v == 0 && int32(s[i]) == 32{
res = true
} else {
res = false
break
}
}
if res {
color.Green(cs)
clientState.Progress = len(chars)
} else {
color.Red(cs)
}
return res
}
func keyboardInput(clientState *models.ClientState, inp chan bool) {
chars := make([]int32, 0)
/* Open Keyboard and receive input in background goroutine */
keyErr := keyboard.Open()
if keyErr != nil {
panic(keyErr)
}
defer keyboard.Close()
for {
if clientState.Complete {
inp <- true
break
}
char, key, err := keyboard.GetKey()
if err != nil {
panic(err)
} else if key == keyboard.KeyEsc {
break
/* check for both KeyBackspace and KeyBackspace2 for delete */
} else if key == keyboard.KeyBackspace2 || key == keyboard.KeyBackspace || key == keyboard.KeyDelete {
chars = delInput(chars)
} else if key == keyboard.KeySpace {
chars = append(chars, int32(' '))
} else {
chars = append(chars, char)
}
clientState.UserInput = string(chars)
}
}
func recvGameState(conn *websocket.Conn, clientState *models.ClientState, done chan bool) {
for {
var gs models.GameState
err := conn.ReadJSON(&gs)
if err != nil {
log.Printf("Error reading receiver json")
break
}
/* Print UI */
s := gs.String
fmt.Print("\033[H\033[2J")
fmt.Println()
printProgress(&gs)
fmt.Println("\nQuote:\n")
fmt.Println(string(s))
/* Check user input */
res := checkInput([]int32(clientState.UserInput), s, clientState)
if res && len(clientState.UserInput) == len(s) || gs.Over {
clientState.Complete = true
}
if gs.Over {
gameOver(&gs)
done<-true
break
}
}
}
func gameOver(gs *models.GameState) {
fmt.Print("\033[H\033[2J")
fmt.Println(strings.Repeat("*", 16), "GAME OVER", strings.Repeat("*", 16))
fmt.Println()
printProgress(*&gs)
fmt.Printf("Winner:\t")
color.Green(string(*&gs.Winner))
fmt.Println("Player WPM: ")
finalGameState := *&gs.Clients
// Print WPM
for client, state := range finalGameState {
if client == "" {
continue
}
fmt.Printf("\t%10s: %.3f WPM\n", client, state.WPM)
}
/* TODO: allow player to play again with same players? */
}
func printProgress(gs *models.GameState) {
chars := len(gs.String)
keys := make([]string, 0, len(*&gs.Clients))
for k := range *&gs.Clients {
keys = append(keys, k)
}
sort.Strings(keys)
for _, client := range keys {
if client == "" {
continue
}
// Do percentage based on 100
percentDone := float64(*&gs.Clients[client].Progress) * 100.0 / float64(chars)
//fmt.Printf("100 minus: %v\n", 100 - int(percentDone))
fmt.Printf("%10s: [%s🚘%s🏁\n", client, strings.Repeat("#", int(percentDone)), strings.Repeat(" ", 100-int(percentDone)))
}
}
func startGame(conn *websocket.Conn, clientState *models.ClientState) {
// Send your initial state to the game server
err := conn.WriteJSON(&clientState)
if err != nil {
log.Println("write:", err)
return
}
// Receive if you are leader
var gs models.GameState
err = conn.ReadJSON(&gs)
if err != nil {
log.Printf("[ERROR] Error reading receiver json for start game")
}
clientState.IsLeader = gs.Clients[clientState.UserID].IsLeader
// If leader, wait until all players joined, respond if so, then exit
if gs.Clients[clientState.UserID].IsLeader {
fmt.Println("You are the game leader. Press enter once everyone has joined to start the countdown.")
keyErr := keyboard.Open()
if keyErr != nil {
panic(keyErr)
}
defer keyboard.Close()
keyboard.GetKey()
clientState.StartGame = true
// Write that the game has been started back to server
err = conn.WriteJSON(&clientState)
if err != nil {
log.Printf("[ERROR] Error sending json for start game")
}
conn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
// If not leader, wait until gameState.Started, then exit
} else {
fmt.Print("\033[H\033[2J") // clear screen
fmt.Println("Waiting for the game leader to start..")
for {
conn.WriteJSON(&clientState)
conn.ReadJSON(&gs)
if gs.Started {
conn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
break
}
}
}
}
func main() {
/* Parse Args */
args := parseArgs()
/* Initial Client State */
clientState := models.ClientState{args.nick, args.gameID, 0, "", false, false, 0.0, false}
interrupt := make(chan os.Signal, 1)
signal.Notify(interrupt, os.Interrupt)
host := fmt.Sprintf("%s:%v", args.host, args.port)
startU := url.URL{Scheme: "ws", Host: host, Path: "/startgame"}
conn, _, err := websocket.DefaultDialer.Dial(startU.String(), nil)
if err != nil {
log.Fatal("dial start: ", err)
}
startGame(conn, &clientState)
conn.Close()
u := url.URL{Scheme: "ws", Host: host, Path: "/typeracer"}
c, _, err := websocket.DefaultDialer.Dial(u.String(), nil)
if err != nil {
log.Fatal("dial tr: ", err)
}
defer c.Close()
fmt.Println("Game starting in 3...")
time.Sleep(1 * time.Second)
fmt.Println("Game starting in 2...")
time.Sleep(1 * time.Second)
fmt.Println("Game starting in 1...")
time.Sleep(1 * time.Second)
done := make(chan bool, 1)
defer close(done)
/* For receiving game state data from server */
go recvGameState(c, &clientState, done)
inp := make(chan bool, 1)
go keyboardInput(&clientState, inp)
ticker := time.NewTicker(time.Millisecond*20) // TODO: time.Millisecond for feal time
//ticker := time.NewTicker(time.Second)
defer ticker.Stop()
for {
select {
case <-done:
c.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
if err != nil {
log.Println("write close:", err)
return
}
return
case t := <-ticker.C:
err := c.WriteJSON(&clientState)
if err != nil {
log.Println("write:", err)
log.Println("t:", t)
return
}
//log.Println(&clientState)
case <-interrupt:
log.Println("interrupt")
// Cleanly close the connection by sending a close message and then
// waiting (with timeout) for the server to close the connection.
err := c.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
if err != nil {
log.Println("write close:", err)
return
}
select {
case <-done:
case <-time.After(time.Second):
}
return
}
}
}