go-teeworlds-protocol/protocol7/connection.go
ChillerDragon 72bf459d79 Refactor: separate packet parsing and connection state
Computing a response to a packet is now separate from unpacking a packet
2024-06-22 12:25:29 +08:00

198 lines
5.1 KiB
Go

package protocol7
import (
"bytes"
"fmt"
"os"
"github.com/teeworlds-go/teeworlds/messages7"
"github.com/teeworlds-go/teeworlds/network7"
)
type Player struct {
Info messages7.SvClientInfo
}
type Connection struct {
ClientToken [4]byte
ServerToken [4]byte
// The amount of vital chunks received
Ack int
// The amount of vital chunks sent
Sequence int
// The amount of vital chunks acknowledged by the peer
PeerAck int
Players []Player
}
func (connection *Connection) BuildResponse() *Packet {
return &Packet{
Header: PacketHeader{
Flags: PacketFlags{
Connless: false,
Compression: false,
Resend: false,
Control: false,
},
Ack: connection.Ack,
NumChunks: 0, // will be set in Packet.Pack()
Token: connection.ServerToken,
},
}
}
func (connection *Connection) CtrlToken() *Packet {
response := connection.BuildResponse()
response.Header.Flags.Control = true
response.Messages = append(
response.Messages,
&messages7.CtrlToken{
Token: connection.ClientToken,
},
)
return response
}
func (client *Connection) MsgStartInfo() *messages7.ClStartInfo {
return &messages7.ClStartInfo{
Name: "gopher",
Clan: "",
Country: 0,
Body: "greensward",
Marking: "duodonny",
Decoration: "",
Hands: "standard",
Feet: "standard",
Eyes: "standard",
CustomColorBody: false,
CustomColorMarking: false,
CustomColorDecoration: false,
CustomColorHands: false,
CustomColorFeet: false,
CustomColorEyes: false,
ColorBody: 0,
ColorMarking: 0,
ColorDecoration: 0,
ColorHands: 0,
ColorFeet: 0,
ColorEyes: 0,
}
}
func byteSliceToString(s []byte) string {
n := bytes.IndexByte(s, 0)
if n >= 0 {
s = s[:n]
}
return string(s)
}
func (connection *Connection) OnSystemMsg(msg messages7.NetMessage, response *Packet) bool {
// TODO: is this shadow nasty?
switch msg := msg.(type) {
case *messages7.MapChange:
fmt.Println("got map change")
response.Messages = append(response.Messages, &messages7.Ready{})
case *messages7.ConReady:
fmt.Println("got ready")
response.Messages = append(response.Messages, connection.MsgStartInfo())
case *messages7.SnapSingle:
// fmt.Printf("got snap single tick=%d\n", msg.GameTick)
response.Messages = append(response.Messages, &messages7.CtrlKeepAlive{})
default:
fmt.Printf("unknown system message id=%d payload=%x\n", msg.MsgId(), msg.Pack())
return false
}
return true
}
func (client *Connection) OnChatMessage(msg *messages7.SvChat) {
if msg.ClientId < 0 || msg.ClientId > network7.MaxClients {
fmt.Printf("[chat] *** %s\n", msg.Message)
return
}
name := client.Players[msg.ClientId].Info.Name
fmt.Printf("[chat] <%s> %s\n", name, msg.Message)
}
func (connection *Connection) OnGameMsg(msg messages7.NetMessage, response *Packet) bool {
// TODO: is this shadow nasty?
switch msg := msg.(type) {
case *messages7.ReadyToEnter:
fmt.Println("got ready to enter")
response.Messages = append(response.Messages, &messages7.EnterGame{})
case *messages7.SvMotd:
fmt.Printf("[motd] %s\n", msg.Message)
case *messages7.SvChat:
connection.OnChatMessage(msg)
case *messages7.SvClientInfo:
connection.Players[msg.ClientId].Info = *msg
fmt.Printf("got client info id=%d name=%s\n", msg.ClientId, msg.Name)
default:
fmt.Printf("unknown game message id=%d payload=%x\n", msg.MsgId(), msg.Pack())
return false
}
return true
}
func (connection *Connection) OnMessage(msg messages7.NetMessage, response *Packet) bool {
if msg.Header() == nil {
// this is probably an unknown message
fmt.Printf("warning ignoring msgId=%d because header is nil\n", msg.MsgId())
return false
}
if msg.Header().Flags.Vital {
connection.Ack++
}
if msg.System() {
return connection.OnSystemMsg(msg, response)
}
return connection.OnGameMsg(msg, response)
}
// Takes a full teeworlds packet as argument
// And returns the response packet from the clients perspective
func (connection *Connection) OnPacket(packet *Packet) *Packet {
response := connection.BuildResponse()
if packet.Header.Flags.Control {
msg := packet.Messages[0]
fmt.Printf("got ctrl msg %d\n", msg.MsgId())
// TODO: is this shadow nasty?
switch msg := msg.(type) {
case *messages7.CtrlToken:
fmt.Printf("got server token %x\n", msg.Token)
connection.ServerToken = msg.Token
response.Header.Token = msg.Token
response.Messages = append(
response.Messages,
&messages7.CtrlConnect{
Token: connection.ClientToken,
},
)
case *messages7.CtrlAccept:
fmt.Println("got accept")
// TODO: don't hardcode info
response.Messages = append(response.Messages, &messages7.Info{})
case *messages7.CtrlClose:
fmt.Printf("disconnected (%s)\n", msg.Reason)
os.Exit(0)
default:
fmt.Printf("unknown control message: %d\n", msg.MsgId())
}
return response
}
for _, msg := range packet.Messages {
connection.OnMessage(msg, response)
}
return response
}