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Copy pathserver.go
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173 lines (161 loc) · 4.81 KB
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package nertz
import (
"fmt"
"os"
"log"
"time"
websocket "code.google.com/p/go.net/websocket"
)
/* Server-side code */
func (c *Client) GetCredentials() *Credentials {
c.Messages <- "Credentials"
var creds Credentials
err := websocket.JSON.Receive(c.Conn, &creds)
if err != nil {
log.Fatal(err)
}
return &creds
}
func (g *Game) AddNewClients() {
for cli := range g.NewClients {
g.Clients = append(g.Clients, cli)
}
}
func (g *Game) BroadcastMessages() {
for {
select {
case <-g.Begin:
g.Started = true
g.Init(len(g.Clients))
time.Sleep(100 * time.Millisecond)
fmt.Fprintf( os.Stdout, "--------------------------------------------\n Let the game begin! \n--------------------------------------------\n")
for _, c := range g.Clients {
if ! c.Done {
c.Messages <- "Let's Begin!"
}
}
case lake := <-g.Updates:
for _, c := range g.Clients {
if ! c.Done {
c.Lakes <- lake
}
}
case <-g.GameOver:
g.TallyUp()
close(g.Lakes)
fmt.Fprintf(os.Stdout, "--------------------------------------------\n Looks like nertz!\n--------------------------------------------\n")
for _, c := range g.Clients {
if ! c.Done {
close(c.Lakes)
}
}
return
}
}
}
func (c *Client) SendMessages() {
ok := true
var lake Lake
var err error
for ok {
select {
case msg := <-c.Messages:
jsonMsg := map[string]string{ "Message" : msg }
err = websocket.JSON.Send(c.Conn, jsonMsg)
if err != nil {
panic("JSON.Send: " + err.Error())
}
case lake, ok = <-c.Lakes:
if ok {
err = websocket.JSON.Send(c.Conn, lake)
if err != nil {
panic("JSON.Send: " + err.Error())
}
} else {
//if the channel is closed it means the game is over!
jsonMsg := map[string]string{ "Message" : "Nertz" }
err = websocket.JSON.Send(c.Conn, jsonMsg)
if err != nil {
panic("JSON.Send: " + err.Error())
}
return
}
}
}
}
func (s *Game) MakeMove(move *Move) bool {
a := <-s.Lakes
size := len(a.Piles[move.Pile].Cards)
var resp bool
if size == 0 && move.Card.Value == 1 {
if move.Card.Value == 1 {
a.Piles[move.Pile].Cards = append( a.Piles[move.Pile].Cards, move.Card )
resp = true
} else {
resp = false
}
} else {
top := a.Piles[move.Pile].Cards[size-1].Value
suit := a.Piles[move.Pile].Cards[size-1].Suit
if move.Card.Value != top + 1 || suit != move.Card.Suit || top == 13 {
resp = false
} else {
a.Piles[move.Pile].Cards = append( a.Piles[move.Pile].Cards, move.Card )
resp = true
}
}
s.Lakes <- a
s.Updates <- a
return resp
}
func (g *Game) TallyUp() {
a := <-g.Lakes
for _, pile := range a.Piles {
for _, card := range pile.Cards {
g.Scoreboard[card.Player]++
}
}
}
func (g *Game) WaitForEnd(c *Client) {
var scoreupdate map[string]interface{}
err := websocket.JSON.Receive(c.Conn, &scoreupdate)
if err != nil {
log.Fatal(err)
}
scoreupdate["Player"] = c.Name
g.ScoreChan <- scoreupdate
done := <-g.Done
g.Done <- done + 1
c.Done = true
if scoreupdate["Nertz"].(bool) {
g.Over = true
g.GameOver <- 1
} else {
//thanks for playing quitter!
fmt.Fprintf(os.Stdout, "--------------------------------------------\n %v quit player nertz\n--------------------------------------------\n", c.Name)
scoreupdate["Value"] = float64(g.Scoreboard[c.Name])
err = websocket.JSON.Send(c.Conn, map[string]int{ "Value" : g.Scoreboard[c.Name] })
if err != nil {
panic("JSON.Send: " + err.Error())
}
return
}
<-c.TalliedUp
err = websocket.JSON.Send(c.Conn, g.Scoreboard)
if err != nil {
panic("JSON.Send: " + err.Error())
}
}
func (g *Game) WriteScores() {
for scoreupdate := range g.ScoreChan {
g.Scoreboard[scoreupdate["Player"].(string)] -= 2*int(scoreupdate["Value"].(float64))
done := <-g.Done
if done == len(g.Clients) {
for _, cli := range g.Clients {
cli.TalliedUp <- 1
}
} else {
g.Done <- done
}
}
}