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package main
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import (
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"bufio"
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"fmt"
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"io"
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"net"
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"runtime"
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"sort"
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"strings"
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"time"
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)
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type Connection struct {
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*bufio.Reader
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game *Game
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net.Conn
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ConnectionState
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bombs int
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colonies []*System
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kills int
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lastBomb time.Time
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lastScan time.Time
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money int
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profile *Profile
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}
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func NewConnection(conn net.Conn) *Connection {
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c := &Connection{
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Conn: conn,
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Reader: bufio.NewReader(conn),
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bombs: options.startBombs,
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money: options.startMoney,
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}
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c.SetState(EnterLobby())
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return c
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}
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func (c *Connection) Dead() bool {
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return false
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}
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func (c *Connection) Tick(game *Game) {
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if c.ConnectionState == nil {
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log_error("connected client has nil state.")
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c.Printf("somehow you have a nil state. I don't know what to do so I'm going to kick you off.")
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c.Close()
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return
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}
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c.SetState(c.ConnectionState.Tick(c, game.frame))
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}
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func (c *Connection) RunCommand(name string, args ...string) {
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defer func() {
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if r := recover(); r != nil {
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c.Printf("(something is broken)")
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c.Printf("ERROR: %v\n", r)
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callers := make([]uintptr, 40)
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n := runtime.Callers(5, callers)
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callers = callers[:n]
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frames := runtime.CallersFrames(callers)
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log_error("recovered: %v", r)
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for {
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frame, more := frames.Next()
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if !more {
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break
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}
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log_error(" %s +%d (%s)\n", frame.File, frame.Line, frame.Function)
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}
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}
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}()
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switch name {
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case "commands":
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c.ListCommands()
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return
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}
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cmd := c.GetCommand(name)
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if cmd == nil {
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c.Printf("No such command: %v\n", name)
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return
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}
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cmd.handler(c, args...)
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}
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func (c *Connection) ListCommands() {
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c.Printf("\n")
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c.Line()
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c.Printf("- Available Commands in state: %s\n", c.ConnectionState.String())
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c.Line()
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commands := c.Commands()
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names := make([]string, len(commands))
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for i := range commands {
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names[i] = commands[i].name
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}
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sort.Strings(names)
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for _, name := range names {
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cmd := c.GetCommand(name)
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c.Printf("%-20s%s\n", name, cmd.summary)
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}
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c.Printf("\n")
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}
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func (c *Connection) SetState(s ConnectionState) {
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if c.ConnectionState == s {
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return
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}
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log_info("set state: %v", s)
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if c.ConnectionState != nil {
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log_info("exit state: %v", c.ConnectionState)
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c.ConnectionState.Exit(c)
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}
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log_info("enter state: %v", s)
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c.ConnectionState = s
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s.Enter(c)
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}
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func (c *Connection) ReadLines(out chan []string) {
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defer close(out)
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for {
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line, err := c.ReadString('\n')
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switch err {
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case io.EOF:
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return
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case nil:
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break
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default:
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log_error("unable to read line on connection: %v", err)
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return
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}
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line = strings.TrimSpace(line)
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if line == "" {
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continue
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}
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out <- strings.Split(line, " ")
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}
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}
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func (c *Connection) Line() {
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c.Printf("--------------------------------------------------------------------------------\n")
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}
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func (c *Connection) Printf(template string, args ...interface{}) (int, error) {
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return fmt.Fprintf(c, template, args...)
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}
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func (c *Connection) Close() error {
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log_info("player disconnecting: %s", c.Name())
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if c.game != nil {
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c.game.Quit(c)
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}
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if c.Conn != nil {
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return c.Conn.Close()
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}
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return nil
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}
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func (c *Connection) Name() string {
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if c.profile == nil {
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return ""
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}
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return c.profile.name
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}
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func (c *Connection) RecordScan() {
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c.Printf("Scanning known systems for signs of life\n")
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c.lastScan = time.Now()
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time.AfterFunc(options.scanTime, func() {
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c.Printf("Scanner ready\n")
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})
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}
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func (c *Connection) RecordBomb() {
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c.lastBomb = time.Now()
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time.AfterFunc(15*time.Second, func() {
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fmt.Fprintln(c, "Bomb arsenal reloaded")
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})
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}
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func (c *Connection) CanScan() bool {
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return time.Since(c.lastScan) > options.scanTime
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}
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func (c *Connection) NextScan() time.Duration {
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return -time.Since(c.lastScan.Add(options.scanTime))
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}
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func (c *Connection) NextBomb() time.Duration {
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return -time.Since(c.lastBomb.Add(15 * time.Second))
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}
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func (c *Connection) MadeKill(victim *Connection) {
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if c == victim {
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log_info("player %s commited suicide.", c.Name())
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return
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}
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c.kills += 1
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if c.kills == 3 {
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c.Win("military")
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}
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}
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func (c *Connection) Withdraw(n int) {
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c.money -= n
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}
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func (c *Connection) Deposit(n int) {
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c.money += n
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if c.money >= options.economic {
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c.Win("economic")
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}
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}
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func (c *Connection) Win(method string) {
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c.game.Win(c, method)
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}
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func (c *Connection) Die(frame int64) {
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c.SetState(NewDeadState(frame))
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}
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