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exo/connection.go

251 lines
5.2 KiB
Go

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package main
import (
"bufio"
"fmt"
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"io"
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"net"
"strings"
"time"
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)
type Connection struct {
*bufio.Reader
net.Conn
ConnectionState
bombs int
colonies []*System
kills int
lastBomb time.Time
lastScan time.Time
money int
profile *Profile
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}
func NewConnection(conn net.Conn) *Connection {
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c := &Connection{
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Conn: conn,
Reader: bufio.NewReader(conn),
bombs: 1,
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}
c.SetState(SpawnRandomly())
currentGame.Join(c)
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return c
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}
func (c *Connection) Login() {
for {
c.Printf("what is your name, adventurer?\n")
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name, err := c.ReadString('\n')
if err == nil {
name = strings.TrimSpace(name)
} else {
log_error("player failed to connect: %v", err)
return
}
if !ValidName(name) {
c.Printf("that name is illegal.\n")
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continue
}
log_info("player connected: %v", name)
profile, err := loadProfile(name)
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if err != nil {
log_error("could not read profile: %v", err)
profile = &Profile{name: name}
if err := profile.Create(); err != nil {
log_error("unable to create profile record: %v", err)
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}
c.Printf("you look new around these parts, %s.\n", profile.name)
c.Printf(`if you'd like a description of how to play, type the "help" command\n`)
c.profile = profile
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} else {
c.profile = profile
c.Printf("welcome back, %s.\n", profile.name)
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}
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break
}
currentGame.Register(c)
}
func (c *Connection) Dead() bool {
return false
}
func (c *Connection) Tick(frame int64) {
if c.ConnectionState == nil {
log_error("connected client has nil state.")
c.Printf("somehow you have a nil state. I don't know what to do so I'm going to kick you off.")
c.Close()
return
}
c.SetState(c.ConnectionState.Tick(c, frame))
}
func (c *Connection) RunCommand(name string, args ...string) {
defer func() {
if r := recover(); r != nil {
c.Printf("shit is *really* fucked up.")
log_error("recovered: %v", r)
}
}()
cmd := c.GetCommand(name)
if cmd == nil {
c.Printf("No such command: %v\n", name)
return
}
cmd.handler(c, args...)
}
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func (c *Connection) SetState(s ConnectionState) {
if c.ConnectionState == s {
return
}
log_info("set state: %v", s)
if c.ConnectionState != nil {
log_info("exit state: %v", c.ConnectionState)
c.ConnectionState.Exit(c)
}
log_info("enter state: %v", s)
s.Enter(c)
c.ConnectionState = s
}
// func (c *Connection) SendBomb(target *System) {
// if c.bombs <= 0 {
// fmt.Fprintln(c, "cannot send bomb: no bombs left")
// return
// }
// if time.Since(c.lastBomb) < 5*time.Second {
// fmt.Fprintln(c, "cannod send bomb: bombs are reloading")
// return
// }
// c.bombs -= 1
// c.lastBomb = time.Now()
// bomb := NewBomb(c, target)
// currentGame.Register(bomb)
// c.Printf("sending bomb to system %v\n", target)
// }
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func (c *Connection) ReadLines(out chan []string) {
defer close(out)
for {
line, err := c.ReadString('\n')
switch err {
case io.EOF:
return
case nil:
break
default:
log_error("unable to read line on connection: %v", err)
return
}
line = strings.TrimSpace(line)
if line == "" {
continue
}
out <- strings.Split(line, " ")
}
}
func (c *Connection) Printf(template string, args ...interface{}) (int, error) {
return fmt.Fprintf(c, template, args...)
}
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func (c *Connection) Close() error {
log_info("player disconnecting: %s", c.Name())
currentGame.Quit(c)
if c.Conn != nil {
return c.Conn.Close()
}
return nil
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}
func (c *Connection) Name() string {
if c.profile == nil {
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return ""
}
return c.profile.name
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}
func (c *Connection) RecordScan() {
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fmt.Fprintln(c, "scanning known systems for signs of life")
c.lastScan = time.Now()
time.AfterFunc(1*time.Minute, func() {
fmt.Fprintln(c, "scanner ready")
})
}
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func (c *Connection) RecordBomb() {
c.lastBomb = time.Now()
time.AfterFunc(15*time.Second, func() {
fmt.Fprintln(c, "bomb arsenal reloaded")
})
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}
func (c *Connection) CanScan() bool {
return time.Since(c.lastScan) > 1*time.Minute
}
func (c *Connection) NextScan() time.Duration {
return -time.Since(c.lastScan.Add(time.Minute))
}
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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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}
func (c *Connection) MadeKill(victim *Connection) {
if c == victim {
log_info("player %s commited suicide.", c.Name())
return
}
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c.kills += 1
if c.kills == 3 {
c.Win("military")
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}
}
func (c *Connection) Withdraw(n int) {
c.money -= n
}
func (c *Connection) Deposit(n int) {
c.money += n
if c.money >= options.economic {
c.Win("economic")
}
}
func (c *Connection) Win(method string) {
currentGame.Win(c, method)
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}
type ConnectionState interface {
CommandSuite
String() string
Enter(c *Connection)
Tick(c *Connection, frame int64) ConnectionState
Exit(c *Connection)
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}
// No-op enter struct, for composing connection states that have no interesitng
// Enter mechanic.
type NopEnter struct{}
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func (n NopEnter) Enter(c *Connection) {}
// No-op exit struct, for composing connection states that have no interesting
// Exit mechanic.
type NopExit struct{}
func (n NopExit) Exit(c *Connection) {}
func SpawnRandomly() ConnectionState {
sys, err := randomSystem()
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if err != nil {
return NewErrorState(fmt.Errorf("unable to create idle state: %v", err))
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}
return Idle(sys)
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}