Even more cleanup and refactor to simplify handlers
This commit is contained in:
parent
bd83621add
commit
6ef69cec02
2 changed files with 39 additions and 82 deletions
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@ -7,12 +7,11 @@ import (
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"net/http"
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"github.com/google/uuid"
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"github.com/mdiluz/rove/pkg/game"
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"github.com/mdiluz/rove/pkg/version"
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)
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// Handler describes a function that handles any incoming request and can respond
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type Handler func(*Server, io.ReadCloser, io.Writer) error
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type Handler func(*Server, io.ReadCloser, io.Writer) (interface{}, error)
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// Route defines the information for a single path->function route
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type Route struct {
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@ -51,29 +50,22 @@ var Routes = []Route{
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}
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// HandleStatus handles the /status request
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func HandleStatus(s *Server, b io.ReadCloser, w io.Writer) error {
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func HandleStatus(s *Server, b io.ReadCloser, w io.Writer) (interface{}, error) {
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// Simply encode the current status
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var response = StatusResponse{
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// Simply return the current server status
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return StatusResponse{
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Ready: true,
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Version: version.Version,
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}
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// Reply with the current status
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json.NewEncoder(w).Encode(response)
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return nil
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}, nil
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}
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// HandleRegister handles /register endpoint
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func HandleRegister(s *Server, b io.ReadCloser, w io.Writer) error {
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// Set up the response
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func HandleRegister(s *Server, b io.ReadCloser, w io.Writer) (interface{}, error) {
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var response = RegisterResponse{
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Success: false,
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}
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// Pull out the registration info
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// Decode the registration info, verify it and register the account
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var data RegisterData
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err := json.NewDecoder(b).Decode(&data)
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if err != nil {
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@ -87,31 +79,20 @@ func HandleRegister(s *Server, b io.ReadCloser, w io.Writer) error {
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response.Error = err.Error()
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} else {
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// log the data sent
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fmt.Printf("\tdata: %+v\n", data)
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// If we didn't fail, respond with the account ID string
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response.Id = acc.Id.String()
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response.Success = true
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}
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// Log the response
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fmt.Printf("\tresponse: %+v\n", response)
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// Reply with the current status
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json.NewEncoder(w).Encode(response)
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return nil
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return response, nil
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}
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// HandleSpawn will spawn the player entity for the associated account
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func HandleSpawn(s *Server, b io.ReadCloser, w io.Writer) error {
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// Set up the response
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func HandleSpawn(s *Server, b io.ReadCloser, w io.Writer) (interface{}, error) {
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var response = SpawnResponse{
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Success: false,
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}
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// Pull out the incoming info
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// Decode the spawn info, verify it and spawn the rover for this account
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var data SpawnData
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if err := json.NewDecoder(b).Decode(&data); err != nil {
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fmt.Printf("Failed to decode json: %s\n", err)
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@ -127,46 +108,20 @@ func HandleSpawn(s *Server, b io.ReadCloser, w io.Writer) error {
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response.Error = err.Error()
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} else {
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// Create a new rover
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response.Success = true
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response.Position = pos
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}
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// Log the response
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fmt.Printf("\tresponse: %+v\n", response)
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// Reply with the current status
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json.NewEncoder(w).Encode(response)
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return nil
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}
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// ConvertCommands converts server commands to game commands
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func (s *Server) ConvertCommands(commands []Command, inst uuid.UUID) ([]game.Command, error) {
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var cmds []game.Command
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for _, c := range commands {
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switch c.Command {
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case CommandMove:
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if bearing, err := game.DirectionFromString(c.Bearing); err != nil {
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return nil, err
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} else {
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cmds = append(cmds, s.world.CommandMove(inst, bearing, c.Duration))
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}
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}
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}
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return cmds, nil
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return response, nil
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}
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// HandleSpawn will spawn the player entity for the associated account
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func HandleCommands(s *Server, b io.ReadCloser, w io.Writer) error {
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// Set up the response
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func HandleCommands(s *Server, b io.ReadCloser, w io.Writer) (interface{}, error) {
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var response = CommandsResponse{
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Success: false,
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}
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// Go through each possible validation step for the data
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// Decode the commands, verify them and the account, and execute the commands
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var data CommandsData
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if err := json.NewDecoder(b).Decode(&data); err != nil {
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fmt.Printf("Failed to decode json: %s\n", err)
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@ -191,23 +146,16 @@ func HandleCommands(s *Server, b io.ReadCloser, w io.Writer) error {
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response.Success = true
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}
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// Log the response
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fmt.Printf("\tresponse: %+v\n", response)
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// Reply with the current status
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json.NewEncoder(w).Encode(response)
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return nil
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return response, nil
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}
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// HandleRadar handles the radar request
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func HandleRadar(s *Server, b io.ReadCloser, w io.Writer) error {
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// Set up the response
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func HandleRadar(s *Server, b io.ReadCloser, w io.Writer) (interface{}, error) {
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var response = RadarResponse{
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Success: false,
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}
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// Pull out the incoming info
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// Decode the radar message, verify it, and respond with the radar info
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var data CommandsData
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if err := json.NewDecoder(b).Decode(&data); err != nil {
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fmt.Printf("Failed to decode json: %s\n", err)
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@ -226,16 +174,9 @@ func HandleRadar(s *Server, b io.ReadCloser, w io.Writer) error {
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response.Error = fmt.Sprintf("Error getting radar from rover: %s", err)
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} else {
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// Fill in the response
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response.Rovers = radar.Rovers
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response.Success = true
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}
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// Log the response
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fmt.Printf("\tresponse: %+v\n", response)
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// Reply with the current status
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json.NewEncoder(w).Encode(response)
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return nil
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return response, nil
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}
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@ -2,6 +2,7 @@ package server
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import (
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"context"
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"encoding/json"
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"fmt"
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"log"
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"net/http"
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@ -141,22 +142,21 @@ func (s *Server) wrapHandler(method string, handler Handler) func(w http.Respons
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// Log the request
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fmt.Printf("%s\t%s\n", r.Method, r.RequestURI)
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// Verify we're hit with the right method
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// Verify the method, call the handler, and encode the return
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if r.Method != method {
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w.WriteHeader(http.StatusMethodNotAllowed)
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} else if err := handler(s, r.Body, w); err != nil {
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// Log the error
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} else if val, err := handler(s, r.Body, w); err != nil {
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fmt.Printf("Failed to handle http request: %s", err)
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w.WriteHeader(http.StatusInternalServerError)
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// Respond that we've had an error
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} else if err := json.NewEncoder(w).Encode(val); err != nil {
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fmt.Printf("Failed to encode return to json: %s", err)
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w.WriteHeader(http.StatusInternalServerError)
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} else {
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// Be a good citizen and set the header for the return
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w.Header().Set("Content-Type", "application/json; charset=UTF-8")
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w.WriteHeader(http.StatusOK)
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}
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}
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}
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@ -180,3 +180,19 @@ func (s *Server) SpawnRoverForAccount(accountid uuid.UUID) (game.Vector, uuid.UU
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}
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}
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}
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// ConvertCommands converts server commands to game commands
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func (s *Server) ConvertCommands(commands []Command, inst uuid.UUID) ([]game.Command, error) {
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var cmds []game.Command
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for _, c := range commands {
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switch c.Command {
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case CommandMove:
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if bearing, err := game.DirectionFromString(c.Bearing); err != nil {
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return nil, err
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} else {
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cmds = append(cmds, s.world.CommandMove(inst, bearing, c.Duration))
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}
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}
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}
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return cmds, nil
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}
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