Add the /commands path to handle a set of commands
Entirely synchronous now but allows for the "move" command
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parent
e5d5d123a6
commit
e2857d7506
5 changed files with 169 additions and 19 deletions
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@ -33,6 +33,10 @@ func (s *Server) SetUpRouter() {
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path: "/spawn",
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handler: s.HandleSpawn,
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},
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{
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path: "/commands",
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handler: s.HandleCommands,
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},
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}
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// Set up the handlers
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@ -192,25 +196,93 @@ func (s *Server) HandleSpawn(w http.ResponseWriter, r *http.Request) {
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fmt.Printf("\tspawn data: %v\n", data)
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// Create a new instance
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inst := uuid.New()
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s.world.Spawn(inst)
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if pos, err := s.world.GetPosition(inst); err != nil {
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response.Error = fmt.Sprint("No position found for created instance")
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if pos, _, err := s.SpawnPrimary(id); err != nil {
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response.Error = err.Error()
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} else {
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if err := s.accountant.AssignPrimary(id, inst); err != nil {
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response.Error = err.Error()
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// Try and clear up the instance
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if err := s.world.DestroyInstance(inst); err != nil {
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fmt.Printf("Failed to destroy instance after failed primary assign: %s", err)
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}
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} else {
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// Reply with valid data
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response.Success = true
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response.Position = pos
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}
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response.Success = true
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response.Position = pos
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}
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}
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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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// 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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}
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const (
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// CommandMove describes a single move command
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CommandMove = "move"
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)
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// Command describes a single command to execute
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// it contains the type, and then any members used for each command type
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type Command struct {
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// Command is the main command string
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Command string `json:"command"`
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// Used for CommandMove
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Vector game.Vector `json:"vector"`
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}
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// CommandsData is a set of commands to execute in order
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type CommandsData struct {
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BasicAccountData
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Commands []Command `json:"commands"`
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}
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// HandleSpawn will spawn the player entity for the associated account
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func (s *Server) HandleCommands(w http.ResponseWriter, r *http.Request) {
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// Verify we're hit with a get request
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if r.Method != http.MethodPost {
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w.WriteHeader(http.StatusMethodNotAllowed)
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return
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}
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fmt.Printf("%s\t%s\n", r.Method, r.RequestURI)
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// Set up the response
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var response = BasicResponse{
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Success: false,
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}
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// Pull out the incoming info
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var data CommandsData
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if err := json.NewDecoder(r.Body).Decode(&data); err != nil {
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fmt.Printf("Failed to decode json: %s\n", err)
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response.Error = err.Error()
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} else if len(data.Id) == 0 {
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response.Error = "No account ID provided"
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} else if id, err := uuid.Parse(data.Id); err != nil {
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response.Error = fmt.Sprintf("Provided account ID was invalid: %s", err)
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} else if inst, err := s.accountant.GetPrimary(id); err != nil {
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response.Error = fmt.Sprintf("Provided account has no primary: %s", err)
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} else {
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// log the data sent
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fmt.Printf("\tcommands data: %v\n", data)
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// Iterate through the commands to generate all game commands
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var cmds []game.Command
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for _, c := range data.Commands {
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switch c.Command {
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case CommandMove:
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cmds = append(cmds, s.world.CommandMove(inst, c.Vector))
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}
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}
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// Execute the commands
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if err := s.world.Execute(cmds...); err != nil {
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response.Error = fmt.Sprintf("Failed to execute commands: %s", err)
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} else {
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response.Success = true
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}
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}
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