package server import ( "context" "encoding/json" "fmt" "log" "net/http" "sync" "time" "github.com/google/uuid" "github.com/gorilla/mux" "github.com/mdiluz/rove/pkg/accounts" "github.com/mdiluz/rove/pkg/game" "github.com/mdiluz/rove/pkg/persistence" ) const ( // PersistentData will allow the server to load and save it's state PersistentData = iota // EphemeralData will let the server neither load or save out any of it's data EphemeralData ) // Server contains the relevant data to run a game server type Server struct { port int accountant *accounts.Accountant world *game.World server *http.Server router *mux.Router persistence int sync sync.WaitGroup } // ServerOption defines a server creation option type ServerOption func(s *Server) // OptionPort sets the server port for hosting func OptionPort(port int) ServerOption { return func(s *Server) { s.port = port } } // OptionPersistentData sets the server data to be persistent func OptionPersistentData() ServerOption { return func(s *Server) { s.persistence = PersistentData } } // NewServer sets up a new server func NewServer(opts ...ServerOption) *Server { router := mux.NewRouter().StrictSlash(true) // Set up the default server s := &Server{ port: 8080, persistence: EphemeralData, router: router, } // Apply all options for _, o := range opts { o(s) } // Set up the server object s.server = &http.Server{Addr: fmt.Sprintf(":%d", s.port), Handler: router} // Create the accountant s.accountant = accounts.NewAccountant() s.world = game.NewWorld() return s } // Initialise sets up internal state ready to serve func (s *Server) Initialise() error { // Load the accounts if requested if s.persistence == PersistentData { if err := persistence.LoadAll("accounts", &s.accountant, "world", &s.world); err != nil { return err } } // Set up the handlers for _, route := range Routes { s.router.HandleFunc(route.path, s.wrapHandler(route.method, route.handler)) } // Add to our sync s.sync.Add(1) return nil } // Run executes the server func (s *Server) Run() { defer s.sync.Done() // Listen and serve the http requests fmt.Printf("Serving HTTP on port %d\n", s.port) if err := s.server.ListenAndServe(); err != nil && err != http.ErrServerClosed { log.Fatal(err) } } // Close closes up the server func (s *Server) Close() error { // Try and shut down the http server ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second) defer cancel() if err := s.server.Shutdown(ctx); err != nil { return err } // Wait until the server is shut down s.sync.Wait() // Save the accounts if requested if s.persistence == PersistentData { if err := persistence.SaveAll("accounts", s.accountant, "world", s.world); err != nil { return err } } return nil } // wrapHandler wraps a request handler in http checks func (s *Server) wrapHandler(method string, handler Handler) func(w http.ResponseWriter, r *http.Request) { return func(w http.ResponseWriter, r *http.Request) { // Log the request fmt.Printf("%s\t%s\n", r.Method, r.RequestURI) // Verify the method, call the handler, and encode the return if r.Method != method { w.WriteHeader(http.StatusMethodNotAllowed) } else if val, err := handler(s, r.Body, w); err != nil { fmt.Printf("Failed to handle http request: %s", err) w.WriteHeader(http.StatusInternalServerError) } else if err := json.NewEncoder(w).Encode(val); err != nil { fmt.Printf("Failed to encode return to json: %s", err) w.WriteHeader(http.StatusInternalServerError) } else { w.Header().Set("Content-Type", "application/json; charset=UTF-8") w.WriteHeader(http.StatusOK) } } } // SpawnRoverForAccount spawns the rover rover for an account func (s *Server) SpawnRoverForAccount(accountid uuid.UUID) (game.Vector, uuid.UUID, error) { inst := s.world.SpawnRover() if pos, err := s.world.RoverPosition(inst); err != nil { return game.Vector{}, uuid.UUID{}, fmt.Errorf("No position found for created rover") } else { if err := s.accountant.AssignRover(accountid, inst); err != nil { // Try and clear up the rover if err := s.world.DestroyRover(inst); err != nil { fmt.Printf("Failed to destroy rover after failed rover assign: %s", err) } return game.Vector{}, uuid.UUID{}, err } else { return pos, inst, nil } } } // ConvertCommands converts server commands to game commands func (s *Server) ConvertCommands(commands []Command, inst uuid.UUID) ([]game.Command, error) { var cmds []game.Command for _, c := range commands { switch c.Command { case CommandMove: if bearing, err := game.DirectionFromString(c.Bearing); err != nil { return nil, err } else { cmds = append(cmds, s.world.CommandMove(inst, bearing, c.Duration)) } } } return cmds, nil }