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https://github.com/tiennm99/gomoku.git
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9e14f3a9b3
- Add server/network/{server,codec,reader,writer,dispatch,handlers_stateless}.go
- Single /gomoku WS endpoint; binary protobuf frames only (no JSON/base64)
- Per-connection reader + writer goroutines; write mutex serialises WS writes
- Dispatch type-switch: stateless (heartbeat, set_nickname, get_rooms,
set_client_info, client_exit) inline; stateful requests → player.CmdCh
- Add Player.SendCh, CmdCh, LastHeartbeat, ClientVersion, Send() to database.Player
- Rewire main.go: NewServer(":1999").Serve() + database.StartCleanup()
- Empty wss.go (old shim superseded by server.go)
68 lines
2.1 KiB
Go
68 lines
2.1 KiB
Go
package network
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import (
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"github.com/tiennm99/gomoku/server/database"
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"github.com/tiennm99/gomoku/server/pkg/log"
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"github.com/tiennm99/gomoku/server/protocol"
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)
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// Dispatch routes an incoming Request to the appropriate handler.
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//
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// Stateless requests (heartbeat, get_rooms, set_nickname, set_client_info,
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// client_exit) are handled inline on the reader goroutine — they must return fast.
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//
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// Stateful requests (create_room, join_room, game_move, etc.) are pushed onto
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// player.CmdCh for the state machine goroutine (phase-06) to consume in order.
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//
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// Overflow policy: if CmdCh is full, the request is logged and dropped rather
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// than blocking the reader goroutine (prevents backpressure deadlocks).
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func Dispatch(player *database.Player, req *protocol.Request) {
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switch req.Payload.(type) {
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// --- Stateless handlers (inline) ---
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case *protocol.Request_Heartbeat:
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handleHeartbeat(player, req)
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case *protocol.Request_SetNickname:
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handleSetNickname(player, req)
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case *protocol.Request_GetRooms:
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handleGetRooms(player, req)
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case *protocol.Request_SetClientInfo:
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handleSetClientInfo(player, req)
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case *protocol.Request_ClientExit:
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handleClientExit(player, req)
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// --- Stateful handlers (pushed to cmdCh for state machine) ---
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case *protocol.Request_CreateRoom,
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*protocol.Request_CreatePveRoom,
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*protocol.Request_JoinRoom,
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*protocol.Request_GameStarting,
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*protocol.Request_GameReady,
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*protocol.Request_GameMove,
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*protocol.Request_GameReset,
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*protocol.Request_WatchGame,
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*protocol.Request_WatchGameExit:
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pushToCmdCh(player, req)
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default:
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log.Errorf("[dispatch] player %d: unhandled request type %T, dropping\n", player.ID, req.Payload)
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}
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}
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// pushToCmdCh enqueues req on player.CmdCh without blocking.
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// If the channel is full or nil, the request is dropped with a warning.
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func pushToCmdCh(player *database.Player, req *protocol.Request) {
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if player.CmdCh == nil {
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log.Errorf("[dispatch] player %d: CmdCh is nil, dropping %T\n", player.ID, req.Payload)
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return
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}
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select {
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case player.CmdCh <- req:
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default:
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log.Errorf("[dispatch] player %d: CmdCh full (cap %d), dropping %T\n",
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player.ID, cap(player.CmdCh), req.Payload)
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}
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}
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