update architecture

This commit is contained in:
giongto35 2019-05-19 03:12:21 +08:00
parent 38bbd16a83
commit 37254852b3
13 changed files with 1136 additions and 719 deletions

195
' vendored Normal file
View file

@ -0,0 +1,195 @@
package handler
import (
"log"
"github.com/giongto35/cloud-game/config"
"github.com/giongto35/cloud-game/cws"
"github.com/giongto35/cloud-game/webrtc"
"github.com/gorilla/websocket"
)
// OverlordClient maintans connection to overlord
// We expect only one OverlordClient for each server
type OverlordClient struct {
*cws.Client
peerconnections map[string]*webrtc.WebRTC
}
// NewOverlordClient returns a client connecting to overlord for coordiation between different server
func NewOverlordClient(oc *websocket.Conn) *OverlordClient {
if oc == nil {
return nil
}
oclient := &OverlordClient{
Client: cws.NewClient(oc),
peerconnections: map[string]*webrtc.WebRTC{},
}
return oclient
}
// RouteOverlord are all routes server received from overlord
func (s *Session) RouteOverlord() {
iceCandidates := [][]byte{}
oclient := s.OverlordClient
// Received from overlord the serverID
oclient.Receive(
"serverID",
func(response cws.WSPacket) (request cws.WSPacket) {
// Stick session with serverID got from overlord
log.Println("Received serverID ", response.Data)
s.ServerID = response.Data
return cws.EmptyPacket
},
)
oclient.Receive(
"initwebrtc",
func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received user SDP")
localSession, err := s.peerconnection.StartClient(resp.Data, iceCandidates, config.Width, config.Height)
if err != nil {
if err != nil {
log.Println("Error: Cannot create new webrtc session", err)
return cws.EmptyPacket
}
}
return cws.WSPacket{
ID: "sdp",
Data: localSession,
SessionID: s.ID,
}
},
)
// Received start from overlord. This happens when bridging
// TODO: refactor
//oclient.Receive(
//"start",
//func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Received a start request from overlord")
//log.Println("Add the connection to current room on the host ", resp.SessionID)
//peerconnection := oclient.peerconnections[resp.SessionID]
//log.Println("start session")
////room := s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
//// Request room from Server if roomID is existed on the server
//room := s.handler.getRoom(s.RoomID)
//if room == nil {
//log.Println("Room not found ", s.RoomID)
//return cws.EmptyPacket
//}
//s.handler.detachPeerConn(s.peerconnection)
//room.AddConnectionToRoom(peerconnection, s.PlayerIndex)
////roomID, isNewRoom := startSession(peerconnection, resp.Data, resp.RoomID, resp.PlayerIndex)
//log.Println("Done, sending back")
//req.ID = "start"
//req.RoomID = room.ID
//return req
//},
//)
oclient.Receive(
"start",
func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received a start request from overlord")
log.Println("Add the connection to current room on the host ", resp.SessionID)
s.startGameHandler(resp.Data, resp.RoomID, resp.PlayerIndex)
},
)
// heartbeat to keep pinging overlord. We not ping from server to browser, so we don't call heartbeat in browserClient
}
func getServerIDOfRoom(oc *OverlordClient, roomID string) string {
log.Println("Request overlord roomID ", roomID)
packet := oc.SyncSend(
cws.WSPacket{
ID: "getRoom",
Data: roomID,
},
)
log.Println("Received roomID from overlord ", packet.Data)
return packet.Data
}
func (s *Session) startGameHandler(gameName, roomID string, playerIndex int) cws.WSPacket {
s.GameName = gameName
s.RoomID = roomID
s.PlayerIndex = playerIndex
log.Println("Starting game")
// If we are connecting to overlord, request corresponding serverID based on roomID
// TODO: check if roomID is in the current server
room := s.handler.getRoom(s.RoomID)
log.Println("Got Room from local ", room, " ID: ", s.RoomID)
// If room is not running
if room == nil {
// Create new room
room = s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
// Wait for done signal from room
go func() {
<-room.Done
s.handler.detachRoom(room.ID)
}()
}
// Attach peerconnection to room. If PC is already in room, don't detach
log.Println("Is PC in room", room.IsPCInRoom(s.peerconnection))
if !room.IsPCInRoom(s.peerconnection) {
s.handler.detachPeerConn(s.peerconnection)
room.AddConnectionToRoom(s.peerconnection, s.PlayerIndex)
}
s.RoomID = room.ID
// Register room to overlord if we are connecting to overlord
if room != nil && s.OverlordClient != nil {
s.OverlordClient.Send(cws.WSPacket{
ID: "registerRoom",
Data: s.RoomID,
}, nil)
}
req.ID = "start"
req.RoomID = s.RoomID
req.SessionID = s.ID
return req
}
//func (s *Session) bridgeConnection(serverID string, gameName string, roomID string, playerIndex int) {
//log.Println("Bridging connection to other Host ", serverID)
//client := s.BrowserClient
//// Ask client to init
//log.Println("Requesting offer to browser", serverID)
//resp := client.SyncSend(cws.WSPacket{
//ID: "requestOffer",
//Data: "",
//})
//// Ask overlord to relay SDP packet to serverID
//resp.TargetHostID = serverID
//log.Println("Sending offer to overlord to relay message to target host", resp.TargetHostID, "with payload")
//remoteTargetSDP := s.OverlordClient.SyncSend(resp)
//log.Println("Got back remote host SDP, sending to browser")
//// Send back remote SDP of remote server to browser
//s.BrowserClient.Send(cws.WSPacket{
//ID: "sdp",
//Data: remoteTargetSDP.Data,
//}, nil)
//log.Println("Init session done, start game on target host")
//s.OverlordClient.SyncSend(cws.WSPacket{
//ID: "start",
//Data: gameName,
//TargetHostID: serverID,
//RoomID: roomID,
//PlayerIndex: playerIndex,
//})
//log.Println("Game is started on remote host")
//}

View file

@ -16,11 +16,7 @@ import (
"github.com/gorilla/websocket"
)
const (
gameboyIndex = "./static/gameboy2.html"
debugIndex = "./static/gameboy2.html"
gamePath = "games"
)
const gamePath = "games"
// Time allowed to write a message to the peer.
var upgrader = websocket.Upgrader{}
@ -40,13 +36,24 @@ func initilizeOverlord() {
log.Println("http://localhost:9000")
// Can consider Overlord works as server but it is complicated
http.HandleFunc("/", overlord.GetWeb)
http.Handle("/static/", http.StripPrefix("/static/", http.FileServer(http.Dir("./static"))))
// browser facing port
go func() {
http.HandleFunc("/ws", overlord.WS)
http.ListenAndServe(":8000", nil)
}()
// worker facing port
http.HandleFunc("/wso", overlord.WSO)
http.ListenAndServe(":9000", nil)
log.Println("http://localhost:" + *config.Port)
}
// initializeServer setup a server
func initializeServer() {
// initializeWorker setup a worker
func initializeWorker() {
conn, err := createOverlordConnection()
if err != nil {
log.Println("Cannot connect to overlord")
@ -55,15 +62,13 @@ func initializeServer() {
handler := handler.NewHandler(conn, *config.IsDebug, gamePath)
handler.Run()
// ignore origin
upgrader.CheckOrigin = func(r *http.Request) bool { return true }
//upgrader.CheckOrigin = func(r *http.Request) bool { return true }
http.HandleFunc("/", handler.GetWeb)
http.Handle("/static/", http.StripPrefix("/static/", http.FileServer(http.Dir("./static"))))
http.HandleFunc("/ws", handler.WS)
log.Println("http://localhost:" + *config.Port)
http.ListenAndServe(":"+*config.Port, nil)
//http.ListenAndServe(":"+*config.Port, nil)
//log.Println("http://localhost:" + *config.Port)
}
func monitor() {
@ -75,7 +80,6 @@ func monitor() {
func main() {
flag.Parse()
log.Println("Usage: ./game [-debug]")
rand.Seed(time.Now().UTC().UnixNano())
@ -92,7 +96,7 @@ func main() {
if strings.HasPrefix(*config.OverlordHost, "ws") && !strings.HasSuffix(*config.OverlordHost, "wso") {
log.Fatal("Overlord connection is invalid. Should have the form `ws://.../wso`")
}
log.Println("Running as slave ")
initializeServer()
log.Println("Running as worker ")
initializeWorker()
}
}

View file

@ -5,7 +5,6 @@ import (
"log"
"net/http"
"net/http/httptest"
"runtime"
"strings"
"testing"
"time"
@ -24,17 +23,19 @@ var host = "http://localhost:8000"
var testGamePath = "../games"
var webrtcconfig = webrtc.Configuration{ICEServers: []webrtc.ICEServer{{URLs: []string{"stun:stun.l.google.com:19302"}}}}
func initOverlord() *httptest.Server {
func initOverlord() (*httptest.Server, *httptest.Server) {
server := overlord.NewServer()
overlord := httptest.NewServer(http.HandlerFunc(server.WSO))
return overlord
overlordWorker := httptest.NewServer(http.HandlerFunc(server.WSO))
overlordBrowser := httptest.NewServer(http.HandlerFunc(server.WS))
return overlordWorker, overlordBrowser
}
func initServer(t *testing.T, oconn *websocket.Conn) *httptest.Server {
fmt.Println("Spawn new server")
func initWorker(t *testing.T, oconn *websocket.Conn) *handler.Handler {
fmt.Println("Spawn new worker")
handler := handler.NewHandler(oconn, true, testGamePath)
server := httptest.NewServer(http.HandlerFunc(handler.WS))
return server
go handler.Run()
//server := httptest.NewServer(http.HandlerFunc(handler.WS))
return handler
}
func connectTestOverlordServer(t *testing.T, overlordURL string) *websocket.Conn {
@ -57,8 +58,8 @@ func initClient(t *testing.T, host string) (client *cws.Client) {
// Convert http://127.0.0.1 to ws://127.0.0.
u := "ws" + strings.TrimPrefix(host, "http")
// Connect to the server
fmt.Println("Connecting to server")
// Connect to the overlord
fmt.Println("Connecting to ", u)
ws, _, err := websocket.DefaultDialer.Dial(u, nil)
if err != nil {
t.Fatalf("%v", err)
@ -82,7 +83,7 @@ func initClient(t *testing.T, host string) (client *cws.Client) {
if err != nil {
panic(err)
}
// Send offer to server
// Send offer to overlord
log.Println("Browser Client")
client = cws.NewClient(ws)
go client.Listen()
@ -141,42 +142,6 @@ func initClient(t *testing.T, host string) (client *cws.Client) {
// If receive roomID, the server is running correctly
}
func TestSingleServerNoOverlord(t *testing.T) {
/*
Case scenario:
- A server X are initilized
- Client join room with no coordinator
Expected behavior:
- Room received not empty
*/
// Init slave server
s := initServer(t, nil)
defer s.Close()
client := initClient(t, s.URL)
defer client.Close()
roomID := make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
respRoomID := <-roomID
if respRoomID == "" {
fmt.Println("RoomID should not be empty")
t.Fail()
}
time.Sleep(3 * time.Second)
fmt.Println("Done")
}
func TestSingleServerOneOverlord(t *testing.T) {
/*
Case scenario:
@ -186,16 +151,18 @@ func TestSingleServerOneOverlord(t *testing.T) {
- Room received not empty.
*/
o := initOverlord()
defer o.Close()
oworker, obrowser := initOverlord()
defer obrowser.Close()
defer oworker.Close()
oconn := connectTestOverlordServer(t, o.URL)
oconn := connectTestOverlordServer(t, oworker.URL)
defer oconn.Close()
// Init slave server
s := initServer(t, oconn)
defer s.Close()
// Init worker
initWorker(t, oconn)
//defer h.Close()
client := initClient(t, s.URL)
// connect overlord
client := initClient(t, obrowser.URL)
defer client.Close()
fmt.Println("Sending start...")
@ -206,7 +173,6 @@ func TestSingleServerOneOverlord(t *testing.T) {
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
@ -219,325 +185,325 @@ func TestSingleServerOneOverlord(t *testing.T) {
fmt.Println("Done")
}
func TestTwoServerOneOverlord(t *testing.T) {
/*
Case scenario:
- Two server X, Y are initilized
- Client A creates a room on server X
- Client B creates a room on server Y
- Client B join a room created by A
Expected behavior:
- Bridge connection will be conducted between server Y and X
- Client B can join a room hosted on A
*/
//func TestTwoServerOneOverlord(t *testing.T) {
//[>
//Case scenario:
//- Two server X, Y are initilized
//- Client A creates a room on server X
//- Client B creates a room on server Y
//- Client B join a room created by A
//Expected behavior:
//- Bridge connection will be conducted between server Y and X
//- Client B can join a room hosted on A
//*/
o := initOverlord()
defer o.Close()
//o := initOverlord()
//defer o.Close()
oconn1 := connectTestOverlordServer(t, o.URL)
// Init slave server
s1 := initServer(t, oconn1)
defer s1.Close()
//oconn1 := connectTestOverlordServer(t, o.URL)
//// Init slave server
//s1 := initServer(t, oconn1)
//defer s1.Close()
oconn2 := connectTestOverlordServer(t, o.URL)
s2 := initServer(t, oconn2)
defer s2.Close()
//oconn2 := connectTestOverlordServer(t, o.URL)
//s2 := initServer(t, oconn2)
//defer s2.Close()
client1 := initClient(t, s1.URL)
defer client1.Close()
//client1 := initClient(t, s1.URL)
//defer client1.Close()
roomID := make(chan string)
client1.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//roomID := make(chan string)
//client1.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
remoteRoomID := <-roomID
if remoteRoomID == "" {
fmt.Println("RoomID should not be empty")
t.Fail()
}
fmt.Println("Done create a room in server 1")
//remoteRoomID := <-roomID
//if remoteRoomID == "" {
//fmt.Println("RoomID should not be empty")
//t.Fail()
//}
//fmt.Println("Done create a room in server 1")
// ------------------------------------
// Client2 trying to create a random room and later join the the room on server1
client2 := initClient(t, s2.URL)
defer client2.Close()
// Wait
// Doing the same create local room.
localRoomID := make(chan string)
client2.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
localRoomID <- resp.RoomID
})
//// ------------------------------------
//// Client2 trying to create a random room and later join the the room on server1
//client2 := initClient(t, s2.URL)
//defer client2.Close()
//// Wait
//// Doing the same create local room.
//localRoomID := make(chan string)
//client2.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//localRoomID <- resp.RoomID
//})
<-localRoomID
//<-localRoomID
fmt.Println("Request the room from server 1", remoteRoomID)
log.Println("Server2 trying to join server1 room")
// After trying loging in to one session, login to other with the roomID
bridgeRoom := make(chan string)
client2.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: remoteRoomID,
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
bridgeRoom <- resp.RoomID
})
//fmt.Println("Request the room from server 1", remoteRoomID)
//log.Println("Server2 trying to join server1 room")
//// After trying loging in to one session, login to other with the roomID
//bridgeRoom := make(chan string)
//client2.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: remoteRoomID,
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//bridgeRoom <- resp.RoomID
//})
<-bridgeRoom
//respRoomID := <-bridgeRoom
//if respRoomID == "" {
//fmt.Println("The room ID should be equal to the saved room")
//t.Fail()
//}
// If receive roomID, the server is running correctly
time.Sleep(time.Second)
fmt.Println("Done")
}
//<-bridgeRoom
////respRoomID := <-bridgeRoom
////if respRoomID == "" {
////fmt.Println("The room ID should be equal to the saved room")
////t.Fail()
////}
//// If receive roomID, the server is running correctly
//time.Sleep(time.Second)
//fmt.Println("Done")
//}
func TestReconnectRoomNoOverlord(t *testing.T) {
/*
Case scenario:
- A server X is initialized
- Client A creates a room K on server X
- Server X is turned down, Client is closed
- Spawn a new server and a new client connecting to the same room K
Expected behavior:
- The game should be continue
TODO: Current test just make sure the game is running, not check if the game is the same
*/
//func TestReconnectRoomNoOverlord(t *testing.T) {
//[>
//Case scenario:
//- A server X is initialized
//- Client A creates a room K on server X
//- Server X is turned down, Client is closed
//- Spawn a new server and a new client connecting to the same room K
//Expected behavior:
//- The game should be continue
//TODO: Current test just make sure the game is running, not check if the game is the same
//*/
// Init slave server
s := initServer(t, nil)
//// Init slave server
//s := initServer(t, nil)
client := initClient(t, s.URL)
//client := initClient(t, s.URL)
fmt.Println("Sending start...")
roomID := make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Sending start...")
//roomID := make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
saveRoomID := <-roomID
if saveRoomID == "" {
fmt.Println("RoomID should not be empty")
t.Fail()
}
//saveRoomID := <-roomID
//if saveRoomID == "" {
//fmt.Println("RoomID should not be empty")
//t.Fail()
//}
log.Println("Closing room and server")
client.Close()
s.Close()
// Close server and reconnect
//log.Println("Closing room and server")
//client.Close()
//s.Close()
//// Close server and reconnect
// Respawn slave server
s = initServer(t, nil)
defer s.Close()
//// Respawn slave server
//s = initServer(t, nil)
//defer s.Close()
client = initClient(t, s.URL)
defer client.Close()
//client = initClient(t, s.URL)
//defer client.Close()
fmt.Println("Re-access room ", saveRoomID)
roomID = make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: saveRoomID,
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Re-access room ", saveRoomID)
//roomID = make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: saveRoomID,
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
respRoomID := <-roomID
if respRoomID == "" || respRoomID != saveRoomID {
fmt.Println("The room ID should be equal to the saved room")
t.Fail()
}
//respRoomID := <-roomID
//if respRoomID == "" || respRoomID != saveRoomID {
//fmt.Println("The room ID should be equal to the saved room")
//t.Fail()
//}
time.Sleep(time.Second)
fmt.Println("Done")
//time.Sleep(time.Second)
//fmt.Println("Done")
}
//}
func TestReconnectRoomWithOverlord(t *testing.T) {
/*
Case scenario:
- A server X is initialized connecting to overlord
- Client A creates a room K on server X
- Server X is turned down, Client is closed
- Spawn a new server and a new client connecting to the same room K
Expected behavior:
- The game should be continue
TODO: Current test just make sure the game is running, not check if the game is the same
*/
//func TestReconnectRoomWithOverlord(t *testing.T) {
//[>
//Case scenario:
//- A server X is initialized connecting to overlord
//- Client A creates a room K on server X
//- Server X is turned down, Client is closed
//- Spawn a new server and a new client connecting to the same room K
//Expected behavior:
//- The game should be continue
//TODO: Current test just make sure the game is running, not check if the game is the same
//*/
o := initOverlord()
defer o.Close()
//o := initOverlord()
//defer o.Close()
oconn := connectTestOverlordServer(t, o.URL)
// Init slave server
s := initServer(t, oconn)
//oconn := connectTestOverlordServer(t, o.URL)
//// Init slave server
//s := initServer(t, oconn)
client := initClient(t, s.URL)
//client := initClient(t, s.URL)
fmt.Println("Sending start...")
roomID := make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Sending start...")
//roomID := make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
saveRoomID := <-roomID
if saveRoomID == "" {
fmt.Println("RoomID should not be empty")
t.Fail()
}
//saveRoomID := <-roomID
//if saveRoomID == "" {
//fmt.Println("RoomID should not be empty")
//t.Fail()
//}
log.Println("Closing room and server")
client.Close()
s.Close()
oconn.Close()
//log.Println("Closing room and server")
//client.Close()
//s.Close()
//oconn.Close()
// Close server and reconnect
//// Close server and reconnect
log.Println("Server respawn")
// Init slave server again
oconn = connectTestOverlordServer(t, o.URL)
defer oconn.Close()
s = initServer(t, oconn)
defer s.Close()
//log.Println("Server respawn")
//// Init slave server again
//oconn = connectTestOverlordServer(t, o.URL)
//defer oconn.Close()
//s = initServer(t, oconn)
//defer s.Close()
client = initClient(t, s.URL)
defer client.Close()
//client = initClient(t, s.URL)
//defer client.Close()
fmt.Println("Re-access room ", saveRoomID)
roomID = make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: saveRoomID,
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Re-access room ", saveRoomID)
//roomID = make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: saveRoomID,
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
respRoomID := <-roomID
if respRoomID == "" || respRoomID != saveRoomID {
fmt.Println("The room ID should be equal to the saved room")
t.Fail()
}
//respRoomID := <-roomID
//if respRoomID == "" || respRoomID != saveRoomID {
//fmt.Println("The room ID should be equal to the saved room")
//t.Fail()
//}
time.Sleep(time.Second)
fmt.Println("Done")
}
//time.Sleep(time.Second)
//fmt.Println("Done")
//}
func TestRejoinNoOverlordMultiple(t *testing.T) {
/*
Case scenario:
- A server X without connecting to overlord
- Client A keeps creating a new room
Expected behavior:
- The game should running normally
*/
//func TestRejoinNoOverlordMultiple(t *testing.T) {
//[>
//Case scenario:
//- A server X without connecting to overlord
//- Client A keeps creating a new room
//Expected behavior:
//- The game should running normally
//*/
// Init slave server
s := initServer(t, nil)
defer s.Close()
//// Init slave server
//s := initServer(t, nil)
//defer s.Close()
fmt.Println("Num goRoutine before start: ", runtime.NumGoroutine())
client := initClient(t, s.URL)
for i := 0; i < 100; i++ {
fmt.Println("Sending start...")
// Keep starting game
roomID := make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Num goRoutine before start: ", runtime.NumGoroutine())
//client := initClient(t, s.URL)
//for i := 0; i < 100; i++ {
//fmt.Println("Sending start...")
//// Keep starting game
//roomID := make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
respRoomID := <-roomID
if respRoomID == "" {
fmt.Println("The room ID should be equal to the saved room")
t.Fail()
}
}
time.Sleep(time.Second)
fmt.Println("Num goRoutine should be small: ", runtime.NumGoroutine())
fmt.Println("Done")
//respRoomID := <-roomID
//if respRoomID == "" {
//fmt.Println("The room ID should be equal to the saved room")
//t.Fail()
//}
//}
//time.Sleep(time.Second)
//fmt.Println("Num goRoutine should be small: ", runtime.NumGoroutine())
//fmt.Println("Done")
}
//}
func TestRejoinWithOverlordMultiple(t *testing.T) {
/*
Case scenario:
- A server X is initialized connecting to overlord
- Client A keeps creating a new room
Expected behavior:
- The game should running normally
*/
//func TestRejoinWithOverlordMultiple(t *testing.T) {
//[>
//Case scenario:
//- A server X is initialized connecting to overlord
//- Client A keeps creating a new room
//Expected behavior:
//- The game should running normally
//*/
// Init slave server
o := initOverlord()
defer o.Close()
//// Init slave server
//o := initOverlord()
//defer o.Close()
oconn := connectTestOverlordServer(t, o.URL)
// Init slave server
s := initServer(t, oconn)
defer s.Close()
//oconn := connectTestOverlordServer(t, o.URL)
//// Init slave server
//s := initServer(t, oconn)
//defer s.Close()
fmt.Println("Num goRoutine before start: ", runtime.NumGoroutine())
client := initClient(t, s.URL)
for i := 0; i < 100; i++ {
fmt.Println("Sending start...")
// Keep starting game
roomID := make(chan string)
client.Send(cws.WSPacket{
ID: "start",
Data: "Contra.nes",
RoomID: "",
PlayerIndex: 1,
}, func(resp cws.WSPacket) {
fmt.Println("RoomID:", resp.RoomID)
roomID <- resp.RoomID
})
//fmt.Println("Num goRoutine before start: ", runtime.NumGoroutine())
//client := initClient(t, s.URL)
//for i := 0; i < 100; i++ {
//fmt.Println("Sending start...")
//// Keep starting game
//roomID := make(chan string)
//client.Send(cws.WSPacket{
//ID: "start",
//Data: "Contra.nes",
//RoomID: "",
//PlayerIndex: 1,
//}, func(resp cws.WSPacket) {
//fmt.Println("RoomID:", resp.RoomID)
//roomID <- resp.RoomID
//})
respRoomID := <-roomID
if respRoomID == "" {
fmt.Println("The room ID should be equal to the saved room")
t.Fail()
}
}
fmt.Println("Num goRoutine should be small: ", runtime.NumGoroutine())
fmt.Println("Done")
//respRoomID := <-roomID
//if respRoomID == "" {
//fmt.Println("The room ID should be equal to the saved room")
//t.Fail()
//}
//}
//fmt.Println("Num goRoutine should be small: ", runtime.NumGoroutine())
//fmt.Println("Done")
}
//}

View file

@ -68,11 +68,11 @@ func (c *Client) Send(request WSPacket, callback func(response WSPacket)) {
// Wrap callback with sessionID and packetID
if callback != nil {
wrapperCallback := func(resp WSPacket) {
defer func() {
if err := recover(); err != nil {
log.Println("Recovered from err", err)
}
}()
//defer func() {
//if err := recover(); err != nil {
//log.Println("Recovered from err", err)
//}
//}()
resp.PacketID = request.PacketID
resp.SessionID = request.SessionID
@ -91,11 +91,11 @@ func (c *Client) Send(request WSPacket, callback func(response WSPacket)) {
// Receive receive and response back
func (c *Client) Receive(id string, f func(response WSPacket) (request WSPacket)) {
c.recvCallback[id] = func(response WSPacket) {
defer func() {
if err := recover(); err != nil {
log.Println("Recovered from err", err)
}
}()
//defer func() {
//if err := recover(); err != nil {
//log.Println("Recovered from err", err)
//}
//}()
req := f(response)
// Add Meta data

View file

@ -1,164 +0,0 @@
package handler
import (
"log"
"github.com/giongto35/cloud-game/config"
"github.com/giongto35/cloud-game/cws"
"github.com/gorilla/websocket"
)
type BrowserClient struct {
*cws.Client
}
// RouteBrowser are all routes server received from browser
func (s *Session) RouteBrowser() {
iceCandidates := [][]byte{}
browserClient := s.BrowserClient
browserClient.Receive("heartbeat", func(resp cws.WSPacket) cws.WSPacket {
return resp
})
browserClient.Receive("icecandidate", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Received candidates ", resp.Data)
iceCandidates = append(iceCandidates, []byte(resp.Data))
return cws.EmptyPacket
})
browserClient.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Received user SDP")
localSession, err := s.peerconnection.StartClient(resp.Data, iceCandidates, config.Width, config.Height)
if err != nil {
if err != nil {
log.Println("Error: Cannot create new webrtc session", err)
return cws.EmptyPacket
}
}
return cws.WSPacket{
ID: "sdp",
Data: localSession,
SessionID: s.ID,
}
})
// TODO: Add save and load
browserClient.Receive("save", func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Saving game state")
req.ID = "save"
req.Data = "ok"
if s.RoomID != "" {
room := s.handler.getRoom(s.RoomID)
if room == nil {
return
}
err := room.SaveGame()
if err != nil {
log.Println("[!] Cannot save game state: ", err)
req.Data = "error"
}
} else {
req.Data = "error"
}
return req
})
browserClient.Receive("load", func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Loading game state")
req.ID = "load"
req.Data = "ok"
if s.RoomID != "" {
room := s.handler.getRoom(s.RoomID)
err := room.LoadGame()
if err != nil {
log.Println("[!] Cannot load game state: ", err)
req.Data = "error"
}
} else {
req.Data = "error"
}
return req
})
browserClient.Receive("quit", func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received quit", req)
s.GameName = resp.Data
s.RoomID = resp.RoomID
s.PlayerIndex = resp.PlayerIndex
room := s.handler.getRoom(s.RoomID)
if room.IsPCInRoom(s.peerconnection) {
s.handler.detachPeerConn(s.peerconnection)
}
return cws.EmptyPacket
})
browserClient.Receive("start", func(resp cws.WSPacket) (req cws.WSPacket) {
s.GameName = resp.Data
s.RoomID = resp.RoomID
s.PlayerIndex = resp.PlayerIndex
log.Println("Starting game")
// If we are connecting to overlord, request corresponding serverID based on roomID
if s.OverlordClient != nil {
roomServerID := getServerIDOfRoom(s.OverlordClient, s.RoomID)
log.Println("Server of RoomID ", s.RoomID, " is ", roomServerID, " while current server is ", s.ServerID)
// If the target serverID is different from current serverID
if roomServerID != "" && s.ServerID != roomServerID {
// TODO: Re -register
// Bridge Connection to the target serverID
go s.bridgeConnection(roomServerID, s.GameName, s.RoomID, s.PlayerIndex)
return
}
}
// Get Room in local server
// TODO: check if roomID is in the current server
room := s.handler.getRoom(s.RoomID)
log.Println("Got Room from local ", room, " ID: ", s.RoomID)
// If room is not running
if room == nil {
// Create new room
room = s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
// Wait for done signal from room
go func() {
<-room.Done
s.handler.detachRoom(room.ID)
}()
}
// Attach peerconnection to room. If PC is already in room, don't detach
log.Println("Is PC in room", room.IsPCInRoom(s.peerconnection))
if !room.IsPCInRoom(s.peerconnection) {
s.handler.detachPeerConn(s.peerconnection)
room.AddConnectionToRoom(s.peerconnection, s.PlayerIndex)
}
s.RoomID = room.ID
// Register room to overlord if we are connecting to overlord
if room != nil && s.OverlordClient != nil {
s.OverlordClient.Send(cws.WSPacket{
ID: "registerRoom",
Data: s.RoomID,
}, nil)
}
req.ID = "start"
req.RoomID = s.RoomID
req.SessionID = s.ID
return req
})
}
// NewOverlordClient returns a client connecting to browser. This connection exchanges information between clients and server
func NewBrowserClient(c *websocket.Conn) *BrowserClient {
return &BrowserClient{
Client: cws.NewClient(c),
}
}

View file

@ -5,13 +5,10 @@ import (
"log"
"net/http"
"github.com/giongto35/cloud-game/cws"
storage "github.com/giongto35/cloud-game/handler/cloud-storage"
"github.com/giongto35/cloud-game/handler/gamelist"
"github.com/giongto35/cloud-game/handler/room"
"github.com/giongto35/cloud-game/webrtc"
"github.com/gorilla/websocket"
uuid "github.com/satori/go.uuid"
)
const (
@ -30,7 +27,7 @@ type Handler struct {
// ID of the current server globalwise
serverID string
// isDebug determines the mode handler is running
isDebug bool
//isDebug bool
// Path to game list
gamePath string
// All webrtc peerconnections are handled by the server
@ -44,26 +41,34 @@ type Handler struct {
func NewHandler(overlordConn *websocket.Conn, isDebug bool, gamePath string) *Handler {
onlineStorage := storage.NewInitClient()
oClient := NewOverlordClient(overlordConn)
return &Handler{
oClient: NewOverlordClient(overlordConn),
oClient: oClient,
rooms: map[string]*room.Room{},
peerconnections: map[string]*webrtc.WebRTC{},
isDebug: isDebug,
//isDebug: isDebug,
gamePath: gamePath,
onlineStorage: onlineStorage,
}
}
func (h *Handler) Run() {
go h.oClient.Heartbeat()
h.RouteOverlord()
h.oClient.Listen()
}
// GetWeb returns web frontend
func (h *Handler) GetWeb(w http.ResponseWriter, r *http.Request) {
indexFN := ""
if h.isDebug {
indexFN = debugIndex
} else {
indexFN = gameboyIndex
}
//if h.isDebug {
//indexFN = debugIndex
//} else {
indexFN = gameboyIndex
//}
bs, err := ioutil.ReadFile(indexFN)
if err != nil {
@ -72,56 +77,6 @@ func (h *Handler) GetWeb(w http.ResponseWriter, r *http.Request) {
w.Write(bs)
}
// WS handles normal traffic (from browser to host)
func (h *Handler) WS(w http.ResponseWriter, r *http.Request) {
defer func() {
if r := recover(); r != nil {
log.Println("Warn: Something wrong. Recovered in f", r)
}
}()
c, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Print("[!] WS upgrade:", err)
return
}
defer c.Close()
client := NewBrowserClient(c)
sessionID := uuid.Must(uuid.NewV4()).String()
wssession := &Session{
ID: sessionID,
BrowserClient: client,
OverlordClient: h.oClient,
peerconnection: webrtc.NewWebRTC(),
handler: h,
}
defer wssession.Close()
if wssession.OverlordClient != nil {
wssession.RouteOverlord()
go wssession.OverlordClient.Heartbeat()
go wssession.OverlordClient.Listen()
}
wssession.RouteBrowser()
log.Println("oclient : ", h.oClient)
wssession.BrowserClient.Send(cws.WSPacket{
ID: "gamelist",
Data: gamelist.GetEncodedGameList(h.gamePath),
}, nil)
// If peerconnection is done (client.Done is signalled), we close peerconnection
go func() {
<-client.Done
log.Println("Socket terminated, detach connection")
h.detachPeerConn(wssession.peerconnection)
}()
wssession.BrowserClient.Listen()
}
// Detach peerconnection detach/remove a peerconnection from current room
func (h *Handler) detachPeerConn(pc *webrtc.WebRTC) {
log.Println("Detach peerconnection")

View file

@ -13,7 +13,6 @@ import (
// We expect only one OverlordClient for each server
type OverlordClient struct {
*cws.Client
peerconnections map[string]*webrtc.WebRTC
}
// NewOverlordClient returns a client connecting to overlord for coordiation between different server
@ -23,15 +22,15 @@ func NewOverlordClient(oc *websocket.Conn) *OverlordClient {
}
oclient := &OverlordClient{
Client: cws.NewClient(oc),
peerconnections: map[string]*webrtc.WebRTC{},
Client: cws.NewClient(oc),
}
return oclient
}
// RouteOverlord are all routes server received from overlord
func (s *Session) RouteOverlord() {
oclient := s.OverlordClient
func (h *Handler) RouteOverlord() {
iceCandidates := [][]byte{}
oclient := h.oClient
// Received from overlord the serverID
oclient.Receive(
@ -39,62 +38,76 @@ func (s *Session) RouteOverlord() {
func(response cws.WSPacket) (request cws.WSPacket) {
// Stick session with serverID got from overlord
log.Println("Received serverID ", response.Data)
s.ServerID = response.Data
h.serverID = response.Data
return cws.EmptyPacket
},
)
// Received from overlord the sdp. This is happens when bridging
// TODO: refactor
oclient.Receive(
"initwebrtc",
func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received a sdp request from overlord")
log.Println("Start peerconnection from the sdp")
log.Println("Received relay SDP of a browser from overlord")
peerconnection := webrtc.NewWebRTC()
// init new peerconnection from sessionID
localSession, err := peerconnection.StartClient(resp.Data, nil, config.Width, config.Height)
oclient.peerconnections[resp.SessionID] = peerconnection
localSession, err := peerconnection.StartClient(resp.Data, iceCandidates, config.Width, config.Height)
h.peerconnections[resp.SessionID] = peerconnection
log.Println("Start peerconnection")
if err != nil {
log.Println("Error: Cannot create new webrtc session", err)
return cws.EmptyPacket
if err != nil {
log.Println("Error: Cannot create new webrtc session", err)
return cws.EmptyPacket
}
}
return cws.WSPacket{
ID: "sdp",
Data: localSession,
ID: "sdp",
Data: localSession,
SessionID: resp.SessionID,
}
},
)
// Received start from overlord. This happens when bridging
// TODO: refactor
//oclient.Receive(
//"start",
//func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Received a start request from overlord")
//log.Println("Add the connection to current room on the host ", resp.SessionID)
//peerconnection := oclient.peerconnections[resp.SessionID]
//log.Println("start session")
////room := s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
//// Request room from Server if roomID is existed on the server
//room := s.handler.getRoom(s.RoomID)
//if room == nil {
//log.Println("Room not found ", s.RoomID)
//return cws.EmptyPacket
//}
//s.handler.detachPeerConn(s.peerconnection)
//room.AddConnectionToRoom(peerconnection, s.PlayerIndex)
////roomID, isNewRoom := startSession(peerconnection, resp.Data, resp.RoomID, resp.PlayerIndex)
//log.Println("Done, sending back")
//req.ID = "start"
//req.RoomID = room.ID
//return req
//},
//)
oclient.Receive(
"start",
func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received a start request from overlord")
log.Println("Add the connection to current room on the host ", resp.SessionID)
peerconnection := oclient.peerconnections[resp.SessionID]
log.Println("start session")
//room := s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
// Request room from Server if roomID is existed on the server
room := s.handler.getRoom(s.RoomID)
if room == nil {
log.Println("Room not found ", s.RoomID)
return cws.EmptyPacket
peerconnection := h.peerconnections[resp.SessionID]
roomID := h.startGameHandler(resp.Data, resp.RoomID, resp.PlayerIndex, peerconnection)
return cws.WSPacket{
ID: "start",
RoomID: roomID,
}
s.handler.detachPeerConn(s.peerconnection)
room.AddConnectionToRoom(peerconnection, s.PlayerIndex)
//roomID, isNewRoom := startSession(peerconnection, resp.Data, resp.RoomID, resp.PlayerIndex)
log.Println("Done, sending back")
req.ID = "start"
req.RoomID = room.ID
return req
},
)
// heartbeat to keep pinging overlord. We not ping from server to browser, so we don't call heartbeat in browserClient
@ -113,35 +126,74 @@ func getServerIDOfRoom(oc *OverlordClient, roomID string) string {
return packet.Data
}
func (s *Session) bridgeConnection(serverID string, gameName string, roomID string, playerIndex int) {
log.Println("Bridging connection to other Host ", serverID)
client := s.BrowserClient
// Ask client to init
func (h *Handler) startGameHandler(gameName, roomID string, playerIndex int, peerconnection *webrtc.WebRTC) string {
//s.GameName = gameName
//s.RoomID = roomID
//s.PlayerIndex = playerIndex
log.Println("Requesting offer to browser", serverID)
resp := client.SyncSend(cws.WSPacket{
ID: "requestOffer",
Data: "",
})
log.Println("Starting game")
// If we are connecting to overlord, request corresponding serverID based on roomID
// TODO: check if roomID is in the current server
room := h.getRoom(roomID)
log.Println("Got Room from local ", room, " ID: ", roomID)
// If room is not running
if room == nil {
// Create new room
room = h.createNewRoom(gameName, roomID, playerIndex)
// Wait for done signal from room
go func() {
<-room.Done
h.detachRoom(room.ID)
}()
}
// Ask overlord to relay SDP packet to serverID
resp.TargetHostID = serverID
log.Println("Sending offer to overlord to relay message to target host", resp.TargetHostID, "with payload")
remoteTargetSDP := s.OverlordClient.SyncSend(resp)
log.Println("Got back remote host SDP, sending to browser")
// Send back remote SDP of remote server to browser
s.BrowserClient.Send(cws.WSPacket{
ID: "sdp",
Data: remoteTargetSDP.Data,
}, nil)
log.Println("Init session done, start game on target host")
// Attach peerconnection to room. If PC is already in room, don't detach
log.Println("Is PC in room", room.IsPCInRoom(peerconnection))
if !room.IsPCInRoom(peerconnection) {
h.detachPeerConn(peerconnection)
room.AddConnectionToRoom(peerconnection, playerIndex)
}
s.OverlordClient.SyncSend(cws.WSPacket{
ID: "start",
Data: gameName,
TargetHostID: serverID,
RoomID: roomID,
PlayerIndex: playerIndex,
})
log.Println("Game is started on remote host")
// Register room to overlord if we are connecting to overlord
if room != nil && h.oClient != nil {
h.oClient.Send(cws.WSPacket{
ID: "registerRoom",
Data: roomID,
}, nil)
}
return room.ID
}
//func (s *Session) bridgeConnection(serverID string, gameName string, roomID string, playerIndex int) {
//log.Println("Bridging connection to other Host ", serverID)
//client := s.BrowserClient
//// Ask client to init
//log.Println("Requesting offer to browser", serverID)
//resp := client.SyncSend(cws.WSPacket{
//ID: "requestOffer",
//Data: "",
//})
//// Ask overlord to relay SDP packet to serverID
//resp.TargetHostID = serverID
//log.Println("Sending offer to overlord to relay message to target host", resp.TargetHostID, "with payload")
//remoteTargetSDP := s.OverlordClient.SyncSend(resp)
//log.Println("Got back remote host SDP, sending to browser")
//// Send back remote SDP of remote server to browser
//s.BrowserClient.Send(cws.WSPacket{
//ID: "sdp",
//Data: remoteTargetSDP.Data,
//}, nil)
//log.Println("Init session done, start game on target host")
//s.OverlordClient.SyncSend(cws.WSPacket{
//ID: "start",
//Data: gameName,
//TargetHostID: serverID,
//RoomID: roomID,
//PlayerIndex: playerIndex,
//})
//log.Println("Game is started on remote host")
//}

View file

@ -1,16 +1,14 @@
package handler
import (
"github.com/giongto35/cloud-game/webrtc"
)
import "github.com/giongto35/cloud-game/webrtc"
// Session represents a session connected from the browser to the current server
// It requires one connection to browser and one connection to the overlord
// connection to browser is 1-1. connection to overlord is n - 1
// Peerconnection can be from other server to ensure better latency
type Session struct {
ID string
BrowserClient *BrowserClient
ID string
//BrowserClient *BrowserClient
OverlordClient *OverlordClient
peerconnection *webrtc.WebRTC
@ -22,7 +20,3 @@ type Session struct {
RoomID string
PlayerIndex int
}
func (s *Session) Close() {
s.peerconnection.StopClient()
}

195
overlord/browser.go Normal file
View file

@ -0,0 +1,195 @@
package overlord
import (
"log"
"github.com/giongto35/cloud-game/cws"
"github.com/gorilla/websocket"
)
type BrowserClient struct {
*cws.Client
}
// RouteBrowser are all routes server received from browser
func (s *Session) RouteBrowser() {
iceCandidates := [][]byte{}
browserClient := s.BrowserClient
browserClient.Receive("heartbeat", func(resp cws.WSPacket) cws.WSPacket {
return resp
})
browserClient.Receive("icecandidate", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Received candidates ", resp.Data)
iceCandidates = append(iceCandidates, []byte(resp.Data))
return cws.EmptyPacket
})
browserClient.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Overlord: Received a sdp request from a browser")
log.Println("Overlord: Relay sdp request from a browser to worker")
// relay SDP to target worker and get back SDP of the worker
// TODO: Async
log.Println("Overlord: serverID: ", s.ServerID)
sdp := s.handler.servers[s.ServerID].SyncSend(
resp,
)
return sdp
})
browserClient.Receive("quit", func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received quit", req)
s.GameName = resp.Data
s.RoomID = resp.RoomID
s.PlayerIndex = resp.PlayerIndex
// TODO:
//room := s.handler.getRoom(s.RoomID)
//if room.IsPCInRoom(s.peerconnection) {
//s.handler.detachPeerConn(s.peerconnection)
//}
log.Println("Sending to target host", resp.TargetHostID, " ", resp)
resp = s.handler.servers[resp.TargetHostID].SyncSend(
resp,
)
return cws.EmptyPacket
})
browserClient.Receive("start", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Overlord: Received a relay start request from a host")
// TODO: Abstract
// TODO: if resp.TargetHostID != ""c:w {
// relay start to target host
log.Println("Sending to target host", resp.TargetHostID, " ", resp)
// TODO: Async
resp = s.handler.servers[s.ServerID].SyncSend(
resp,
)
return resp
})
//browserClient.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
//log.Println("Received user SDP")
//localSession, err := s.peerconnection.StartClient(resp.Data, iceCandidates, config.Width, config.Height)
//if err != nil {
//if err != nil {
//log.Println("Error: Cannot create new webrtc session", err)
//return cws.EmptyPacket
//}
//}
//return cws.WSPacket{
//ID: "sdp",
//Data: localSession,
//SessionID: s.ID,
//}
//})
// TODO: Add save and load
//browserClient.Receive("save", func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Saving game state")
//req.ID = "save"
//req.Data = "ok"
//if s.RoomID != "" {
//room := s.handler.getRoom(s.RoomID)
//if room == nil {
//return
//}
//err := room.SaveGame()
//if err != nil {
//log.Println("[!] Cannot save game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//browserClient.Receive("load", func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Loading game state")
//req.ID = "load"
//req.Data = "ok"
//if s.RoomID != "" {
//room := s.handler.getRoom(s.RoomID)
//err := room.LoadGame()
//if err != nil {
//log.Println("[!] Cannot load game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//browserClient.Receive("start", func(resp cws.WSPacket) (req cws.WSPacket) {
//s.GameName = resp.Data
//s.RoomID = resp.RoomID
//s.PlayerIndex = resp.PlayerIndex
//log.Println("Starting game")
//// If we are connecting to overlord, request corresponding serverID based on roomID
//if s.OverlordClient != nil {
//roomServerID := getServerIDOfRoom(s.OverlordClient, s.RoomID)
//log.Println("Server of RoomID ", s.RoomID, " is ", roomServerID, " while current server is ", s.ServerID)
//// If the target serverID is different from current serverID
//if roomServerID != "" && s.ServerID != roomServerID {
//// TODO: Re -register
//// Bridge Connection to the target serverID
//go s.bridgeConnection(roomServerID, s.GameName, s.RoomID, s.PlayerIndex)
//return
//}
//}
//// Get Room in local server
//// TODO: check if roomID is in the current server
//room := s.handler.getRoom(s.RoomID)
//log.Println("Got Room from local ", room, " ID: ", s.RoomID)
//// If room is not running
//if room == nil {
//// Create new room
//room = s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
//// Wait for done signal from room
//go func() {
//<-room.Done
//s.handler.detachRoom(room.ID)
//}()
//}
//// Attach peerconnection to room. If PC is already in room, don't detach
//log.Println("Is PC in room", room.IsPCInRoom(s.peerconnection))
//if !room.IsPCInRoom(s.peerconnection) {
//s.handler.detachPeerConn(s.peerconnection)
//room.AddConnectionToRoom(s.peerconnection, s.PlayerIndex)
//}
//s.RoomID = room.ID
//// Register room to overlord if we are connecting to overlord
//if room != nil && s.OverlordClient != nil {
//s.OverlordClient.Send(cws.WSPacket{
//ID: "registerRoom",
//Data: s.RoomID,
//}, nil)
//}
//req.ID = "start"
//req.RoomID = s.RoomID
//req.SessionID = s.ID
//return req
//})
}
// NewOverlordClient returns a client connecting to browser. This connection exchanges information between clients and server
func NewBrowserClient(c *websocket.Conn) *BrowserClient {
return &BrowserClient{
Client: cws.NewClient(c),
}
}

View file

@ -1,14 +1,24 @@
package overlord
import (
"errors"
"fmt"
"io/ioutil"
"log"
"math/rand"
"net/http"
"strconv"
"github.com/giongto35/cloud-game/cws"
"github.com/giongto35/cloud-game/overlord/gamelist"
"github.com/gorilla/websocket"
uuid "github.com/satori/go.uuid"
)
const (
gameboyIndex = "./static/gameboy2.html"
debugIndex = "./static/gameboy2.html"
gamePath = "games"
)
type Server struct {
@ -18,6 +28,7 @@ type Server struct {
}
var upgrader = websocket.Upgrader{}
var errNotFound = errors.New("Not found")
func NewServer() *Server {
return &Server{
@ -28,6 +39,22 @@ func NewServer() *Server {
}
}
// GetWeb returns web frontend
func (o *Server) GetWeb(w http.ResponseWriter, r *http.Request) {
indexFN := ""
//if h.isDebug {
//indexFN = debugIndex
//} else {
indexFN = gameboyIndex
//}
bs, err := ioutil.ReadFile(indexFN)
if err != nil {
log.Fatal(err)
}
w.Write(bs)
}
// If it's overlord, handle overlord connection (from host to overlord)
func (o *Server) WSO(w http.ResponseWriter, r *http.Request) {
fmt.Println("Connected")
@ -73,72 +100,68 @@ func (o *Server) WSO(w http.ResponseWriter, r *http.Request) {
Data: o.roomToServer[resp.Data],
}
})
// Relay message from server to other target server
// TODO: Generalize
client.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Overlord: Received a relay sdp request from a host")
// TODO: Abstract
if resp.TargetHostID != serverID {
log.Println("Overlord: Sending relay sdp to target host")
// relay SDP to target host and get back sdp
// TODO: Async
sdp := o.servers[resp.TargetHostID].SyncSend(
resp,
)
return sdp
}
log.Println("Overlord: Target host is overlord itself: start peerconnection")
// If the target is in master
// start by its old
//localSession, err := wssession.peerconnection.StartClient(resp.Data, width, height)
//if err != nil {
//log.Fatalln(err)
//}
//return cws.WSPacket{
//ID: "sdp",
//Data: localSession,
//}
return cws.EmptyPacket
})
// TODO: use relay ID type
// TODO: Merge sdp and start
client.Receive("start", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Overlord: Received a relay start request from a host")
// TODO: Abstract
if resp.TargetHostID != serverID {
// relay start to target host
log.Println("Sending to target host", resp.TargetHostID, " ", resp)
// TODO: Async
resp := o.servers[resp.TargetHostID].SyncSend(
resp,
)
return resp
}
log.Println("Overlord: Target host is overlord itself: start game")
//// If the target is in master
//// start by its old
//roomID, isNewRoom := startSession(wssession.peerconnection, resp.Data, resp.RoomID, resp.PlayerIndex)
//// Bridge always access to old room
//// TODO: log warn
//if isNewRoom == true {
//log.Fatal("Bridge should not spawn new room")
//}
//return cws.WSPacket{
//ID: "start",
//RoomID: roomID,
//}
return cws.EmptyPacket
})
client.Listen()
}
func (o *Server) WS(w http.ResponseWriter, r *http.Request) {
log.Println("Browser connected to overlord")
//TODO: Add it back
//defer func() {
//if r := recover(); r != nil {
//log.Println("Warn: Something wrong. Recovered in ", r)
//}
//}()
c, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Print("[!] WS upgrade:", err)
return
}
defer c.Close()
client := NewBrowserClient(c)
sessionID := uuid.Must(uuid.NewV4()).String()
serverID, err := o.findBestServer()
if err != nil {
log.Fatal(err)
}
wssession := &Session{
ID: sessionID,
BrowserClient: client,
handler: o,
ServerID: serverID,
}
//defer wssession.Close()
log.Println("New client will conect to server", wssession.ServerID)
wssession.RouteBrowser()
wssession.BrowserClient.Send(cws.WSPacket{
ID: "gamelist",
Data: gamelist.GetEncodedGameList(gamePath),
}, nil)
wssession.BrowserClient.Listen()
}
func (o *Server) findBestServer() (string, error) {
// TODO: Find best Server by latency, currently return by ping
if len(o.servers) == 0 {
return "", errors.New("No server found")
}
r := rand.Intn(len(o.servers))
for k, _ := range o.servers {
if r == 0 {
return k, nil
}
r--
}
return "", errors.New("No server found")
}
func (o *Server) cleanConnection(client *cws.Client, serverID string) {
log.Println("Unregister server from overlord")
// Remove serverID from servers

21
overlord/session.go Normal file
View file

@ -0,0 +1,21 @@
package overlord
// Session represents a session connected from the browser to the current server
// It requires one connection to browser and one connection to the overlord
// connection to browser is 1-1. connection to overlord is n - 1
// Peerconnection can be from other server to ensure better latency
type Session struct {
ID string
BrowserClient *BrowserClient
WorkerClient *WorkerClient
//OverlordClient *OverlordClient
//peerconnection *webrtc.WebRTC
// TODO: Decouple this
handler *Server
ServerID string
GameName string
RoomID string
PlayerIndex int
}

176
overlord/worker.go Normal file
View file

@ -0,0 +1,176 @@
package overlord
import (
"log"
"github.com/giongto35/cloud-game/cws"
"github.com/gorilla/websocket"
)
type WorkerClient struct {
*cws.Client
}
// RouteWorker are all routes server received from worker
func (s *Session) RouteWorker() {
iceCandidates := [][]byte{}
workerClient := s.WorkerClient
workerClient.Receive("heartbeat", func(resp cws.WSPacket) cws.WSPacket {
return resp
})
workerClient.Receive("icecandidate", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Received candidates ", resp.Data)
iceCandidates = append(iceCandidates, []byte(resp.Data))
return cws.EmptyPacket
})
workerClient.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
log.Println("Overlord: Received sdp request from a worker")
log.Println("Overlord: Sending back sdp to browser")
s.BrowserClient.Send(resp, nil)
return cws.EmptyPacket
})
workerClient.Receive("quit", func(resp cws.WSPacket) (req cws.WSPacket) {
log.Println("Received quit", req)
s.GameName = resp.Data
s.RoomID = resp.RoomID
s.PlayerIndex = resp.PlayerIndex
// TODO:
//room := s.handler.getRoom(s.RoomID)
//if room.IsPCInRoom(s.peerconnection) {
//s.handler.detachPeerConn(s.peerconnection)
//}
log.Println("Sending to target host", resp.TargetHostID, " ", resp)
resp = s.handler.servers[resp.TargetHostID].SyncSend(
resp,
)
return cws.EmptyPacket
})
//browserClient.Receive("initwebrtc", func(resp cws.WSPacket) cws.WSPacket {
//log.Println("Received user SDP")
//localSession, err := s.peerconnection.StartClient(resp.Data, iceCandidates, config.Width, config.Height)
//if err != nil {
//if err != nil {
//log.Println("Error: Cannot create new webrtc session", err)
//return cws.EmptyPacket
//}
//}
//return cws.WSPacket{
//ID: "sdp",
//Data: localSession,
//SessionID: s.ID,
//}
//})
// TODO: Add save and load
//browserClient.Receive("save", func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Saving game state")
//req.ID = "save"
//req.Data = "ok"
//if s.RoomID != "" {
//room := s.handler.getRoom(s.RoomID)
//if room == nil {
//return
//}
//err := room.SaveGame()
//if err != nil {
//log.Println("[!] Cannot save game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//browserClient.Receive("load", func(resp cws.WSPacket) (req cws.WSPacket) {
//log.Println("Loading game state")
//req.ID = "load"
//req.Data = "ok"
//if s.RoomID != "" {
//room := s.handler.getRoom(s.RoomID)
//err := room.LoadGame()
//if err != nil {
//log.Println("[!] Cannot load game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//browserClient.Receive("start", func(resp cws.WSPacket) (req cws.WSPacket) {
//s.GameName = resp.Data
//s.RoomID = resp.RoomID
//s.PlayerIndex = resp.PlayerIndex
//log.Println("Starting game")
//// If we are connecting to overlord, request corresponding serverID based on roomID
//if s.OverlordClient != nil {
//roomServerID := getServerIDOfRoom(s.OverlordClient, s.RoomID)
//log.Println("Server of RoomID ", s.RoomID, " is ", roomServerID, " while current server is ", s.ServerID)
//// If the target serverID is different from current serverID
//if roomServerID != "" && s.ServerID != roomServerID {
//// TODO: Re -register
//// Bridge Connection to the target serverID
//go s.bridgeConnection(roomServerID, s.GameName, s.RoomID, s.PlayerIndex)
//return
//}
//}
//// Get Room in local server
//// TODO: check if roomID is in the current server
//room := s.handler.getRoom(s.RoomID)
//log.Println("Got Room from local ", room, " ID: ", s.RoomID)
//// If room is not running
//if room == nil {
//// Create new room
//room = s.handler.createNewRoom(s.GameName, s.RoomID, s.PlayerIndex)
//// Wait for done signal from room
//go func() {
//<-room.Done
//s.handler.detachRoom(room.ID)
//}()
//}
//// Attach peerconnection to room. If PC is already in room, don't detach
//log.Println("Is PC in room", room.IsPCInRoom(s.peerconnection))
//if !room.IsPCInRoom(s.peerconnection) {
//s.handler.detachPeerConn(s.peerconnection)
//room.AddConnectionToRoom(s.peerconnection, s.PlayerIndex)
//}
//s.RoomID = room.ID
//// Register room to overlord if we are connecting to overlord
//if room != nil && s.OverlordClient != nil {
//s.OverlordClient.Send(cws.WSPacket{
//ID: "registerRoom",
//Data: s.RoomID,
//}, nil)
//}
//req.ID = "start"
//req.RoomID = s.RoomID
//req.SessionID = s.ID
//return req
//})
}
// NewWorkerClient returns a client connecting to worker. This connection exchanges information between workers and server
func NewWorkerClient(c *websocket.Conn) *WorkerClient {
return &WorkerClient{
Client: cws.NewClient(c),
}
}