Clean code

This commit is contained in:
giongto35 2019-05-01 21:36:01 +08:00
parent 041e805963
commit 5320283f63
6 changed files with 38 additions and 239 deletions

View file

@ -6,7 +6,6 @@ import (
"net/http"
_ "net/http/pprof"
"strings"
"time"
"github.com/giongto35/cloud-game/config"
"github.com/giongto35/cloud-game/handler"
@ -21,9 +20,6 @@ const (
)
// Time allowed to write a message to the peer.
var readWait = 30 * time.Second
var writeWait = 30 * time.Second
var upgrader = websocket.Upgrader{}
// initilizeOverlord setup an overlord server

View file

@ -13,11 +13,6 @@ import (
type BrowserClient struct {
*cws.Client
//session *Session
//oclient *OverlordClient
//gameName string
//roomID string
//playerIndex int
}
func (s *Session) RegisterBrowserClient() {
@ -130,26 +125,7 @@ func (s *Session) RegisterBrowserClient() {
// NewOverlordClient returns a client connecting to browser. This connection exchanges information between clients and server
func NewBrowserClient(c *websocket.Conn) *BrowserClient {
//roomID := ""
//gameName := ""
//playerIndex := 0
// Create connection to overlord
browserClient := &BrowserClient{
return &BrowserClient{
Client: cws.NewClient(c),
//gameName: "",
//roomID: "",
//playerIndex: 0,
}
//sessionID := strconv.Itoa(rand.Int())
//sessionID := uuid.Must(uuid.NewV4()).String()
//wssession := &Session{
//BrowserClient: browserClient,
//OverlordClient: overlordClient,
//peerconnection: webrtc.NewWebRTC(),
//// The server session is maintaining
//}
return browserClient
}

View file

@ -7,7 +7,6 @@ import (
"net/http"
"time"
"github.com/giongto35/cloud-game/config"
"github.com/giongto35/cloud-game/cws"
"github.com/giongto35/cloud-game/handler/gamelist"
"github.com/giongto35/cloud-game/webrtc"
@ -16,8 +15,6 @@ import (
)
const (
scale = 3
title = "NES"
gameboyIndex = "./static/gameboy.html"
debugIndex = "./static/index_ws.html"
)
@ -29,10 +26,6 @@ var writeWait = 30 * time.Second
// Flag to determine if the server is overlord or not
var upgrader = websocket.Upgrader{}
// ID to peerconnection
//var peerconnections = map[string]*webrtc.WebRTC{}
//var oclient *OverlordClient
type Handler struct {
oClient *OverlordClient
rooms map[string]*Room
@ -50,10 +43,6 @@ type Handler struct {
// NewHandler returns a new server
func NewHandler(overlordConn *websocket.Conn, isDebug bool, gamePath string) *Handler {
//conn, err := createOverlordConnection()
//if err != nil {
//return nil, err
//}
return &Handler{
oClient: NewOverlordClient(overlordConn),
rooms: map[string]*Room{},
@ -83,6 +72,8 @@ func (h *Handler) GetWeb(w http.ResponseWriter, r *http.Request) {
// WS handles normal traffic (from browser to host)
func (h *Handler) WS(w http.ResponseWriter, r *http.Request) {
c, err := upgrader.Upgrade(w, r, nil)
defer c.Close()
if err != nil {
log.Print("[!] WS upgrade:", err)
return
@ -114,135 +105,30 @@ func (h *Handler) WS(w http.ResponseWriter, r *http.Request) {
}, nil)
wssession.BrowserClient.Listen()
defer c.Close()
//var gameName string
//var roomID string
//var playerIndex int
//// Create connection to overlord
//client := NewClient(c)
////sessionID := strconv.Itoa(rand.Int())
//sessionID := uuid.Must(uuid.NewV4()).String()
//wssession := &Session{
//client: client,
//peerconnection: webrtc.NewWebRTC(),
//// The server session is maintaining
//}
//client.send(WSPacket{
//ID: "gamelist",
//Data: getEncodedGameList(),
//}, nil)
//client.receive("heartbeat", func(resp WSPacket) WSPacket {
//return resp
//})
//client.receive("initwebrtc", func(resp WSPacket) WSPacket {
//log.Println("Received user SDP")
//localSession, err := wssession.peerconnection.StartClient(resp.Data, width, height)
//if err != nil {
//log.Fatalln(err)
//}
//return WSPacket{
//ID: "sdp",
//Data: localSession,
//SessionID: sessionID,
//}
//})
//client.receive("save", func(resp WSPacket) (req WSPacket) {
//log.Println("Saving game state")
//req.ID = "save"
//req.Data = "ok"
//if roomID != "" {
//err = rooms[roomID].director.SaveGame()
//if err != nil {
//log.Println("[!] Cannot save game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//client.receive("load", func(resp WSPacket) (req WSPacket) {
//log.Println("Loading game state")
//req.ID = "load"
//req.Data = "ok"
//if roomID != "" {
//err = rooms[roomID].director.LoadGame()
//if err != nil {
//log.Println("[!] Cannot load game state: ", err)
//req.Data = "error"
//}
//} else {
//req.Data = "error"
//}
//return req
//})
//client.receive("start", func(resp WSPacket) (req WSPacket) {
//gameName = resp.Data
//roomID = resp.RoomID
//playerIndex = resp.PlayerIndex
//isNewRoom := false
//log.Println("Starting game")
//// If we are connecting to overlord, request serverID from roomID
//if oclient != nil {
//roomServerID := getServerIDOfRoom(oclient, roomID)
//log.Println("Server of RoomID ", roomID, " is ", roomServerID)
//if roomServerID != "" && wssession.ServerID != roomServerID {
//// TODO: Re -register
//go bridgeConnection(wssession, roomServerID, gameName, roomID, playerIndex)
//return
//}
//}
//roomID, isNewRoom = startSession(wssession.peerconnection, gameName, roomID, playerIndex)
//// Register room to overlord if we are connecting to overlord
//if isNewRoom && oclient != nil {
//oclient.send(WSPacket{
//ID: "registerRoom",
//Data: roomID,
//}, nil)
//}
//req.ID = "start"
//req.RoomID = roomID
//req.SessionID = sessionID
//return req
//})
//client.receive("candidate", func(resp WSPacket) (req WSPacket) {
//// Unuse code
//hi := pionRTC.ICECandidateInit{}
//err = json.Unmarshal([]byte(resp.Data), &hi)
//if err != nil {
//log.Println("[!] Cannot parse candidate: ", err)
//} else {
//// webRTC.AddCandidate(hi)
//}
//req.ID = "candidate"
//return req
//})
//client.Listen()
}
func createOverlordConnection() (*websocket.Conn, error) {
c, _, err := websocket.DefaultDialer.Dial(*config.OverlordHost, nil)
if err != nil {
return nil, err
// getRoom returns room from roomID
func (h *Handler) getRoom(roomID string) *Room {
room, ok := h.rooms[roomID]
if !ok {
return nil
}
return c, nil
return room
}
// createNewRoom creates a new room
// Return nil in case of room is existed
func (h *Handler) createNewRoom(gameName string, roomID string, playerIndex int) *Room {
// If the roomID is empty,
// or the roomID doesn't have any running sessions (room was closed)
// we spawn a new room
if roomID == "" || !h.isRoomRunning(roomID) {
room := NewRoom(roomID, gameName)
// TODO: Might have race condition
h.rooms[roomID] = room
return room
}
return nil
}

View file

@ -114,9 +114,9 @@ func getServerIDOfRoom(oc *OverlordClient, roomID string) string {
return packet.Data
}
func (session *Session) bridgeConnection(serverID string, gameName string, roomID string, playerIndex int) {
func (s *Session) bridgeConnection(serverID string, gameName string, roomID string, playerIndex int) {
log.Println("Bridging connection to other Host ", serverID)
client := session.BrowserClient
client := s.BrowserClient
// Ask client to init
log.Println("Requesting offer to browser", serverID)
@ -128,20 +128,16 @@ func (session *Session) bridgeConnection(serverID string, gameName string, roomI
log.Println("Sending offer to overlord to relay message to target host", resp.TargetHostID)
// Ask overlord to relay SDP packet to serverID
resp.TargetHostID = serverID
remoteTargetSDP := session.OverlordClient.SyncSend(resp)
remoteTargetSDP := s.OverlordClient.SyncSend(resp)
log.Println("Got back remote host SDP, sending to browser")
// Send back remote SDP of remote server to browser
//client.syncSend(WSPacket{
//ID: "sdp",
//Data: remoteTargetSDP.Data,
//})
session.BrowserClient.Send(cws.WSPacket{
s.BrowserClient.Send(cws.WSPacket{
ID: "sdp",
Data: remoteTargetSDP.Data,
}, nil)
log.Println("Init session done, start game on target host")
session.OverlordClient.SyncSend(cws.WSPacket{
s.OverlordClient.SyncSend(cws.WSPacket{
ID: "start",
Data: gameName,
TargetHostID: serverID,

View file

@ -28,15 +28,8 @@ type Room struct {
director *emulator.Director
}
// generateRoomID generate a unique room ID containing 16 digits
func generateRoomID() string {
roomID := strconv.FormatInt(rand.Int63(), 16)
//roomID := uuid.Must(uuid.NewV4()).String()
return roomID
}
// init initilizes a room returns roomID
func (h *Handler) initRoom(roomID, gameName string) *Room {
func NewRoom(roomID, gameName string) *Room {
// if no roomID is given, generate it
if roomID == "" {
roomID = generateRoomID()
@ -68,6 +61,13 @@ func (h *Handler) initRoom(roomID, gameName string) *Room {
return room
}
// generateRoomID generate a unique room ID containing 16 digits
func generateRoomID() string {
roomID := strconv.FormatInt(rand.Int63(), 16)
//roomID := uuid.Must(uuid.NewV4()).String()
return roomID
}
// isRoomRunning check if there is any running sessions.
// TODO: If we remove sessions from room anytime a session is closed, we can check if the sessions list is empty or not.
func (h *Handler) isRoomRunning(roomID string) bool {

View file

@ -21,58 +21,3 @@ type Session struct {
RoomID string
PlayerIndex int
}
// getRoom returns room from roomID
func (h *Handler) getRoom(roomID string) *Room {
room, ok := h.rooms[roomID]
if !ok {
return nil
}
return room
}
// createNewRoom creates a new room
// Return nil in case of room is existed
func (h *Handler) createNewRoom(gameName string, roomID string, playerIndex int) *Room {
//cleanSession(peerconnection)
// If the roomID is empty,
// or the roomID doesn't have any running sessions (room was closed)
// we spawn a new room
if roomID == "" || !h.isRoomRunning(roomID) {
room := h.initRoom(roomID, gameName)
h.rooms[roomID] = room
return room
}
// TODO: Might have race condition
//rooms[roomID].rtcSessions = append(rooms[roomID].rtcSessions, peerconnection)
//room := rooms[roomID]
//peerconnection.AttachRoomID(roomID)
//go startWebRTCSession(room, peerconnection, playerIndex)
return nil
}
// startPeerConnection handles one peerconnection call
//func (s *Handler) startPeerConnection( gameName string, roomID string, playerIndex int) (rRoomID string, isNewRoom bool) {
//isNewRoom = false
//cleanSession(peerconnection)
//// If the roomID is empty,
//// or the roomID doesn't have any running sessions (room was closed)
//// we spawn a new room
//if roomID == "" || !isRoomRunning(roomID) {
//roomID = initRoom(roomID, gameName)
//isNewRoom = true
//}
//// TODO: Might have race condition
//rooms[roomID].rtcSessions = append(rooms[roomID].rtcSessions, peerconnection)
//room := rooms[roomID]
//peerconnection.AttachRoomID(roomID)
//go startWebRTCSession(room, peerconnection, playerIndex)
//return roomID, isNewRoom
//}