cloud-game/worker/room/room.go
2019-08-03 16:23:55 +08:00

297 lines
7.7 KiB
Go

package room
import (
"image"
"io/ioutil"
"log"
"math/rand"
"os"
"runtime"
"strconv"
"strings"
"sync"
"github.com/giongto35/cloud-game/emulator"
"github.com/giongto35/cloud-game/libretro/nanoarch"
"github.com/giongto35/cloud-game/util"
"github.com/giongto35/cloud-game/webrtc"
storage "github.com/giongto35/cloud-game/worker/cloud-storage"
)
// Room is a game session. multi webRTC sessions can connect to a same game.
// A room stores all the channel for interaction between all webRTCs session and emulator
type Room struct {
ID string
// imageChannel is image stream received from director
imageChannel <-chan *image.RGBA
// audioChannel is audio stream received from director
audioChannel <-chan float32
// inputChannel is input stream from websocket send to room
inputChannel chan<- int
// State of room
IsRunning bool
// Done channel is to fire exit event when room is closed
Done chan struct{}
// List of peerconnections in the room
rtcSessions []*webrtc.WebRTC
// NOTE: Not in use, lock rtcSessions
sessionsLock *sync.Mutex
// Director is emulator
director emulator.CloudEmulator
// Cloud storage to store room state online
onlineStorage *storage.Client
// GameName
gameName string
// Meta of game
//meta emulator.Meta
}
// NewRoom creates a new room
func NewRoom(roomID, gamePath, gameName string, onlineStorage *storage.Client) *Room {
// if no roomID is given, generate it
if roomID == "" {
roomID = generateRoomID(gameName)
}
log.Println("Init new room", roomID, gameName)
imageChannel := make(chan *image.RGBA, 30)
audioChannel := make(chan float32, 30)
inputChannel := make(chan int, 100)
room := &Room{
ID: roomID,
imageChannel: imageChannel,
audioChannel: audioChannel,
inputChannel: inputChannel,
rtcSessions: []*webrtc.WebRTC{},
sessionsLock: &sync.Mutex{},
IsRunning: true,
onlineStorage: onlineStorage,
Done: make(chan struct{}, 1),
}
// Check if room is on local storage, if not, pull from GCS to local storage
go func(gamePath, gameName, roomID string) {
// Check room is on local or fetch from server
savepath := util.GetSavePath(roomID)
log.Println("Check ", savepath, " on local : ", room.isGameOnLocal(savepath))
if !room.isGameOnLocal(savepath) {
// Fetch room from GCP to server
log.Println("Load room from online storage", savepath)
if err := room.saveOnlineRoomToLocal(roomID, savepath); err != nil {
log.Printf("Warn: Room %s is not in online storage, error %s", roomID, err)
}
}
if roomID != "" {
gameName = getGameNameFromRoomID(roomID)
}
log.Printf("Room %s started. GamePath: %s, GameName: %s", roomID, gamePath, gameName)
// Spawn new emulator based on gameName and plug-in all channels
room.director = getEmulator(gameName, roomID, imageChannel, audioChannel, inputChannel)
path := gamePath + "/" + gameName
meta := room.director.LoadMeta(path)
log.Printf("Load with Meta %+v", meta)
go room.startVideo(meta.Width, meta.Height)
go room.startAudio(meta.AudioSampleRate)
room.director.Start()
log.Printf("Room %s ended", roomID)
// TODO: do we need GC, we can remove it
runtime.GC()
}(gamePath, gameName, roomID)
return room
}
// create director
func getEmulator(gameName string, roomID string, imageChannel chan<- *image.RGBA, audioChannel chan<- float32, inputChannel <-chan int) emulator.CloudEmulator {
gameType := getGameType(gameName)
switch gameType {
case "nes":
return emulator.NewDirector(roomID, imageChannel, audioChannel, inputChannel)
case "gba":
nanoarch.Init("gba", roomID, imageChannel, audioChannel, inputChannel)
return nanoarch.NAEmulator
case "bin":
nanoarch.Init("pcsx", roomID, imageChannel, audioChannel, inputChannel)
return nanoarch.NAEmulator
case "zip":
nanoarch.Init("mame", roomID, imageChannel, audioChannel, inputChannel)
return nanoarch.NAEmulator
}
return nil
}
// getGameNameFromRoomID parse roomID to get roomID and gameName
func getGameNameFromRoomID(roomID string) string {
parts := strings.Split(roomID, "|")
if len(parts) <= 1 {
return ""
}
return parts[1]
}
func getGameType(gameName string) string {
parts := strings.Split(gameName, ".")
if len(parts) <= 1 {
return ""
}
return parts[len(parts)-1]
}
// generateRoomID generate a unique room ID containing 16 digits
func generateRoomID(gameName string) string {
roomID := strconv.FormatInt(rand.Int63(), 16) + "|" + gameName
log.Println("Generate Room ID", roomID)
//roomID := uuid.Must(uuid.NewV4()).String()
return roomID
}
func (r *Room) isGameOnLocal(savepath string) bool {
_, err := os.Open(savepath)
return err == nil
}
func (r *Room) AddConnectionToRoom(peerconnection *webrtc.WebRTC, playerIndex int) {
peerconnection.AttachRoomID(r.ID)
r.rtcSessions = append(r.rtcSessions, peerconnection)
go r.startWebRTCSession(peerconnection, playerIndex)
}
func (r *Room) startWebRTCSession(peerconnection *webrtc.WebRTC, playerIndex int) {
defer func() {
if r := recover(); r != nil {
log.Println("Warn: Recovered when sent to close inputChannel")
}
}()
for input := range peerconnection.InputChannel {
// NOTE: when room is no longer running. InputChannel needs to have extra event to go inside the loop
if peerconnection.Done || !peerconnection.IsConnected() || !r.IsRunning {
break
}
if peerconnection.IsConnected() {
// the first 8 bits belong to player 1
// the next 8 belongs to player 2 ...
// We standardize and put it to inputChannel (16 bits)
input = input << ((uint(playerIndex) - 1) * emulator.NumKeys)
select {
case r.inputChannel <- input:
default:
}
}
}
log.Println("Peerconn done")
}
// RemoveSession removes a peerconnection from room and return true if there is no more room
func (r *Room) RemoveSession(w *webrtc.WebRTC) {
log.Println("Cleaning session: ", w.ID)
// TODO: get list of r.rtcSessions in lock
for i, s := range r.rtcSessions {
log.Println("found session: ", w.ID)
if s.ID == w.ID {
r.rtcSessions = append(r.rtcSessions[:i], r.rtcSessions[i+1:]...)
log.Println("Removed session ", s.ID, " from room: ", r.ID)
break
}
}
}
// TODO: Reuse for remove Session
func (r *Room) IsPCInRoom(w *webrtc.WebRTC) bool {
if r == nil {
return false
}
for _, s := range r.rtcSessions {
if s.ID == w.ID {
return true
}
}
return false
}
func (r *Room) Close() {
if !r.IsRunning {
return
}
r.IsRunning = false
log.Println("Closing room", r.ID)
log.Println("Closing director of room ", r.ID)
r.director.Close()
//close(r.director.Done)
log.Println("Closing input of room ", r.ID)
close(r.inputChannel)
close(r.Done)
// Close here is a bit wrong because this read channel
// Just dont close it, let it be gc
//close(r.imageChannel)
//close(r.audioChannel)
}
func (r *Room) SaveGame() error {
onlineSaveFunc := func() error {
// Try to save the game to gCloud
if err := r.onlineStorage.SaveFile(r.ID, r.director.GetHashPath()); err != nil {
return err
}
return nil
}
// TODO: Move to game view
if err := r.director.SaveGame(onlineSaveFunc); err != nil {
return err
}
return nil
}
// saveOnlineRoomToLocal save online room to local
func (r *Room) saveOnlineRoomToLocal(roomID string, savepath string) error {
log.Println("Check if game is on cloud storage")
// If the game is not on local server
// Try to load from gcloud
data, err := r.onlineStorage.LoadFile(roomID)
if err != nil {
return err
}
// Save the data fetched from gcloud to local server
ioutil.WriteFile(savepath, data, 0644)
return nil
}
func (r *Room) LoadGame() error {
err := r.director.LoadGame()
return err
}
func (r *Room) EmptySessions() bool {
return len(r.rtcSessions) == 0
}
func (r *Room) IsRunningSessions() bool {
// If there is running session
for _, s := range r.rtcSessions {
if s.IsConnected() {
return true
}
}
return false
}