cloud-game/main.go
2019-04-10 03:33:21 +08:00

263 lines
6.1 KiB
Go

package main
import (
"encoding/json"
"fmt"
"image"
"io/ioutil"
"log"
"math/rand"
"net/http"
_ "net/http/pprof"
"strconv"
"time"
"github.com/giongto35/cloud-game/ui"
"github.com/giongto35/cloud-game/util"
"github.com/giongto35/cloud-game/webrtc"
"github.com/gorilla/websocket"
pionRTC "github.com/pion/webrtc"
)
const gameboyIndex = "./static/gameboy.html"
const wsIndex = "./static/index_ws.html"
var width = 256
var height = 240
var indexFN string = gameboyIndex
var service string = "ws"
// Time allowed to write a message to the peer.
var readWait = 30 * time.Second
var writeWait = 30 * time.Second
type IndexPageData struct {
Service string
}
var upgrader = websocket.Upgrader{}
type WSPacket struct {
ID string `json:"id"`
Data string `json:"data"`
RoomID string `json:"room_id"`
PlayerIndex int `json:"player_index"`
}
// 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 {
imageChannel chan *image.RGBA
inputChannel chan int
// closedChannel is to fire exit event when there is no webRTC session running
closedChannel chan bool
rtcSessions []*webrtc.WebRTC
}
var rooms map[string]*Room
func main() {
rand.Seed(time.Now().UTC().UnixNano())
fmt.Println("http://localhost:8000")
rooms = map[string]*Room{}
// ignore origin
upgrader.CheckOrigin = func(r *http.Request) bool { return true }
http.HandleFunc("/ws", ws)
http.HandleFunc("/", getWeb)
http.Handle("/static/", http.StripPrefix("/static/", http.FileServer(http.Dir("./static"))))
http.ListenAndServe(":8000", nil)
}
func startGame(path string, roomID string, imageChannel chan *image.RGBA, inputChannel chan int, closedChannel chan bool) {
ui.Run([]string{path}, roomID, imageChannel, inputChannel, closedChannel)
}
func getWeb(w http.ResponseWriter, r *http.Request) {
bs, err := ioutil.ReadFile(indexFN)
if err != nil {
log.Fatal(err)
}
w.Write(bs)
}
// init initilizes a room returns roomID
func initRoom(roomID, gameName string) string {
roomID = generateRoomID()
imageChannel := make(chan *image.RGBA, 100)
inputChannel := make(chan int, 100)
closedChannel := make(chan bool)
rooms[roomID] = &Room{
imageChannel: imageChannel,
inputChannel: inputChannel,
closedChannel: closedChannel,
rtcSessions: []*webrtc.WebRTC{},
}
go fanoutScreen(imageChannel, roomID)
go startGame("games/"+gameName, roomID, imageChannel, inputChannel, closedChannel)
return roomID
}
// startSession handles one session call
func startSession(webRTC *webrtc.WebRTC, gameName string, roomID string, playerIndex int) string {
// If the roomID is empty, we spawn a new room
if roomID == "" {
roomID = initRoom(roomID, gameName)
}
// TODO: Might have race condition
rooms[roomID].rtcSessions = append(rooms[roomID].rtcSessions, webRTC)
faninInput(rooms[roomID].inputChannel, webRTC, playerIndex)
return roomID
}
func ws(w http.ResponseWriter, r *http.Request) {
c, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Print("upgrade:", err)
return
}
defer c.Close()
log.Println("New Connection")
webRTC := webrtc.NewWebRTC()
// streaming game
// start new games and webrtc stuff?
isDone := false
var gameName string
var roomID string
var playerIndex int
for !isDone {
c.SetReadDeadline(time.Now().Add(readWait))
mt, message, err := c.ReadMessage()
if err != nil {
log.Println("[!] read:", err)
break
}
req := WSPacket{}
res := WSPacket{}
err = json.Unmarshal(message, &req)
if err != nil {
log.Println("[!] json unmarshal:", err)
break
}
// SDP connection initializations follows WebRTC convention
// https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API/Protocols
switch req.ID {
case "ping":
gameName = req.Data
roomID = req.RoomID
playerIndex = req.PlayerIndex
log.Println("Ping from server with game:", gameName)
res.ID = "pong"
case "sdp":
log.Println("Received user SDP")
localSession, err := webRTC.StartClient(req.Data, width, height)
if err != nil {
log.Fatalln(err)
}
res.ID = "sdp"
res.Data = localSession
case "candidate":
// Unuse code
hi := pionRTC.ICECandidateInit{}
err = json.Unmarshal([]byte(req.Data), &hi)
if err != nil {
log.Println("[!] Cannot parse candidate: ", err)
} else {
// webRTC.AddCandidate(hi)
}
res.ID = "candidate"
case "start":
log.Println("Starting game")
res.ID = "start"
res.RoomID = startSession(webRTC, gameName, roomID, playerIndex)
isDone = true
}
stRes, err := json.Marshal(res)
if err != nil {
log.Println("json marshal:", err)
}
c.SetWriteDeadline(time.Now().Add(writeWait))
err = c.WriteMessage(mt, []byte(stRes))
if err != nil {
log.Println("write:", err)
break
}
}
}
// generateRoomID generate a unique room ID containing 16 digits
func generateRoomID() string {
roomID := strconv.FormatInt(rand.Int63(), 16)
return roomID
}
// fanoutScreen fanout outputs to all webrtc in the same room
func fanoutScreen(imageChannel chan *image.RGBA, roomID string) {
for image := range imageChannel {
isRoomRunning := false
yuv := util.RgbaToYuv(image)
for _, webRTC := range rooms[roomID].rtcSessions {
// Client stopped
if webRTC.IsClosed() {
continue
}
// encode frame
// fanout imageChannel
if webRTC.IsConnected() {
// NOTE: can block here
webRTC.ImageChannel <- yuv
}
isRoomRunning = true
}
if isRoomRunning == false {
log.Println("Closed room", roomID)
rooms[roomID].closedChannel <- true
}
}
}
// faninInput fan-in of the same room to inputChannel
func faninInput(inputChannel chan int, webRTC *webrtc.WebRTC, playerIndex int) {
go func() {
for {
// Client stopped
if webRTC.IsClosed() {
return
}
// encode frame
if webRTC.IsConnected() {
input := <-webRTC.InputChannel
// the first 10 bits belong to player 1
// the next 10 belongs to player 2 ...
// We standardize and put it to inputChannel (20 bits)
input = input << ((uint(playerIndex) - 1) * ui.NumKeys)
inputChannel <- input
}
}
}()
}