mirror of
https://github.com/giongto35/cloud-game.git
synced 2026-07-21 17:18:47 +00:00
263 lines
6.1 KiB
Go
263 lines
6.1 KiB
Go
package main
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import (
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"encoding/json"
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"fmt"
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"image"
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"io/ioutil"
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"log"
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"math/rand"
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"net/http"
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_ "net/http/pprof"
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"strconv"
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"time"
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"github.com/giongto35/cloud-game/ui"
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"github.com/giongto35/cloud-game/util"
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"github.com/giongto35/cloud-game/webrtc"
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"github.com/gorilla/websocket"
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pionRTC "github.com/pion/webrtc"
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)
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const gameboyIndex = "./static/gameboy.html"
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const wsIndex = "./static/index_ws.html"
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var width = 256
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var height = 240
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var indexFN string = gameboyIndex
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var service string = "ws"
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// Time allowed to write a message to the peer.
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var readWait = 30 * time.Second
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var writeWait = 30 * time.Second
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type IndexPageData struct {
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Service string
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}
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var upgrader = websocket.Upgrader{}
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type WSPacket struct {
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ID string `json:"id"`
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Data string `json:"data"`
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RoomID string `json:"room_id"`
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PlayerIndex int `json:"player_index"`
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}
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// Room is a game session. multi webRTC sessions can connect to a same game.
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// A room stores all the channel for interaction between all webRTCs session and emulator
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type Room struct {
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imageChannel chan *image.RGBA
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inputChannel chan int
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// closedChannel is to fire exit event when there is no webRTC session running
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closedChannel chan bool
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rtcSessions []*webrtc.WebRTC
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}
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var rooms map[string]*Room
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func main() {
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rand.Seed(time.Now().UTC().UnixNano())
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fmt.Println("http://localhost:8000")
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rooms = map[string]*Room{}
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// ignore origin
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upgrader.CheckOrigin = func(r *http.Request) bool { return true }
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http.HandleFunc("/ws", ws)
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http.HandleFunc("/", getWeb)
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http.Handle("/static/", http.StripPrefix("/static/", http.FileServer(http.Dir("./static"))))
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http.ListenAndServe(":8000", nil)
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}
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func startGame(path string, roomID string, imageChannel chan *image.RGBA, inputChannel chan int, closedChannel chan bool) {
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ui.Run([]string{path}, roomID, imageChannel, inputChannel, closedChannel)
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}
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func getWeb(w http.ResponseWriter, r *http.Request) {
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bs, err := ioutil.ReadFile(indexFN)
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if err != nil {
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log.Fatal(err)
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}
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w.Write(bs)
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}
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// init initilizes a room returns roomID
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func initRoom(roomID, gameName string) string {
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roomID = generateRoomID()
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imageChannel := make(chan *image.RGBA, 100)
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inputChannel := make(chan int, 100)
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closedChannel := make(chan bool)
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rooms[roomID] = &Room{
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imageChannel: imageChannel,
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inputChannel: inputChannel,
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closedChannel: closedChannel,
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rtcSessions: []*webrtc.WebRTC{},
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}
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go fanoutScreen(imageChannel, roomID)
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go startGame("games/"+gameName, roomID, imageChannel, inputChannel, closedChannel)
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return roomID
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}
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// startSession handles one session call
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func startSession(webRTC *webrtc.WebRTC, gameName string, roomID string, playerIndex int) string {
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// If the roomID is empty, we spawn a new room
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if roomID == "" {
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roomID = initRoom(roomID, gameName)
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}
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// TODO: Might have race condition
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rooms[roomID].rtcSessions = append(rooms[roomID].rtcSessions, webRTC)
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faninInput(rooms[roomID].inputChannel, webRTC, playerIndex)
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return roomID
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}
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func ws(w http.ResponseWriter, r *http.Request) {
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c, err := upgrader.Upgrade(w, r, nil)
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if err != nil {
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log.Print("upgrade:", err)
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return
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}
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defer c.Close()
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log.Println("New Connection")
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webRTC := webrtc.NewWebRTC()
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// streaming game
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// start new games and webrtc stuff?
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isDone := false
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var gameName string
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var roomID string
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var playerIndex int
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for !isDone {
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c.SetReadDeadline(time.Now().Add(readWait))
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mt, message, err := c.ReadMessage()
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if err != nil {
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log.Println("[!] read:", err)
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break
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}
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req := WSPacket{}
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res := WSPacket{}
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err = json.Unmarshal(message, &req)
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if err != nil {
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log.Println("[!] json unmarshal:", err)
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break
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}
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// SDP connection initializations follows WebRTC convention
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// https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API/Protocols
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switch req.ID {
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case "ping":
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gameName = req.Data
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roomID = req.RoomID
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playerIndex = req.PlayerIndex
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log.Println("Ping from server with game:", gameName)
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res.ID = "pong"
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case "sdp":
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log.Println("Received user SDP")
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localSession, err := webRTC.StartClient(req.Data, width, height)
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if err != nil {
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log.Fatalln(err)
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}
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res.ID = "sdp"
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res.Data = localSession
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case "candidate":
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// Unuse code
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hi := pionRTC.ICECandidateInit{}
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err = json.Unmarshal([]byte(req.Data), &hi)
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if err != nil {
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log.Println("[!] Cannot parse candidate: ", err)
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} else {
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// webRTC.AddCandidate(hi)
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}
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res.ID = "candidate"
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case "start":
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log.Println("Starting game")
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res.ID = "start"
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res.RoomID = startSession(webRTC, gameName, roomID, playerIndex)
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isDone = true
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}
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stRes, err := json.Marshal(res)
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if err != nil {
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log.Println("json marshal:", err)
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}
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c.SetWriteDeadline(time.Now().Add(writeWait))
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err = c.WriteMessage(mt, []byte(stRes))
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if err != nil {
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log.Println("write:", err)
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break
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}
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}
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}
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// generateRoomID generate a unique room ID containing 16 digits
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func generateRoomID() string {
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roomID := strconv.FormatInt(rand.Int63(), 16)
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return roomID
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}
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// fanoutScreen fanout outputs to all webrtc in the same room
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func fanoutScreen(imageChannel chan *image.RGBA, roomID string) {
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for image := range imageChannel {
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isRoomRunning := false
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yuv := util.RgbaToYuv(image)
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for _, webRTC := range rooms[roomID].rtcSessions {
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// Client stopped
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if webRTC.IsClosed() {
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continue
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}
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// encode frame
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// fanout imageChannel
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if webRTC.IsConnected() {
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// NOTE: can block here
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webRTC.ImageChannel <- yuv
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}
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isRoomRunning = true
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}
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if isRoomRunning == false {
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log.Println("Closed room", roomID)
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rooms[roomID].closedChannel <- true
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}
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}
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}
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// faninInput fan-in of the same room to inputChannel
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func faninInput(inputChannel chan int, webRTC *webrtc.WebRTC, playerIndex int) {
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go func() {
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for {
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// Client stopped
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if webRTC.IsClosed() {
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return
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}
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// encode frame
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if webRTC.IsConnected() {
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input := <-webRTC.InputChannel
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// the first 10 bits belong to player 1
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// the next 10 belongs to player 2 ...
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// We standardize and put it to inputChannel (20 bits)
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input = input << ((uint(playerIndex) - 1) * ui.NumKeys)
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inputChannel <- input
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}
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}
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}()
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}
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