cloud-game/main.go
2019-04-14 01:11:08 +07:00

400 lines
8.9 KiB
Go

package main
import (
"os"
"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"
// "github.com/hraban/opus"
"gopkg.in/hraban/opus.v2"
// "github.com/xlab/opus-go/opus"
)
// fanoutAudio fanout outputs to all webrtc in the same room
func fanoutAudio(audioChannel chan float32, roomID string) {
var output float32
pcm := make([]float32, 240)
enc, err := opus.NewEncoder(48000, 2, opus.AppVoIP)
if err != nil {
log.Println("[!] Cannot create audio encoder")
return
}
// var err2 int32
// var err error
// enc := opus.EncoderCreate(48000, 1, opus.ApplicationAudio, &err2)
// c := time.Tick(time.Millisecond * 5)
c := time.Tick(time.Microsecond * 2500)
for range c {
for i := 0; i < len(pcm); i++ {
if i % 2 == 1 {
select {
case sample := <- audioChannel:
output = sample
default:
output = 0
}
pcm[i] = output
}
}
data := make([]byte, 1000)
n, err := enc.EncodeFloat32(pcm, data)
// n := opus.EncodeFloat(enc, pcm, int32(c), data, 1000)
if err != nil {
log.Println("[!] Failed to decode")
continue
}
data = data[:n]
isRoomRunning := false
for _, webRTC := range rooms[roomID].rtcSessions {
// Client stopped
if webRTC.IsClosed() {
continue
}
// encode frame
// fanout imageChannel
if webRTC.IsConnected() {
// NOTE: can block here
webRTC.AudioChannel <- data
}
isRoomRunning = true
}
if isRoomRunning == false {
log.Println("Closed room from audio routine", roomID)
rooms[roomID].closedChannel <- true
}
}
}
const (
width = 256
height = 240
scale = 3
title = "NES"
gameboyIndex = "./static/gameboy.html"
debugIndex = "./static/index_ws.html"
)
var indexFN = gameboyIndex
// Time allowed to write a message to the peer.
var readWait = 30 * time.Second
var writeWait = 30 * time.Second
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
audioChanel chan float32
inputChannel chan int
// closedChannel is to fire exit event when there is no webRTC session running
closedChannel chan bool
rtcSessions []*webrtc.WebRTC
director *ui.Director
}
var rooms map[string]*Room
func main() {
fmt.Println("Usage: ./game [debug]")
if len(os.Args) > 1 {
// debug
indexFN = debugIndex
fmt.Println("Use debug version")
}
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 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 {
// if no roomID is given, generate it
if roomID == "" {
roomID = generateRoomID()
}
imageChannel := make(chan *image.RGBA, 100)
audioChannel := make(chan float32, 48000)
inputChannel := make(chan int, 100)
closedChannel := make(chan bool)
// create director
director := ui.NewDirector(roomID, imageChannel, audioChannel, inputChannel, closedChannel)
rooms[roomID] = &Room{
imageChannel: imageChannel,
audioChanel: audioChannel,
inputChannel: inputChannel,
closedChannel: closedChannel,
rtcSessions: []*webrtc.WebRTC{},
director: director,
}
go fanoutScreen(imageChannel, roomID)
go fanoutAudio(audioChannel, roomID)
go director.Start([]string{"games/" + gameName})
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 isRoomRunning(roomID string) bool {
// If no roomID is registered
if _, ok := rooms[roomID]; !ok {
return false
}
// If there is running session
for _, s := range rooms[roomID].rtcSessions {
if !s.IsClosed() {
return true
}
}
return false
}
// startSession handles one session call
func startSession(webRTC *webrtc.WebRTC, gameName string, roomID string, playerIndex int) string {
// 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)
}
// TODO: Might have race condition
rooms[roomID].rtcSessions = append(rooms[roomID].rtcSessions, webRTC)
go 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("[!] WS upgrade:", err)
return
}
defer c.Close()
log.Println("New ws 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")
roomID = startSession(webRTC, gameName, roomID, playerIndex)
res.ID = "start"
res.RoomID = roomID
// maybe we wont close websocket
// isDone = true
case "save":
log.Println("Saving game state")
res.ID = "save"
res.Data = "ok"
if roomID != "" {
err = rooms[roomID].director.SaveGame()
if err != nil {
log.Println("[!] Cannot save game state: ", err)
res.Data = "error"
}
} else {
res.Data = "error"
}
case "load":
log.Println("Loading game state")
res.ID = "load"
res.Data = "ok"
if roomID != "" {
err = rooms[roomID].director.LoadGame()
if err != nil {
log.Println("[!] Cannot load game state: ", err)
res.Data = "error"
}
} else {
res.Data = "error"
}
}
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 from screen routine", roomID)
rooms[roomID].closedChannel <- true
}
}
}
// faninInput fan-in of the same room to inputChannel
func faninInput(inputChannel chan int, webRTC *webrtc.WebRTC, playerIndex int) {
for {
// Client stopped
if webRTC.IsClosed() {
return
}
// encode frame
if webRTC.IsConnected() {
input := <-webRTC.InputChannel
// 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) * ui.NumKeys)
inputChannel <- input
}
}
}