create a websocket game server
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@@ -0,0 +1,199 @@
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// Package ws implements the websocket endpoint of the game server:
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// connection upgrade, JOIN handling and the per-connection read loop.
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package ws
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import (
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"context"
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"log/slog"
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"net/http"
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"sync"
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"time"
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"github.com/coder/websocket"
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"github.com/ruby-sea-battle/game-server/internal/auth"
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"github.com/ruby-sea-battle/game-server/internal/game"
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"github.com/ruby-sea-battle/game-server/internal/protocol"
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)
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const (
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readLimit = 16 * 1024 // game messages are tiny
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joinReadTimeout = 10 * time.Second
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writeTimeout = 5 * time.Second
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pingInterval = 25 * time.Second
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pingTimeout = 10 * time.Second
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)
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// Conn adapts a websocket connection to the game.Sender interface.
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type Conn struct {
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ws *websocket.Conn
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wmu sync.Mutex // serializes writes
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}
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func (c *Conn) Send(_ context.Context, data []byte) error {
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ctx, cancel := context.WithTimeout(context.Background(), writeTimeout)
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defer cancel()
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c.wmu.Lock()
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defer c.wmu.Unlock()
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return c.ws.Write(ctx, websocket.MessageText, data)
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}
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func (c *Conn) Close(code int, reason string) error {
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return c.ws.Close(websocket.StatusCode(code), reason)
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}
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// Handler is the http.Handler of the websocket endpoint.
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type Handler struct {
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Manager *game.Manager
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JWTSecret []byte
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PublicAddr string // must match the "game_server" claim strictly
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acceptOpts *websocket.AcceptOptions
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log *slog.Logger
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}
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func NewHandler(manager *game.Manager, jwtSecret []byte, publicAddr string, allowedOrigins []string, log *slog.Logger) *Handler {
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opts := &websocket.AcceptOptions{}
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if len(allowedOrigins) == 1 && allowedOrigins[0] == "*" {
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opts.InsecureSkipVerify = true
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} else {
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opts.OriginPatterns = allowedOrigins
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}
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return &Handler{
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Manager: manager,
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JWTSecret: jwtSecret,
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PublicAddr: publicAddr,
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acceptOpts: opts,
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log: log,
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}
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}
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func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
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wsc, err := websocket.Accept(w, r, h.acceptOpts)
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if err != nil {
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h.log.Debug("websocket accept failed", "err", err)
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return
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}
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wsc.SetReadLimit(readLimit)
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ctx, cancel := context.WithCancel(r.Context())
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defer cancel()
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defer wsc.Close(websocket.StatusInternalError, "")
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// The first message on a fresh connection must be JOIN.
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readCtx, cancelRead := context.WithTimeout(ctx, joinReadTimeout)
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_, data, err := wsc.Read(readCtx)
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cancelRead()
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if err != nil {
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wsc.Close(protocol.CloseCodeExpectedJoin, "join timeout")
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return
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}
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opcode, args, err := protocol.ParseMessage(data)
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if err != nil {
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wsc.Close(protocol.CloseCodeBadMessage, "malformed message")
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return
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}
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if opcode != protocol.OpJoin {
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wsc.Close(protocol.CloseCodeExpectedJoin, "expected JOIN")
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return
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}
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gameToken, userToken, err := protocol.ParseJoin(args)
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if err != nil {
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wsc.Close(protocol.CloseCodeBadMessage, "malformed JOIN")
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return
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}
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// Validate the game token and make sure the token was issued for this
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// particular server instance (strict comparison with the public address).
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gc, err := auth.ParseGameToken(h.JWTSecret, gameToken)
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if err != nil {
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h.log.Debug("bad game token", "err", err)
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid game token")
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return
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}
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if gc.GameServer != h.PublicAddr {
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h.log.Debug("game token issued for another server", "want", h.PublicAddr, "got", gc.GameServer)
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wsc.Close(protocol.CloseCodeBadGameToken, "game server mismatch")
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return
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}
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if gc.Player1ID == gc.Player2ID {
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid match")
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return
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}
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// Validate the user token and make sure the user is a participant.
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uc, err := auth.ParseUserToken(h.JWTSecret, userToken)
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if err != nil {
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h.log.Debug("bad user token", "err", err)
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wsc.Close(protocol.CloseCodeBadUserToken, "invalid user token")
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return
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}
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if uc.UserID != gc.Player1ID && uc.UserID != gc.Player2ID {
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wsc.Close(protocol.CloseCodeBadUserToken, "not a participant of this match")
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return
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}
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conn := &Conn{ws: wsc}
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match, slotIdx, err := h.Manager.Join(ctx, conn, gc, uc.UserID)
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if err != nil {
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// ErrMatchFinished: the END message has already been replayed and
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// the connection closed by the manager.
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if err != game.ErrMatchFinished {
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h.log.Debug("join failed", "err", err)
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}
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return
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}
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h.log.Info("player joined", "match", match.ID, "user", uc.UserID, "slot", slotIdx)
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go h.pingLoop(ctx, wsc)
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// Read loop: process messages until the connection dies.
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for {
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_, data, err := wsc.Read(ctx)
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if err != nil {
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break
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}
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opcode, args, err := protocol.ParseMessage(data)
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if err != nil {
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h.log.Debug("malformed message", "match", match.ID, "user", uc.UserID, "err", err)
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continue
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}
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switch opcode {
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case protocol.OpAck:
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seq, err := protocol.ParseAck(args)
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if err != nil {
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h.log.Debug("malformed ACK", "match", match.ID, "user", uc.UserID, "err", err)
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continue
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}
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h.Manager.Ack(match, slotIdx, seq)
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default:
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// Unknown opcodes are ignored for forward compatibility.
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h.log.Debug("unknown opcode", "match", match.ID, "user", uc.UserID, "opcode", opcode)
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}
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}
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h.Manager.Leave(conn, match, slotIdx)
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h.log.Info("player disconnected", "match", match.ID, "user", uc.UserID, "slot", slotIdx)
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}
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// pingLoop keeps the connection alive and detects dead peers. When the ping
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// fails the connection is closed, which terminates the read loop.
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func (h *Handler) pingLoop(ctx context.Context, wsc *websocket.Conn) {
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ticker := time.NewTicker(pingInterval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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return
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case <-ticker.C:
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pingCtx, cancel := context.WithTimeout(ctx, pingTimeout)
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err := wsc.Ping(pingCtx)
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cancel()
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if err != nil {
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wsc.Close(websocket.StatusGoingAway, "ping failed")
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return
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}
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}
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}
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}
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