Files
ruby-sea-battle/game-server/internal/protocol/protocol.go
T

129 lines
4.3 KiB
Go

// Package protocol defines the wire format of messages exchanged between
// game clients and the game server.
//
// All messages are JSON arrays whose first element is a numeric opcode:
//
// [opcode, param1, param2, ...]
//
// Opcodes:
//
// 1 C->S JOIN [1, "<game_token>", "<user_token>"]
// 2 S->C END [2, <seq>, <code>, "<reason>"]
// 3 S->C STATE [3, <seq>, <state_code>]
// 4 C<->S ACK [4, <seq>]
//
// Every state-changing server->client message (END, STATE) carries a
// per-player monotonically increasing sequence number. The client confirms
// delivery with an ACK message containing the sequence number of the last
// received message (ACK is cumulative). Unacknowledged messages are kept in
// a per-player queue and re-sent when the player reconnects.
//
// ACK in the S->C direction is reserved for confirming future client->server
// messages once the protocol grows (client messages do not carry sequence
// numbers yet).
package protocol
import (
"encoding/json"
"fmt"
)
// Opcodes.
const (
OpJoin = 1 // C->S: join a match
OpEnd = 2 // S->C: match ended
OpState = 3 // S->C: game state transition
OpAck = 4 // C<->S: delivery acknowledgement
)
// Game state codes. States are always sent from the receiver's point of
// view: a player never learns whether they are "player 1" or "player 2".
const (
StatePlacingShips = 1 // both players are placing their ships
StateOpponentReady = 2 // opponent finished placing ships
StateWaitOpponentReady = 3 // you are ready, waiting for the opponent
StateYourTurn = 4 // make your move
StateWaitOpponentTurn = 5 // wait for the opponent's move
)
// Match end codes.
const (
EndCodeJoinTimeout = -1 // the second player never joined
)
// WebSocket close codes used by the server (application range 4000+).
const (
CloseCodeNormal = 1000 // normal closure
CloseCodeReplaced = 4000 // connection replaced by a newer one of the same player
CloseCodeExpectedJoin = 4001 // first message was not a JOIN
CloseCodeBadMessage = 4002 // malformed message
CloseCodeBadGameToken = 4003 // invalid/expired game token, server mismatch, invalid match
CloseCodeBadUserToken = 4004 // invalid/expired user token or user is not a participant
)
// ParseMessage decodes a raw message into its opcode and the remaining
// arguments.
func ParseMessage(data []byte) (opcode int, args []json.RawMessage, err error) {
var raw []json.RawMessage
if err := json.Unmarshal(data, &raw); err != nil {
return 0, nil, fmt.Errorf("not a JSON array: %w", err)
}
if len(raw) == 0 {
return 0, nil, fmt.Errorf("empty message")
}
if err := json.Unmarshal(raw[0], &opcode); err != nil {
return 0, nil, fmt.Errorf("opcode is not a number: %w", err)
}
return opcode, raw[1:], nil
}
// ParseJoin extracts the game token and the user token from JOIN arguments.
func ParseJoin(args []json.RawMessage) (gameToken, userToken string, err error) {
if len(args) != 2 {
return "", "", fmt.Errorf("JOIN expects 2 arguments, got %d", len(args))
}
if err := json.Unmarshal(args[0], &gameToken); err != nil {
return "", "", fmt.Errorf("game token is not a string: %w", err)
}
if err := json.Unmarshal(args[1], &userToken); err != nil {
return "", "", fmt.Errorf("user token is not a string: %w", err)
}
return gameToken, userToken, nil
}
// ParseAck extracts the acknowledged sequence number from ACK arguments.
func ParseAck(args []json.RawMessage) (seq int64, err error) {
if len(args) != 1 {
return 0, fmt.Errorf("ACK expects 1 argument, got %d", len(args))
}
if err := json.Unmarshal(args[0], &seq); err != nil {
return 0, fmt.Errorf("seq is not a number: %w", err)
}
return seq, nil
}
func build(v []any) []byte {
data, err := json.Marshal(v)
if err != nil {
// Only possible with non-serializable values, which never happens
// with the fixed shapes below.
panic(fmt.Sprintf("protocol: marshal message: %v", err))
}
return data
}
// BuildEnd builds an END message: [2, seq, code, reason].
func BuildEnd(seq int64, code int, reason string) []byte {
return build([]any{OpEnd, seq, code, reason})
}
// BuildState builds a STATE message: [3, seq, state].
func BuildState(seq int64, state int) []byte {
return build([]any{OpState, seq, state})
}
// BuildAck builds an ACK message: [4, seq].
func BuildAck(seq int64) []byte {
return build([]any{OpAck, seq})
}