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local enet = require("enet")
local socket = require("socket")
local util = require("util")
local common = require("common")
local client = {}
local function create_client(secret)
local clt = {}
clt.host = enet.host_create()
clt.secret = secret
return clt
end
local function connect(clt, addr)
clt.server = clt.host:connect(addr)
clt.server_req = socket.gettime()
clt.status = "wait_server"
end
function client.join(invite, match_addr)
local invite_dec = util.base64_dec(invite)
if not invite_dec then
return nil, "invalid_invite"
end
local game_id = invite_dec:sub(1, common.gameid_len)
local secret = invite_dec:sub(common.gameid_len+1)
local clt = create_client(secret)
clt.match = clt.host:connect(match_addr or common.default_match_addr)
util.send(clt.match, { type = "match_join", game_id = game_id })
clt.match_req = socket.gettime()
clt.game_id = game_id
clt.status = "wait_match"
return clt
end
function client.connect(addr, secret)
local clt = create_client(secret)
connect(clt, addr)
return clt
end
local function handle_match(clt, pkt)
if pkt.type == "client_join" then
if type(pkt.peer_addr) ~= "string" then
print("[client] client_join: invalid peer_addr")
return
end
connect(clt, pkt.peer_addr)
elseif pkt.type == "client_join_fail" then
clt.status = "fail_match"
end
end
local function handle_server(clt, pkt)
if pkt.type == "client_hi" then
clt.status = "active"
elseif pkt.type == "client_reject" then
clt.status = "fail_server"
elseif pkt.type == "client_info" then
clt.info = pkt
elseif pkt.type == "client_player" then
clt.player = pkt.name
elseif pkt.type == "client_player_fail" then
clt.player_error = pkt.error
end
end
function client.update(clt)
local event = clt.host:service(20)
while event do
if event.type == "receive" then
local pkt = util.json_dec(event.data)
if pkt then
if event.peer == clt.match and clt.status == "wait_match" then
handle_match(clt, pkt)
clt.match:disconnect()
clt.match = nil
elseif event.peer == clt.server then
handle_server(clt, pkt)
end
end
elseif event.type == "connect" then
if event.peer == clt.match and clt.status == "wait_match" then
util.send(clt.match, { type = "match_join", game_id = util.base64_enc(clt.game_id) })
elseif event.peer == clt.server and clt.status == "wait_server" then
util.send(clt.server, { type = "server_hi", secret = util.base64_enc(clt.secret) })
else
event.peer:disconnect_now()
end
print("[client] connect " .. tostring(event.peer))
elseif event.type == "disconnect" then
print("[client] disconnect " .. tostring(event.peer))
if event.peer == clt.server and clt.status == "active" then
clt.status = "disco"
end
end
event = clt.host:service()
end
end
function client.status(clt)
if clt.status == "wait_match" and clt.match_req+3 < socket.gettime() then
clt.status = "timeout_match"
elseif clt.status == "wait_server" and clt.server_req+5 < socket.gettime() then
clt.status = "timeout_server"
end
return clt.status
end
function client.select_player(clt, name, create)
util.send(clt.server, {
type = "server_player",
name = name,
create = create,
})
end
function client.close(clt)
if clt.match then clt.match:disconnect() end
if clt.server then clt.server:disconnect() end
clt.host:flush()
clt.host:destroy()
end
return client
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