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14
part_8/tic_tac_toe_v8/.vscode/launch.json
vendored
14
part_8/tic_tac_toe_v8/.vscode/launch.json
vendored
@@ -1,14 +0,0 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
|
||||
{
|
||||
"name": "Launch Package",
|
||||
"type": "go",
|
||||
"request": "launch",
|
||||
"mode": "auto",
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||||
"program": "${fileDirname}", // <- ставим запятую
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||||
"console": "integratedTerminal"
|
||||
}
|
||||
]
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||||
}
|
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@@ -1,203 +0,0 @@
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||||
package board
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||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
const (
|
||||
BoardDefaultSize int = 3
|
||||
BoardMinSize int = 3
|
||||
BoardMaxSize int = 9
|
||||
)
|
||||
|
||||
type Board struct {
|
||||
Board [][]BoardField `json:"board"`
|
||||
Size int `json:"size"`
|
||||
}
|
||||
|
||||
func NewBoard(size int) *Board {
|
||||
board := make([][]BoardField, size)
|
||||
for i := range board {
|
||||
board[i] = make([]BoardField, size)
|
||||
}
|
||||
return &Board{Board: board, Size: size}
|
||||
}
|
||||
|
||||
func (b *Board) IsEmpty() bool {
|
||||
for i := range b.Size {
|
||||
for j := range b.Size {
|
||||
if b.Board[i][j] != Empty {
|
||||
return false
|
||||
}
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Отображение игрового поля
|
||||
func (b *Board) PrintBoard() {
|
||||
fmt.Print(" ")
|
||||
for i := range b.Size {
|
||||
fmt.Printf("%d ", i+1)
|
||||
}
|
||||
fmt.Println()
|
||||
for i := range b.Size {
|
||||
fmt.Printf("%d ", i+1)
|
||||
for j := range b.Size {
|
||||
switch b.Board[i][j] {
|
||||
case Empty:
|
||||
fmt.Print(". ")
|
||||
case Cross:
|
||||
fmt.Print("X ")
|
||||
case Nought:
|
||||
fmt.Print("O ")
|
||||
}
|
||||
}
|
||||
fmt.Println()
|
||||
}
|
||||
}
|
||||
|
||||
// Проверка возможности и выполнения хода
|
||||
func (b *Board) makeMove(x, y int) bool {
|
||||
return b.Board[x][y] == Empty
|
||||
}
|
||||
|
||||
func (b *Board) SetSymbol(x, y int, player BoardField) bool {
|
||||
if b.makeMove(x, y) {
|
||||
b.Board[x][y] = player
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// Проверка выигрыша
|
||||
func (b *Board) CheckWin(player BoardField) bool {
|
||||
if b.Size <= 4 {
|
||||
// Для маленьких досок используем обычную проверку
|
||||
return b.checkWinSequential(player)
|
||||
}
|
||||
|
||||
// Для больших досок используем параллельную проверку
|
||||
|
||||
// 3 направления проверок: строки/столбцы, 2 диагонали
|
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resultChan := make(chan bool, 3)
|
||||
var wg sync.WaitGroup
|
||||
wg.Add(3)
|
||||
|
||||
// Параллельная проверка строк и столбцов
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
for i := range b.Size {
|
||||
rowWin, colWin := true, true
|
||||
for j := 0; j < b.Size; j++ {
|
||||
if b.Board[i][j] != player {
|
||||
rowWin = false
|
||||
}
|
||||
if b.Board[j][i] != player {
|
||||
colWin = false
|
||||
}
|
||||
}
|
||||
if rowWin || colWin {
|
||||
resultChan <- true
|
||||
return // Нашли выигрыш, выходим из горутины
|
||||
}
|
||||
}
|
||||
resultChan <- false
|
||||
}()
|
||||
|
||||
// Параллельная проверка главной диагонали
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
mainDiag := true
|
||||
for i := range b.Size {
|
||||
if b.Board[i][i] != player {
|
||||
mainDiag = false
|
||||
break
|
||||
}
|
||||
}
|
||||
resultChan <- mainDiag
|
||||
}()
|
||||
|
||||
// Параллельная проверка побочной диагонали
|
||||
go func() {
|
||||
defer wg.Done()
|
||||
antiDiag := true
|
||||
for i := range b.Size {
|
||||
if b.Board[i][b.Size-i-1] != player {
|
||||
antiDiag = false
|
||||
break
|
||||
}
|
||||
}
|
||||
resultChan <- antiDiag
|
||||
}()
|
||||
|
||||
// Запускаем горутину, которая закроет канал после завершения всех проверок
|
||||
go func() {
|
||||
wg.Wait()
|
||||
close(resultChan)
|
||||
}()
|
||||
|
||||
// Получаем результаты проверок с помощью for range.
|
||||
// Этот цикл будет ждать, пока канал не будет закрыт.
|
||||
for result := range resultChan {
|
||||
if result {
|
||||
return true // Найден выигрыш.
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
// Оригинальный алгоритм проверки выигрыша для малых досок
|
||||
func (b *Board) checkWinSequential(player BoardField) bool {
|
||||
// Проверка строк и столбцов
|
||||
for i := range b.Size {
|
||||
rowWin, colWin := true, true
|
||||
for j := range b.Size {
|
||||
if b.Board[i][j] != player {
|
||||
rowWin = false
|
||||
}
|
||||
if b.Board[j][i] != player {
|
||||
colWin = false
|
||||
}
|
||||
}
|
||||
if rowWin || colWin {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
// Главная диагональ
|
||||
mainDiag := true
|
||||
for i := range b.Size {
|
||||
if b.Board[i][i] != player {
|
||||
mainDiag = false
|
||||
break
|
||||
}
|
||||
}
|
||||
if mainDiag {
|
||||
return true
|
||||
}
|
||||
|
||||
// Побочная диагональ
|
||||
antiDiag := true
|
||||
for i := range b.Size {
|
||||
if b.Board[i][b.Size-i-1] != player {
|
||||
antiDiag = false
|
||||
break
|
||||
}
|
||||
}
|
||||
return antiDiag
|
||||
}
|
||||
|
||||
// Проверка на ничью
|
||||
func (b *Board) CheckDraw() bool {
|
||||
for i := range b.Size {
|
||||
for j := range b.Size {
|
||||
if b.Board[i][j] == Empty {
|
||||
return false
|
||||
}
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
package board
|
||||
|
||||
type BoardField int
|
||||
|
||||
// фигуры в клетке поля
|
||||
const (
|
||||
Empty BoardField = iota
|
||||
Cross
|
||||
Nought
|
||||
)
|
||||
|
||||
func (bf BoardField) String() string {
|
||||
switch bf {
|
||||
case Empty:
|
||||
return "."
|
||||
case Cross:
|
||||
return "X"
|
||||
case Nought:
|
||||
return "O"
|
||||
default:
|
||||
return "?"
|
||||
}
|
||||
}
|
||||
@@ -1,114 +0,0 @@
|
||||
package client
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log"
|
||||
"net"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
b "tic-tac-toe/board"
|
||||
"tic-tac-toe/network"
|
||||
)
|
||||
|
||||
// Client represents the client-side application.
|
||||
type Client struct {
|
||||
conn net.Conn
|
||||
board *b.Board
|
||||
mySymbol b.BoardField
|
||||
currentPlayer b.BoardField
|
||||
playerName string
|
||||
roomName string
|
||||
state State
|
||||
mutex sync.RWMutex
|
||||
lastMsgTime time.Time
|
||||
}
|
||||
|
||||
// NewClient creates a new client and connects to the server.
|
||||
func NewClient(addr string) (*Client, error) {
|
||||
conn, err := net.Dial("tcp", addr)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
return &Client{
|
||||
conn: conn,
|
||||
state: waitNickNameConfirm,
|
||||
mySymbol: b.Empty, // Will be set upon joining a room
|
||||
}, nil
|
||||
}
|
||||
|
||||
func (c *Client) setNickname(nickname string) {
|
||||
c.playerName = nickname
|
||||
}
|
||||
|
||||
func (c *Client) getState() State {
|
||||
c.mutex.RLock()
|
||||
defer c.mutex.RUnlock()
|
||||
return c.state
|
||||
}
|
||||
|
||||
func (c *Client) setState(state State) {
|
||||
c.mutex.Lock()
|
||||
defer c.mutex.Unlock()
|
||||
|
||||
// Display a message only when transitioning to opponentMove
|
||||
if state == opponentMove && c.state != opponentMove {
|
||||
fmt.Println("\nWaiting for opponent's move...")
|
||||
} else if state == waitingOpponentInRoom && c.state != waitingOpponentInRoom {
|
||||
fmt.Println("\nWaiting for opponent to join...")
|
||||
}
|
||||
|
||||
c.state = state
|
||||
}
|
||||
|
||||
// Start begins the client's main loop for sending and receiving messages.
|
||||
func (c *Client) Start() {
|
||||
defer c.conn.Close()
|
||||
|
||||
fmt.Println("Connected to server. ")
|
||||
go c.readFromServer()
|
||||
c.menu()
|
||||
}
|
||||
|
||||
// readFromServer continuously reads messages from the server and handles them.
|
||||
func (c *Client) readFromServer() {
|
||||
decoder := json.NewDecoder(c.conn)
|
||||
for {
|
||||
var msg network.Message
|
||||
if err := decoder.Decode(&msg); err != nil {
|
||||
log.Printf("Disconnected from server: %v", err)
|
||||
return // Exit goroutine if connection is lost
|
||||
}
|
||||
|
||||
switch msg.Cmd {
|
||||
case network.CmdRoomJoinResponse:
|
||||
c.handleRoomJoinResponse(msg.Payload)
|
||||
case network.CmdInitGame:
|
||||
c.handleInitGame(msg.Payload)
|
||||
case network.CmdUpdateState:
|
||||
c.handleUpdateState(msg.Payload)
|
||||
case network.CmdEndGame:
|
||||
c.handleEndGame(msg.Payload)
|
||||
case network.CmdError:
|
||||
c.handleError(msg.Payload)
|
||||
case network.CmdRoomListResponse:
|
||||
c.handleRoomListResponse(msg.Payload)
|
||||
case network.CmdNickNameResponse:
|
||||
c.handleNickNameResponse(msg.Payload)
|
||||
case network.CmdOpponentLeft:
|
||||
c.handleOpponentLeft(msg.Payload)
|
||||
case network.CmdFinishedGamesResponse:
|
||||
c.handleFinishedGamesResponse(msg.Payload)
|
||||
case network.CmdFinishedGameResponse:
|
||||
c.handleFinishedGameResponse(msg.Payload)
|
||||
default:
|
||||
log.Printf(
|
||||
"Received unhandled message type '%s' "+
|
||||
"from server. Payload: %s\n> ",
|
||||
msg.Cmd, string(msg.Payload),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
package client
|
||||
|
||||
type State int
|
||||
|
||||
const (
|
||||
waitNickNameConfirm State = iota
|
||||
mainMenu
|
||||
waitRoomJoin
|
||||
playing
|
||||
playerMove
|
||||
opponentMove
|
||||
endGame
|
||||
waitingOpponentInRoom
|
||||
waitResponseFromServer
|
||||
)
|
||||
@@ -1,158 +0,0 @@
|
||||
package client
|
||||
|
||||
import (
|
||||
"bufio"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log"
|
||||
"os"
|
||||
"strconv"
|
||||
"strings"
|
||||
"tic-tac-toe/network"
|
||||
"time"
|
||||
)
|
||||
|
||||
func (c *Client) menu() {
|
||||
reader := bufio.NewReader(os.Stdin)
|
||||
encoder := json.NewEncoder(c.conn)
|
||||
|
||||
fmt.Print("Enter your nickname: ")
|
||||
input, _ := reader.ReadString('\n')
|
||||
input = strings.TrimSpace(input)
|
||||
c.playerName = input
|
||||
var msg network.Message
|
||||
|
||||
msg.Cmd = network.CmdNickname
|
||||
payloadData := network.NicknameRequest{Nickname: c.playerName}
|
||||
jsonPayload, err := json.Marshal(payloadData)
|
||||
if err != nil {
|
||||
log.Printf("Error marshalling payload for command %s: %v", msg.Cmd, err)
|
||||
return
|
||||
}
|
||||
msg.Payload = jsonPayload
|
||||
if err := encoder.Encode(msg); err != nil {
|
||||
log.Printf("Failed to send message to server: %v. Disconnecting.", err)
|
||||
return // Exit if we can't send to server
|
||||
}
|
||||
|
||||
for {
|
||||
switch c.getState() {
|
||||
case waitNickNameConfirm:
|
||||
time.Sleep(100 * time.Millisecond)
|
||||
continue
|
||||
case mainMenu:
|
||||
c.mainMenu(reader, encoder)
|
||||
case playerMove:
|
||||
c.playing(reader, encoder)
|
||||
case opponentMove:
|
||||
// Just wait silently for opponent's move
|
||||
time.Sleep(1000 * time.Millisecond)
|
||||
continue
|
||||
case endGame:
|
||||
fmt.Println("\nGame has ended. Restarting in 10 seconds...")
|
||||
time.Sleep(10 * time.Second)
|
||||
continue
|
||||
case waitResponseFromServer:
|
||||
time.Sleep(100 * time.Millisecond)
|
||||
continue
|
||||
case waitingOpponentInRoom:
|
||||
// Rate-limit messages to once every 3 seconds
|
||||
now := time.Now()
|
||||
if now.Sub(c.lastMsgTime) > 3*time.Second {
|
||||
c.lastMsgTime = now
|
||||
fmt.Println("\nWaiting for opponent to join...")
|
||||
fmt.Println("Press 'q' and Enter to return to main menu")
|
||||
fmt.Print("> ")
|
||||
}
|
||||
|
||||
// Poll for input every cycle but don't block
|
||||
var buffer [1]byte
|
||||
n, _ := os.Stdin.Read(buffer[:])
|
||||
if n > 0 && (buffer[0] == 'q' || buffer[0] == 'Q') {
|
||||
fmt.Println("Leaving room...")
|
||||
var msg network.Message
|
||||
msg.Cmd = network.CmdLeaveRoomRequest
|
||||
payload := network.LeaveRoomRequest{
|
||||
RoomName: c.roomName,
|
||||
PlayerName: c.playerName,
|
||||
}
|
||||
jsonPayload, _ := json.Marshal(payload)
|
||||
msg.Payload = jsonPayload
|
||||
encoder.Encode(msg)
|
||||
c.setState(mainMenu)
|
||||
continue
|
||||
}
|
||||
|
||||
// Short sleep to avoid CPU spinning
|
||||
time.Sleep(100 * time.Millisecond)
|
||||
continue
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Client) mainMenu(reader *bufio.Reader, encoder *json.Encoder) {
|
||||
var msg network.Message
|
||||
|
||||
fmt.Println("Enter command:")
|
||||
fmt.Println("1 - Get room list")
|
||||
fmt.Println("2 - Join room")
|
||||
fmt.Println("3 - Get finished games")
|
||||
fmt.Println("4 - Get finished game by id")
|
||||
fmt.Println("5 - Exit")
|
||||
fmt.Print("> ")
|
||||
input, _ := reader.ReadString('\n')
|
||||
input = strings.TrimSpace(input)
|
||||
|
||||
command, err := strconv.Atoi(input)
|
||||
if err != nil {
|
||||
fmt.Println("Invalid command.")
|
||||
return
|
||||
}
|
||||
|
||||
switch command {
|
||||
case 1:
|
||||
msg.Cmd = network.CmdListRoomsRequest
|
||||
encoder.Encode(msg)
|
||||
c.setState(waitResponseFromServer)
|
||||
case 2:
|
||||
fmt.Print("Enter room name: ")
|
||||
input, _ := reader.ReadString('\n')
|
||||
input = strings.TrimSpace(input)
|
||||
c.roomName = input
|
||||
msg.Cmd = network.CmdJoinRoomRequest
|
||||
payload := network.JoinRoomRequest{
|
||||
RoomName: c.roomName,
|
||||
PlayerName: c.playerName,
|
||||
}
|
||||
jsonPayload, _ := json.Marshal(payload)
|
||||
msg.Payload = jsonPayload
|
||||
encoder.Encode(msg)
|
||||
c.setState(waitResponseFromServer)
|
||||
case 3:
|
||||
msg.Cmd = network.CmdFinishedGamesRequest
|
||||
encoder.Encode(msg)
|
||||
c.setState(waitResponseFromServer)
|
||||
case 4:
|
||||
fmt.Print("Enter game id: ")
|
||||
input, _ := reader.ReadString('\n')
|
||||
input = strings.TrimSpace(input)
|
||||
|
||||
gameId, err := strconv.Atoi(input)
|
||||
if err != nil {
|
||||
fmt.Println("Invalid game id.")
|
||||
return
|
||||
}
|
||||
|
||||
msg.Cmd = network.CmdFinishedGameByIdRequest
|
||||
payload := network.GetFinishedGameByIdRequest{GameID: gameId}
|
||||
jsonPayload, _ := json.Marshal(payload)
|
||||
msg.Payload = jsonPayload
|
||||
encoder.Encode(msg)
|
||||
c.setState(waitResponseFromServer)
|
||||
case 5:
|
||||
os.Exit(0)
|
||||
default:
|
||||
fmt.Println("Unknown command.")
|
||||
return
|
||||
}
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
package client
|
||||
|
||||
import (
|
||||
"bufio"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"strconv"
|
||||
"strings"
|
||||
"tic-tac-toe/network"
|
||||
)
|
||||
|
||||
func (c *Client) playing(reader *bufio.Reader, encoder *json.Encoder) {
|
||||
fmt.Printf("\nEnter command: <row> <col> or q for exit to main menu\n> ")
|
||||
input, _ := reader.ReadString('\n')
|
||||
input = strings.TrimSpace(input)
|
||||
|
||||
if input == "q" {
|
||||
var msg network.Message
|
||||
msg.Cmd = network.CmdLeaveRoomRequest
|
||||
payload := network.LeaveRoomRequest{
|
||||
RoomName: c.roomName,
|
||||
PlayerName: c.playerName,
|
||||
}
|
||||
jsonPayload, _ := json.Marshal(payload)
|
||||
msg.Payload = jsonPayload
|
||||
encoder.Encode(msg)
|
||||
c.setState(mainMenu)
|
||||
return
|
||||
}
|
||||
|
||||
parts := strings.Fields(input)
|
||||
if len(parts) != 2 {
|
||||
fmt.Println("Usage: <row> <col>")
|
||||
return
|
||||
}
|
||||
|
||||
var msg network.Message
|
||||
row, err1 := strconv.Atoi(parts[0])
|
||||
col, err2 := strconv.Atoi(parts[1])
|
||||
if err1 != nil || err2 != nil {
|
||||
fmt.Println("Row and column must be numbers.")
|
||||
return
|
||||
}
|
||||
|
||||
if !c.validateMove(row, col) {
|
||||
return // validateMove prints the error
|
||||
}
|
||||
|
||||
msg.Cmd = network.CmdMakeMoveRequest
|
||||
payload := network.MakeMoveRequest{
|
||||
RoomName: c.roomName,
|
||||
PlayerName: c.playerName,
|
||||
PositionRow: row - 1,
|
||||
PositionCol: col - 1,
|
||||
}
|
||||
jsonPayload, _ := json.Marshal(payload)
|
||||
msg.Payload = jsonPayload
|
||||
encoder.Encode(msg)
|
||||
c.setState(waitResponseFromServer)
|
||||
}
|
||||
@@ -1,210 +0,0 @@
|
||||
package client
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log"
|
||||
|
||||
b "tic-tac-toe/board"
|
||||
g "tic-tac-toe/game"
|
||||
"tic-tac-toe/network"
|
||||
)
|
||||
|
||||
// handleRoomJoinResponse processes the RoomJoinResponse message from the server.
|
||||
func (c *Client) handleRoomJoinResponse(payload json.RawMessage) {
|
||||
var res network.RoomJoinResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
c.mySymbol = res.PlayerSymbol
|
||||
c.roomName = res.RoomName
|
||||
if res.Board.Size > 0 { // Check if board is valid
|
||||
c.board = &res.Board
|
||||
fmt.Printf("\nSuccessfully joined room '%s' as %s.\n", res.RoomName, res.PlayerSymbol)
|
||||
c.board.PrintBoard()
|
||||
} else {
|
||||
fmt.Printf("\nSuccessfully joined room '%s' as %s. Waiting for game to start...\n", res.RoomName, res.PlayerSymbol)
|
||||
}
|
||||
} else {
|
||||
log.Printf("Error unmarshalling RoomJoinResponse: %v", err)
|
||||
}
|
||||
c.setState(waitingOpponentInRoom)
|
||||
}
|
||||
|
||||
// handleInitGame processes the InitGameResponse message from the server.
|
||||
func (c *Client) handleInitGame(payload json.RawMessage) {
|
||||
var res network.InitGameResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
c.board = &res.Board
|
||||
c.currentPlayer = res.CurrentPlayer
|
||||
fmt.Println("\n--- Game Started ---")
|
||||
c.board.PrintBoard()
|
||||
c.printTurnInfo()
|
||||
if res.CurrentPlayer == c.mySymbol {
|
||||
c.setState(playerMove)
|
||||
} else {
|
||||
c.setState(opponentMove)
|
||||
}
|
||||
} else {
|
||||
log.Printf("Error unmarshalling InitGameResponse: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// handleUpdateState processes the GameStateUpdate message from the server.
|
||||
func (c *Client) handleUpdateState(payload json.RawMessage) {
|
||||
var res network.GameStateUpdate
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
c.board = &res.Board
|
||||
c.currentPlayer = res.CurrentPlayer
|
||||
fmt.Println("\n--- Game State Update ---")
|
||||
c.board.PrintBoard()
|
||||
c.printTurnInfo()
|
||||
if res.CurrentPlayer == c.mySymbol {
|
||||
c.setState(playerMove)
|
||||
} else {
|
||||
c.setState(opponentMove)
|
||||
}
|
||||
} else {
|
||||
log.Printf("Error unmarshalling GameStateUpdate: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// handleEndGame processes the EndGameResponse message from the server.
|
||||
func (c *Client) handleEndGame(payload json.RawMessage) {
|
||||
var res network.EndGameResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
c.board = &res.Board
|
||||
fmt.Println("\n--- Game Over ---")
|
||||
c.board.PrintBoard()
|
||||
if res.CurrentPlayer == b.Empty {
|
||||
fmt.Println("It's a Draw!")
|
||||
} else {
|
||||
fmt.Printf("Player %s wins!\n", res.CurrentPlayer)
|
||||
}
|
||||
c.setState(endGame)
|
||||
fmt.Print("> ")
|
||||
} else {
|
||||
log.Printf("Error unmarshalling EndGameResponse: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// handleError processes the ErrorResponse message from the server.
|
||||
func (c *Client) handleError(payload json.RawMessage) {
|
||||
var errPayload network.ErrorResponse
|
||||
if err := json.Unmarshal(payload, &errPayload); err == nil {
|
||||
fmt.Printf("\nServer Error: %s\n> ", errPayload.Message)
|
||||
} else {
|
||||
log.Printf("Error unmarshalling ErrorResponse: %v", err)
|
||||
}
|
||||
c.setState(mainMenu)
|
||||
}
|
||||
|
||||
// gameModeToString converts GameMode to a string representation.
|
||||
func gameModeToString(mode g.GameMode) string {
|
||||
switch mode {
|
||||
case g.PvP:
|
||||
return "PvP"
|
||||
case g.PvC:
|
||||
return "PvC"
|
||||
default:
|
||||
return "Unknown"
|
||||
}
|
||||
}
|
||||
|
||||
func difficultyToString(difficulty g.Difficulty) string {
|
||||
switch difficulty {
|
||||
case g.Easy:
|
||||
return "Easy"
|
||||
case g.Medium:
|
||||
return "Medium"
|
||||
case g.Hard:
|
||||
return "Hard"
|
||||
default:
|
||||
return ""
|
||||
}
|
||||
}
|
||||
|
||||
// handleFinishedGamesResponse processes the FinishedGamesResponse message from the server.
|
||||
func (c *Client) handleFinishedGamesResponse(payload json.RawMessage) {
|
||||
var res network.FinishedGamesResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
fmt.Println("\nFinished games:")
|
||||
if res.Games == nil || len(*res.Games) == 0 {
|
||||
fmt.Println("No finished games.")
|
||||
} else {
|
||||
for _, game := range *res.Games {
|
||||
fmt.Printf("- Game #%d: %s vs %s (Winner: %s) at %v\n",
|
||||
game.ID, game.WinnerName,
|
||||
game.AnotherPlayerName, game.WinnerName,
|
||||
game.Time.Format("2006-01-02 15:04:05"),
|
||||
)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
log.Printf("Error unmarshalling FinishedGamesResponse: %v", err)
|
||||
}
|
||||
c.setState(mainMenu)
|
||||
}
|
||||
|
||||
// handleRoomListResponse processes the RoomListResponse message from the server.
|
||||
func (c *Client) handleRoomListResponse(payload json.RawMessage) {
|
||||
var roomList network.RoomListResponse
|
||||
if err := json.Unmarshal(payload, &roomList); err == nil {
|
||||
fmt.Println("\nAvailable rooms:")
|
||||
if len(roomList.Rooms) == 0 {
|
||||
fmt.Println("No rooms available.")
|
||||
} else {
|
||||
for _, room := range roomList.Rooms {
|
||||
fmt.Printf("- %s (Board Size: %dx%d, Full: %t, Mode: %s, Difficulty: %s)\n",
|
||||
room.Name,
|
||||
room.BoardSize, room.BoardSize,
|
||||
room.IsFull,
|
||||
gameModeToString(room.GameMode),
|
||||
difficultyToString(room.Difficult),
|
||||
)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
log.Printf("Error unmarshalling RoomListResponse: %v", err)
|
||||
}
|
||||
c.setState(mainMenu)
|
||||
}
|
||||
|
||||
// handleNickNameResponse processes the NickNameResponse message from the server.
|
||||
func (c *Client) handleNickNameResponse(payload json.RawMessage) {
|
||||
var res network.NickNameResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
fmt.Printf("\nWelcome, %s!\n> ", res.Nickname)
|
||||
c.setNickname(res.Nickname)
|
||||
c.setState(mainMenu)
|
||||
} else {
|
||||
log.Printf("Error unmarshalling NickNameResponse: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// handleOpponentLeft processes the OpponentLeft message from the server.
|
||||
func (c *Client) handleOpponentLeft(payload json.RawMessage) {
|
||||
var res network.OpponentLeft
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
fmt.Printf("\nPlayer '%s' has left the game.\n> ", res.Nickname)
|
||||
} else {
|
||||
log.Printf("Error unmarshalling OpponentLeft: %v", err)
|
||||
}
|
||||
c.setState(waitingOpponentInRoom)
|
||||
}
|
||||
|
||||
// handleFinishedGameResponse processes the FinishedGameResponse message from the server.
|
||||
func (c *Client) handleFinishedGameResponse(payload json.RawMessage) {
|
||||
var res network.FinishedGameResponse
|
||||
if err := json.Unmarshal(payload, &res); err == nil {
|
||||
fmt.Println("\nFinished game:")
|
||||
fmt.Printf("- Game #%d: %s vs %s (Winner: %s) at %v\n",
|
||||
res.Game.ID, res.Game.WinnerName,
|
||||
res.Game.AnotherPlayerName, res.Game.WinnerName,
|
||||
res.Game.Time.Format("2006-01-02 15:04:05"),
|
||||
)
|
||||
c.board = res.Game.Board
|
||||
c.board.PrintBoard()
|
||||
} else {
|
||||
log.Printf("Error unmarshalling FinishedGameResponse: %v", err)
|
||||
}
|
||||
c.setState(mainMenu)
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
package client
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
b "tic-tac-toe/board"
|
||||
)
|
||||
|
||||
func (c *Client) printTurnInfo() {
|
||||
if c.board == nil {
|
||||
return
|
||||
}
|
||||
if c.currentPlayer == c.mySymbol {
|
||||
fmt.Println("It's your turn.")
|
||||
} else if c.currentPlayer != b.Empty {
|
||||
fmt.Printf("It's player %s's turn.\n", c.currentPlayer)
|
||||
} else {
|
||||
// Game might be over or in an intermediate state
|
||||
}
|
||||
fmt.Print("> ")
|
||||
}
|
||||
|
||||
// validateMove checks if a move is valid based on the local board state.
|
||||
func (c *Client) validateMove(row, col int) bool {
|
||||
if c.board == nil {
|
||||
fmt.Println("Game has not started yet.")
|
||||
return false
|
||||
}
|
||||
if row < 1 || row > c.board.Size || col < 1 || col > c.board.Size {
|
||||
fmt.Printf("Invalid move. Row and column must be between 1 and %d.\n", c.board.Size)
|
||||
return false
|
||||
}
|
||||
// Convert to 0-indexed for board access
|
||||
if c.board.Board[row-1][col-1] != b.Empty {
|
||||
fmt.Println("Invalid move. Cell is already occupied.")
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
package database
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
|
||||
m "tic-tac-toe/model"
|
||||
)
|
||||
|
||||
func (r *SQLiteRepository) createPlayer(
|
||||
nickName string,
|
||||
) (*Player, error) {
|
||||
player := &Player{NickName: nickName}
|
||||
if err := r.db.Create(player).Error; err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return player, nil
|
||||
}
|
||||
|
||||
func (r *SQLiteRepository) getPlayer(
|
||||
nickName string,
|
||||
) (*Player, error) {
|
||||
var player Player
|
||||
if err := r.db.Where(
|
||||
"nick_name = ?", nickName,
|
||||
).First(&player).Error; err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &player, nil
|
||||
}
|
||||
|
||||
func (r *SQLiteRepository) SaveFinishedGame(
|
||||
snapshot *m.FinishGameSnapshot) error {
|
||||
boardJSON, err := json.Marshal(snapshot.Board)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
player, _ := r.getPlayer(snapshot.WinnerName)
|
||||
if player == nil {
|
||||
player, _ = r.createPlayer(snapshot.WinnerName)
|
||||
}
|
||||
|
||||
return r.db.Create(&PlayerFinishGame{
|
||||
BoardJSON: boardJSON,
|
||||
PlayerFigure: int(snapshot.PlayerFigure),
|
||||
WinnerName: snapshot.WinnerName,
|
||||
PlayerNickName: player.NickName,
|
||||
Time: snapshot.Time,
|
||||
}).Error
|
||||
}
|
||||
|
||||
func (r *SQLiteRepository) GetAllFinishedGames() (*[]m.FinishGameSnapshot, error) {
|
||||
var playerFinishGames []PlayerFinishGame
|
||||
if err := r.db.Find(&playerFinishGames).Error; err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var finishGameSnapshots []m.FinishGameSnapshot
|
||||
for _, playerFinishGame := range playerFinishGames {
|
||||
temp, err := playerFinishGame.ToModel()
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
finishGameSnapshots = append(finishGameSnapshots, *temp)
|
||||
}
|
||||
return &finishGameSnapshots, nil
|
||||
}
|
||||
|
||||
func (r *SQLiteRepository) GetFinishedGameById(id int) (*m.FinishGameSnapshot, error) {
|
||||
var playerFinishGame PlayerFinishGame
|
||||
if err := r.db.Where("id = ?", id).First(&playerFinishGame).Error; err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return playerFinishGame.ToModel()
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
package database
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"os"
|
||||
|
||||
"gorm.io/driver/sqlite"
|
||||
"gorm.io/gorm"
|
||||
)
|
||||
|
||||
type SQLiteRepository struct {
|
||||
db *gorm.DB // заменили на *gorm.DB
|
||||
}
|
||||
|
||||
func NewSQLiteRepository() (*SQLiteRepository, error) {
|
||||
// Создаем репозиторий
|
||||
repository := &SQLiteRepository{}
|
||||
|
||||
// Проверяем существование файла базы данных
|
||||
dbExists := true
|
||||
if _, err := os.Stat(dbName); os.IsNotExist(err) {
|
||||
dbExists = false
|
||||
}
|
||||
|
||||
// Открываем соединение с базой данных
|
||||
db, err := gorm.Open(sqlite.Open(dbName), &gorm.Config{})
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to connect to database: %w", err)
|
||||
}
|
||||
|
||||
// Сохраняем соединение в репозитории
|
||||
repository.db = db
|
||||
|
||||
// Если база данных только что создана, выполняем миграцию
|
||||
if !dbExists {
|
||||
fmt.Println("Creating new database schema")
|
||||
if err := db.AutoMigrate(&Player{}, &PlayerFinishGame{}); err != nil {
|
||||
return nil, fmt.Errorf("failed to migrate database: %w", err)
|
||||
}
|
||||
} else {
|
||||
fmt.Println("Using existing database")
|
||||
}
|
||||
|
||||
return repository, nil
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
package database
|
||||
|
||||
import "errors"
|
||||
|
||||
const dbName = "tic_tac_toe.db"
|
||||
|
||||
var (
|
||||
ErrDuplicate = errors.New("record already exists")
|
||||
ErrNotExists = errors.New("row not exists")
|
||||
ErrUpdateFailed = errors.New("update failed")
|
||||
ErrDeleteFailed = errors.New("delete failed")
|
||||
)
|
||||
@@ -1,13 +0,0 @@
|
||||
package database
|
||||
|
||||
import "tic-tac-toe/model"
|
||||
|
||||
// Интерфейс для работы с базой данных
|
||||
type IRepository interface {
|
||||
// Сохраняет информацию о завершенной игре
|
||||
SaveFinishedGame(snapshot *model.FinishGameSnapshot) error
|
||||
// Получает все завершенные игры для указанного игрока
|
||||
GetAllFinishedGames() (*[]model.FinishGameSnapshot, error)
|
||||
// Получает конкретную завершенную игру по ID
|
||||
GetFinishedGameById(id int) (*model.FinishGameSnapshot, error)
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
package database
|
||||
|
||||
import "time"
|
||||
|
||||
// Player представляет модель таблицы
|
||||
// для хранения профилей игроков в БД
|
||||
type Player struct {
|
||||
NickName string `gorm:"primary_key;not null"`
|
||||
}
|
||||
|
||||
// PlayerFinishGame представляет модель таблицы
|
||||
// для хранения завершенной игры в БД
|
||||
type PlayerFinishGame struct {
|
||||
ID int `gorm:"primary_key;autoIncrement;not null"`
|
||||
WinnerName string `gorm:"not null"`
|
||||
BoardJSON []byte `gorm:"type:json;not null"`
|
||||
PlayerFigure int `gorm:"not null"`
|
||||
Time time.Time `gorm:"not null"`
|
||||
PlayerNickName string `gorm:"not null"`
|
||||
Player *Player `gorm:"foreignKey:PlayerNickName;references:NickName"`
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
package database
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
|
||||
b "tic-tac-toe/board"
|
||||
m "tic-tac-toe/model"
|
||||
)
|
||||
|
||||
// Задаем имя таблицы для структуры Player
|
||||
func (p *Player) TableName() string {
|
||||
return "players"
|
||||
}
|
||||
|
||||
// Задаем имя таблицы для структуры PlayerFinishGame
|
||||
func (pfg *PlayerFinishGame) TableName() string {
|
||||
return "player_finish_games"
|
||||
}
|
||||
|
||||
// Преобразуем таблицу PlayerFinishGame в модель PlayerFinishGame
|
||||
// из пакета model
|
||||
func (f *PlayerFinishGame) ToModel() (*m.FinishGameSnapshot, error) {
|
||||
var board b.Board
|
||||
if err := json.Unmarshal(f.BoardJSON, &board); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
return &m.FinishGameSnapshot{
|
||||
ID: f.ID,
|
||||
Board: &board,
|
||||
PlayerFigure: b.BoardField(f.PlayerFigure),
|
||||
WinnerName: f.WinnerName,
|
||||
AnotherPlayerName: f.PlayerNickName,
|
||||
Time: f.Time,
|
||||
}, nil
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
package game
|
||||
|
||||
type GameState int
|
||||
|
||||
// состояние игрового процесса
|
||||
const (
|
||||
WaitingOpponent GameState = iota
|
||||
Draw
|
||||
CrossWin
|
||||
NoughtWin
|
||||
CrossStep
|
||||
NoughtStep
|
||||
)
|
||||
|
||||
// Режим игры
|
||||
type GameMode int
|
||||
|
||||
const (
|
||||
PvP GameMode = iota
|
||||
PvC
|
||||
)
|
||||
|
||||
// Уровни сложности компьютера
|
||||
type Difficulty int
|
||||
|
||||
const (
|
||||
None Difficulty = iota
|
||||
Easy
|
||||
Medium
|
||||
Hard
|
||||
)
|
||||
@@ -1,16 +0,0 @@
|
||||
module tic-tac-toe
|
||||
|
||||
go 1.24.0
|
||||
|
||||
require github.com/mattn/go-sqlite3 v1.14.28 // indirect
|
||||
|
||||
require (
|
||||
gorm.io/driver/sqlite v1.6.0
|
||||
gorm.io/gorm v1.30.0
|
||||
)
|
||||
|
||||
require (
|
||||
github.com/jinzhu/inflection v1.0.0 // indirect
|
||||
github.com/jinzhu/now v1.1.5 // indirect
|
||||
golang.org/x/text v0.26.0 // indirect
|
||||
)
|
||||
@@ -1,14 +0,0 @@
|
||||
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
|
||||
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
|
||||
github.com/jinzhu/inflection v1.0.0 h1:K317FqzuhWc8YvSVlFMCCUb36O/S9MCKRDI7QkRKD/E=
|
||||
github.com/jinzhu/inflection v1.0.0/go.mod h1:h+uFLlag+Qp1Va5pdKtLDYj+kHp5pxUVkryuEj+Srlc=
|
||||
github.com/jinzhu/now v1.1.5 h1:/o9tlHleP7gOFmsnYNz3RGnqzefHA47wQpKrrdTIwXQ=
|
||||
github.com/jinzhu/now v1.1.5/go.mod h1:d3SSVoowX0Lcu0IBviAWJpolVfI5UJVZZ7cO71lE/z8=
|
||||
github.com/mattn/go-sqlite3 v1.14.28 h1:ThEiQrnbtumT+QMknw63Befp/ce/nUPgBPMlRFEum7A=
|
||||
github.com/mattn/go-sqlite3 v1.14.28/go.mod h1:Uh1q+B4BYcTPb+yiD3kU8Ct7aC0hY9fxUwlHK0RXw+Y=
|
||||
golang.org/x/text v0.26.0 h1:P42AVeLghgTYr4+xUnTRKDMqpar+PtX7KWuNQL21L8M=
|
||||
golang.org/x/text v0.26.0/go.mod h1:QK15LZJUUQVJxhz7wXgxSy/CJaTFjd0G+YLonydOVQA=
|
||||
gorm.io/driver/sqlite v1.6.0 h1:WHRRrIiulaPiPFmDcod6prc4l2VGVWHz80KspNsxSfQ=
|
||||
gorm.io/driver/sqlite v1.6.0/go.mod h1:AO9V1qIQddBESngQUKWL9yoH93HIeA1X6V633rBwyT8=
|
||||
gorm.io/gorm v1.30.0 h1:qbT5aPv1UH8gI99OsRlvDToLxW5zR7FzS9acZDOZcgs=
|
||||
gorm.io/gorm v1.30.0/go.mod h1:8Z33v652h4//uMA76KjeDH8mJXPm1QNCYrMeatR0DOE=
|
||||
@@ -1,37 +0,0 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"flag"
|
||||
"log"
|
||||
|
||||
"tic-tac-toe/client"
|
||||
"tic-tac-toe/database"
|
||||
"tic-tac-toe/server"
|
||||
)
|
||||
|
||||
func main() {
|
||||
mode := flag.String("mode", "client", "start in 'server' or 'client' mode")
|
||||
addr := flag.String("addr", ":8088", "address to run on")
|
||||
flag.Parse()
|
||||
repository, err := database.NewSQLiteRepository()
|
||||
if err != nil {
|
||||
log.Fatalf("Failed to create repository: %v", err)
|
||||
}
|
||||
|
||||
switch *mode {
|
||||
case "server":
|
||||
srv, err := server.NewServer(*addr, repository)
|
||||
if err != nil {
|
||||
log.Fatalf("Failed to create server: %v", err)
|
||||
}
|
||||
srv.Start()
|
||||
case "client":
|
||||
cli, err := client.NewClient(*addr)
|
||||
if err != nil {
|
||||
log.Fatalf("Failed to connect to server: %v", err)
|
||||
}
|
||||
cli.Start()
|
||||
default:
|
||||
log.Fatalf("Unknown mode: %s. Use 'server' or 'client'.", *mode)
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
package model
|
||||
|
||||
import (
|
||||
"tic-tac-toe/board"
|
||||
"time"
|
||||
)
|
||||
|
||||
type FinishGameSnapshot struct {
|
||||
ID int `json:"id"`
|
||||
Board *board.Board `json:"board"`
|
||||
PlayerFigure board.BoardField `json:"player_figure"`
|
||||
WinnerName string `json:"winner_name"`
|
||||
AnotherPlayerName string `json:"another_player_name"`
|
||||
Time time.Time `json:"time"`
|
||||
}
|
||||
@@ -1,52 +0,0 @@
|
||||
package network
|
||||
|
||||
const (
|
||||
// Client to Server Commands
|
||||
CmdNickname Command = "nickname"
|
||||
CmdJoinRoomRequest Command = "join_room"
|
||||
CmdLeaveRoomRequest Command = "leave_room"
|
||||
CmdListRoomsRequest Command = "list_rooms"
|
||||
CmdMakeMoveRequest Command = "make_move"
|
||||
CmdFinishedGamesRequest Command = "get_finished_games"
|
||||
CmdFinishedGameByIdRequest Command = "get_finished_game_by_id"
|
||||
)
|
||||
|
||||
// LoginRequest отправляется клиентом для входа в систему.
|
||||
type NicknameRequest struct {
|
||||
Nickname string `json:"nickname"`
|
||||
}
|
||||
|
||||
// JoinRoomRequest отправляется клиентом для подключения к существующей комнате.
|
||||
type JoinRoomRequest struct {
|
||||
RoomName string `json:"room_name"`
|
||||
PlayerName string `json:"player_name"`
|
||||
}
|
||||
|
||||
// LeaveRoomRequest отправляется клиентом для выхода из текущей комнаты.
|
||||
type LeaveRoomRequest struct {
|
||||
RoomName string `json:"room_name"`
|
||||
PlayerName string `json:"player_name"`
|
||||
}
|
||||
|
||||
// ListRoomsRequest отправляется клиентом для получения списка доступных комнат.
|
||||
// Обычно для этого запроса не требуется специальная полезная нагрузка.
|
||||
type ListRoomsRequest struct {
|
||||
}
|
||||
|
||||
// MakeMoveRequest отправляется клиентом для совершения хода в игре.
|
||||
type MakeMoveRequest struct {
|
||||
RoomName string `json:"room_name"`
|
||||
PlayerName string `json:"player_name"`
|
||||
PositionRow int `json:"position_row"`
|
||||
PositionCol int `json:"position_col"`
|
||||
}
|
||||
|
||||
// GetFinishedGamesRequest отправляется клиентом для получения списка завершенных игр.
|
||||
// Обычно для этого запроса не требуется специальная полезная нагрузка, если запрашиваются все игры для пользователя.
|
||||
type GetFinishedGamesRequest struct {
|
||||
}
|
||||
|
||||
// GetFinishedGameByIdRequest отправляется клиентом для получения конкретной завершенной игры.
|
||||
type GetFinishedGameByIdRequest struct {
|
||||
GameID int `json:"game_id"`
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
package network
|
||||
|
||||
import "encoding/json"
|
||||
|
||||
type Command string
|
||||
|
||||
type Message struct {
|
||||
Cmd Command `json:"command"`
|
||||
Payload json.RawMessage `json:"payload,omitempty"`
|
||||
}
|
||||
@@ -1,94 +0,0 @@
|
||||
package network
|
||||
|
||||
import (
|
||||
b "tic-tac-toe/board"
|
||||
g "tic-tac-toe/game"
|
||||
"tic-tac-toe/model"
|
||||
)
|
||||
|
||||
const (
|
||||
// Server to Client Commands
|
||||
CmdUpdateState Command = "update_state"
|
||||
CmdError Command = "error"
|
||||
CmdNickNameResponse Command = "nick_name_response"
|
||||
CmdRoomCreated Command = "room_created"
|
||||
CmdRoomJoinResponse Command = "room_join_response"
|
||||
CmdRoomListResponse Command = "room_list_response"
|
||||
CmdInitGame Command = "init_game"
|
||||
CmdOpponentLeft Command = "opponent_left"
|
||||
CmdEndGame Command = "end_game"
|
||||
CmdFinishedGamesResponse Command = "finished_games_response"
|
||||
CmdFinishedGameResponse Command = "finished_game_response"
|
||||
)
|
||||
|
||||
// сообщение о том, что противник покинул игру
|
||||
// инициализирующее сообщение в начале партии
|
||||
|
||||
// InitGameResponse отправляется сервером при инициализации игры.
|
||||
type InitGameResponse struct {
|
||||
Board b.Board `json:"board"`
|
||||
CurrentPlayer b.BoardField `json:"current_player"`
|
||||
}
|
||||
|
||||
// EndGameResponse отправляется сервером при завершении игры.
|
||||
type EndGameResponse struct {
|
||||
Board b.Board `json:"board"`
|
||||
CurrentPlayer b.BoardField `json:"current_player"`
|
||||
}
|
||||
|
||||
type OpponentLeft struct {
|
||||
Nickname string `json:"nickname"`
|
||||
}
|
||||
|
||||
// RoomInfo содержит информацию о комнате.
|
||||
type RoomInfo struct {
|
||||
Name string `json:"name"`
|
||||
BoardSize int `json:"board_size"`
|
||||
IsFull bool `json:"is_full"`
|
||||
GameMode g.GameMode `json:"game_mode"`
|
||||
Difficult g.Difficulty `json:"difficult"`
|
||||
}
|
||||
|
||||
// RoomListсодержит список доступных комнат.
|
||||
type RoomListResponse struct {
|
||||
Rooms []RoomInfo `json:"rooms"`
|
||||
}
|
||||
|
||||
// GameStateUpdate содержит информацию об обновлении состояния игры.
|
||||
type GameStateUpdate struct {
|
||||
Board b.Board `json:"board"`
|
||||
CurrentPlayer b.BoardField `json:"current_player"`
|
||||
}
|
||||
|
||||
// ErrorResponse отправляется сервером при возникновении ошибки.
|
||||
type ErrorResponse struct {
|
||||
Message string `json:"message"`
|
||||
}
|
||||
|
||||
// NickNameResponse отправляется сервером при успешном входе клиента.
|
||||
type NickNameResponse struct {
|
||||
Nickname string `json:"nickname"`
|
||||
}
|
||||
|
||||
// RoomCreatedResponse отправляется сервером после успешного создания комнаты.
|
||||
type RoomCreatedResponse struct {
|
||||
RoomID string `json:"room_id"`
|
||||
RoomName string `json:"room_name"`
|
||||
}
|
||||
|
||||
// RoomJoinResponse отправляется сервером, когда клиент успешно присоединился к комнате.
|
||||
type RoomJoinResponse struct {
|
||||
RoomName string `json:"room_name"`
|
||||
PlayerSymbol b.BoardField `json:"player_symbol"`
|
||||
Board b.Board `json:"board"`
|
||||
}
|
||||
|
||||
// FinishedGamesResponse отправляется сервером со списком завершенных игр.
|
||||
type FinishedGamesResponse struct {
|
||||
Games *[]model.FinishGameSnapshot `json:"games"`
|
||||
}
|
||||
|
||||
// FinishedGameResponse отправляется сервером с информацией о конкретной завершенной игре.
|
||||
type FinishedGameResponse struct {
|
||||
Game *model.FinishGameSnapshot `json:"game"`
|
||||
}
|
||||
@@ -1,342 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand"
|
||||
"net"
|
||||
b "tic-tac-toe/board"
|
||||
g "tic-tac-toe/game"
|
||||
"tic-tac-toe/network"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Структура для представления игрока-компьютера
|
||||
type ComputerPlayer struct {
|
||||
Figure b.BoardField `json:"figure"`
|
||||
Difficulty g.Difficulty `json:"difficulty"`
|
||||
rand *rand.Rand
|
||||
}
|
||||
|
||||
// Создаем нового игрока-компьютера с заданным уровнем сложности
|
||||
func NewComputerPlayer(
|
||||
figure b.BoardField,
|
||||
difficulty g.Difficulty,
|
||||
) *ComputerPlayer {
|
||||
source := rand.NewSource(time.Now().UnixNano())
|
||||
return &ComputerPlayer{
|
||||
Figure: figure,
|
||||
Difficulty: difficulty,
|
||||
rand: rand.New(source),
|
||||
}
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) GetSymbol() string {
|
||||
if p.Figure == b.Cross {
|
||||
return "X"
|
||||
}
|
||||
return "O"
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) SendMessage(msg *network.Message) {
|
||||
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) GetNickname() string {
|
||||
return "Computer"
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) SwitchPlayer() {
|
||||
if p.Figure == b.Cross {
|
||||
p.Figure = b.Nought
|
||||
} else {
|
||||
p.Figure = b.Cross
|
||||
}
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) GetFigure() b.BoardField {
|
||||
return p.Figure
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) IsComputer() bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Реализуем ход компьютера в зависимости от выбранной сложности
|
||||
func (p *ComputerPlayer) MakeMove(board *b.Board) (int, int, bool) {
|
||||
fmt.Printf("%s (Computer) making move... ", p.GetSymbol())
|
||||
|
||||
var row, col int
|
||||
switch p.Difficulty {
|
||||
case g.Easy:
|
||||
row, col = p.makeEasyMove(board)
|
||||
case g.Medium:
|
||||
row, col = p.makeMediumMove(board)
|
||||
case g.Hard:
|
||||
row, col = p.makeHardMove(board)
|
||||
}
|
||||
|
||||
fmt.Printf("Move made (%d, %d)\n", row+1, col+1)
|
||||
return row, col, true
|
||||
}
|
||||
|
||||
// Легкий уровень: случайный ход на свободную клетку
|
||||
func (p *ComputerPlayer) makeEasyMove(board *b.Board) (int, int) {
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
if len(emptyCells) == 0 {
|
||||
return -1, -1
|
||||
}
|
||||
|
||||
// Выбираем случайную свободную клетку
|
||||
randomIndex := p.rand.Intn(len(emptyCells))
|
||||
return emptyCells[randomIndex][0], emptyCells[randomIndex][1]
|
||||
}
|
||||
|
||||
func (p *ComputerPlayer) CheckSocket(conn net.Conn) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// Средний уровень: проверяет возможность выигрыша
|
||||
// или блокировки выигрыша противника
|
||||
func (p *ComputerPlayer) makeMediumMove(board *b.Board) (int, int) {
|
||||
// Проверяем, можем ли мы выиграть за один ход
|
||||
if move := p.findWinningMove(board, p.Figure); move != nil {
|
||||
return move[0], move[1]
|
||||
}
|
||||
|
||||
// Проверяем, нужно ли блокировать победу противника
|
||||
opponentFigure := b.Cross
|
||||
if p.Figure == b.Cross {
|
||||
opponentFigure = b.Nought
|
||||
}
|
||||
|
||||
if move := p.findWinningMove(board, opponentFigure); move != nil {
|
||||
return move[0], move[1]
|
||||
}
|
||||
|
||||
// Занимаем центр, если свободен (хорошая стратегия)
|
||||
center := board.Size / 2
|
||||
if board.Board[center][center] == b.Empty {
|
||||
return center, center
|
||||
}
|
||||
|
||||
// Занимаем угол, если свободен
|
||||
corners := [][]int{
|
||||
{0, 0},
|
||||
{0, board.Size - 1},
|
||||
{board.Size - 1, 0},
|
||||
{board.Size - 1, board.Size - 1},
|
||||
}
|
||||
|
||||
for _, corner := range corners {
|
||||
if board.Board[corner[0]][corner[1]] == b.Empty {
|
||||
return corner[0], corner[1]
|
||||
}
|
||||
}
|
||||
|
||||
// Если нет лучшего хода, делаем случайный ход
|
||||
return p.makeEasyMove(board)
|
||||
}
|
||||
|
||||
// Сложный уровень: использует алгоритм минимакс для оптимального хода
|
||||
func (p *ComputerPlayer) makeHardMove(board *b.Board) (int, int) {
|
||||
// Если доска пустая, ходим в центр или угол (оптимальный первый ход)
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
if len(emptyCells) == board.Size*board.Size {
|
||||
// Первый ход - центр или угол
|
||||
center := board.Size / 2
|
||||
return center, center
|
||||
}
|
||||
|
||||
// Используем минимакс для доски 3x3
|
||||
// Для больших досок это слишком ресурсоемко
|
||||
if board.Size <= 3 {
|
||||
bestScore := -1000
|
||||
bestMove := []int{-1, -1}
|
||||
|
||||
// Создаем канал для результатов
|
||||
type moveResult struct {
|
||||
move []int
|
||||
score int
|
||||
}
|
||||
resultChan := make(chan moveResult, len(emptyCells))
|
||||
|
||||
// Запускаем горутину для каждого возможного хода
|
||||
for _, cell := range emptyCells {
|
||||
go func(cell []int) {
|
||||
row, col := cell[0], cell[1]
|
||||
// Копируем доску чтобы избежать гонок данных
|
||||
boardCopy := p.copyBoard(board)
|
||||
|
||||
// Пробуем сделать ход
|
||||
boardCopy.Board[row][col] = p.Figure
|
||||
|
||||
// Вычисляем оценку хода через минимакс
|
||||
score := p.minimax(boardCopy, 0, false)
|
||||
|
||||
// Отправляем результат в канал
|
||||
resultChan <- moveResult{
|
||||
move: []int{row, col},
|
||||
score: score,
|
||||
}
|
||||
}(cell)
|
||||
}
|
||||
|
||||
// Собираем результаты всех горутин
|
||||
for i := 0; i < len(emptyCells); i++ {
|
||||
result := <-resultChan
|
||||
if result.score > bestScore {
|
||||
bestScore = result.score
|
||||
bestMove = result.move
|
||||
}
|
||||
}
|
||||
|
||||
return bestMove[0], bestMove[1]
|
||||
}
|
||||
|
||||
// Для больших досок выбираем случайно одну из трех параллельных стратегий
|
||||
strategyChoice := p.rand.Intn(3)
|
||||
switch strategyChoice {
|
||||
case 0:
|
||||
fmt.Println("Using limited-depth parallel minimax strategy")
|
||||
return p.makeLimitedDepthMinimax(board)
|
||||
case 1:
|
||||
fmt.Println("Using parallel heuristic evaluation strategy")
|
||||
return p.makeParallelHeuristicMove(board)
|
||||
case 2:
|
||||
fmt.Println("Using zone-based parallel analysis strategy")
|
||||
return p.makeZoneBasedMove(board)
|
||||
default:
|
||||
//В случае ошибки используем стратегию среднего уровня
|
||||
return p.makeMediumMove(board)
|
||||
}
|
||||
}
|
||||
|
||||
// Алгоритм минимакс для определения оптимального хода
|
||||
func (p *ComputerPlayer) minimax(
|
||||
board *b.Board,
|
||||
depth int, isMaximizing bool,
|
||||
) int {
|
||||
opponentFigure := b.Cross
|
||||
if p.Figure == b.Cross {
|
||||
opponentFigure = b.Nought
|
||||
}
|
||||
|
||||
// Проверяем терминальное состояние
|
||||
if board.CheckWin(p.Figure) {
|
||||
return 10 - depth // Выигрыш, чем быстрее, тем лучше
|
||||
} else if board.CheckWin(opponentFigure) {
|
||||
return depth - 10 // Проигрыш, чем дольше, тем лучше
|
||||
} else if board.CheckDraw() {
|
||||
return 0 // Ничья
|
||||
}
|
||||
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
|
||||
if isMaximizing {
|
||||
bestScore := -1000
|
||||
|
||||
// Проходим по всем свободным клеткам
|
||||
for _, cell := range emptyCells {
|
||||
row, col := cell[0], cell[1]
|
||||
|
||||
// Делаем ход
|
||||
board.Board[row][col] = p.Figure
|
||||
|
||||
// Рекурсивно оцениваем ход
|
||||
score := p.minimax(board, depth+1, false)
|
||||
|
||||
// Отменяем ход
|
||||
board.Board[row][col] = b.Empty
|
||||
|
||||
bestScore = max(score, bestScore)
|
||||
}
|
||||
|
||||
return bestScore
|
||||
} else {
|
||||
bestScore := 1000
|
||||
|
||||
// Проходим по всем свободным клеткам
|
||||
for _, cell := range emptyCells {
|
||||
row, col := cell[0], cell[1]
|
||||
|
||||
// Делаем ход противника
|
||||
board.Board[row][col] = opponentFigure
|
||||
|
||||
// Рекурсивно оцениваем ход
|
||||
score := p.minimax(board, depth+1, true)
|
||||
|
||||
// Отменяем ход
|
||||
board.Board[row][col] = b.Empty
|
||||
|
||||
bestScore = min(score, bestScore)
|
||||
}
|
||||
|
||||
return bestScore
|
||||
}
|
||||
}
|
||||
|
||||
// Вспомогательная функция для поиска хода, приводящего к выигрышу
|
||||
func (p *ComputerPlayer) findWinningMove(
|
||||
board *b.Board,
|
||||
figure b.BoardField,
|
||||
) []int {
|
||||
for _, cell := range p.getEmptyCells(board) {
|
||||
row, col := cell[0], cell[1]
|
||||
|
||||
// Пробуем сделать ход
|
||||
board.Board[row][col] = figure
|
||||
|
||||
// Проверяем, приведет ли этот ход к выигрышу
|
||||
if board.CheckWin(figure) {
|
||||
// Отменяем ход и возвращаем координаты
|
||||
board.Board[row][col] = b.Empty
|
||||
return []int{row, col}
|
||||
}
|
||||
|
||||
// Отменяем ход
|
||||
board.Board[row][col] = b.Empty
|
||||
}
|
||||
|
||||
return nil // Нет выигрышного хода
|
||||
}
|
||||
|
||||
// Получение списка пустых клеток
|
||||
func (p *ComputerPlayer) getEmptyCells(board *b.Board) [][]int {
|
||||
var emptyCells [][]int
|
||||
|
||||
for i := 0; i < board.Size; i++ {
|
||||
for j := 0; j < board.Size; j++ {
|
||||
if board.Board[i][j] == b.Empty {
|
||||
emptyCells = append(emptyCells, []int{i, j})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return emptyCells
|
||||
}
|
||||
|
||||
// Вспомогательные функции max и min
|
||||
func max(a, b int) int {
|
||||
if a > b {
|
||||
return a
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
func min(a, b int) int {
|
||||
if a < b {
|
||||
return a
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
// Копирование доски для избежания гонок данных при параллельном вычислении
|
||||
func (p *ComputerPlayer) copyBoard(board *b.Board) *b.Board {
|
||||
newBoard := b.NewBoard(board.Size)
|
||||
for i := 0; i < board.Size; i++ {
|
||||
for j := 0; j < board.Size; j++ {
|
||||
newBoard.Board[i][j] = board.Board[i][j]
|
||||
}
|
||||
}
|
||||
return newBoard
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"net"
|
||||
b "tic-tac-toe/board"
|
||||
"tic-tac-toe/network"
|
||||
)
|
||||
|
||||
// Интерфейс для любого игрока, будь то человек или компьютер
|
||||
type IPlayer interface {
|
||||
// Получение символа игрока (X или O)
|
||||
GetSymbol() string
|
||||
|
||||
// Переключение хода на другого игрока
|
||||
SwitchPlayer()
|
||||
|
||||
SendMessage(msg *network.Message)
|
||||
|
||||
GetNickname() string
|
||||
|
||||
// Получение текущей фигуры игрока
|
||||
GetFigure() b.BoardField
|
||||
|
||||
// Выполнение хода игрока
|
||||
// Возвращает координаты хода (x, y) и признак успешности
|
||||
MakeMove(board *b.Board) (int, int, bool)
|
||||
|
||||
// Проверка, является ли игрок компьютером
|
||||
IsComputer() bool
|
||||
|
||||
CheckSocket(conn net.Conn) bool
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"net"
|
||||
"strconv"
|
||||
"strings"
|
||||
b "tic-tac-toe/board"
|
||||
"tic-tac-toe/network"
|
||||
)
|
||||
|
||||
// Структура для представления игрока-человека
|
||||
type HumanPlayer struct {
|
||||
Figure b.BoardField `json:"figure"`
|
||||
Nickname string `json:"nickname"`
|
||||
Conn *net.Conn `json:"-"`
|
||||
}
|
||||
|
||||
func NewHumanPlayer(
|
||||
nickname string, conn *net.Conn,
|
||||
) *HumanPlayer {
|
||||
return &HumanPlayer{Figure: b.Cross, Nickname: nickname, Conn: conn}
|
||||
}
|
||||
|
||||
func (p *HumanPlayer) CheckSocket(conn net.Conn) bool {
|
||||
return *p.Conn == conn
|
||||
}
|
||||
|
||||
// Возвращаем символ игрока
|
||||
func (p *HumanPlayer) GetSymbol() string {
|
||||
if p.Figure == b.Cross {
|
||||
return "X"
|
||||
}
|
||||
return "O"
|
||||
}
|
||||
|
||||
func (p *HumanPlayer) SendMessage(msg *network.Message) {
|
||||
json.NewEncoder(*p.Conn).Encode(msg)
|
||||
}
|
||||
|
||||
func (p *HumanPlayer) GetNickname() string {
|
||||
return p.Nickname
|
||||
}
|
||||
|
||||
// Изменяем фигуру текущего игрока
|
||||
func (p *HumanPlayer) SwitchPlayer() {
|
||||
if p.Figure == b.Cross {
|
||||
p.Figure = b.Nought
|
||||
} else {
|
||||
p.Figure = b.Cross
|
||||
}
|
||||
}
|
||||
|
||||
// Возвращаем текущую фигуру игрока
|
||||
func (p *HumanPlayer) GetFigure() b.BoardField {
|
||||
return p.Figure
|
||||
}
|
||||
|
||||
// Метод-заглушка, т.к. ввод игрока осуществляется на
|
||||
// уровне пакета game, где нужно еще отрабатывать
|
||||
// команду на выход и сохранение игровой сессии
|
||||
func (p *HumanPlayer) MakeMove(board *b.Board) (int, int, bool) {
|
||||
return -1, -1, false
|
||||
}
|
||||
|
||||
// Обрабатываем строку ввода и
|
||||
// преобразуем ее в координаты хода
|
||||
func (p *HumanPlayer) ParseMove(
|
||||
input string,
|
||||
board *b.Board,
|
||||
) (int, int, bool) {
|
||||
parts := strings.Fields(input)
|
||||
if len(parts) != 2 {
|
||||
fmt.Println("Invalid input. Please try again.")
|
||||
return -1, -1, false
|
||||
}
|
||||
|
||||
row, err1 := strconv.Atoi(parts[0])
|
||||
col, err2 := strconv.Atoi(parts[1])
|
||||
if err1 != nil || err2 != nil ||
|
||||
row < 1 || col < 1 || row > board.Size ||
|
||||
col > board.Size {
|
||||
fmt.Println("Invalid input. Please try again.")
|
||||
return -1, -1, false
|
||||
}
|
||||
|
||||
// Преобразуем введенные координаты (начиная с 1)
|
||||
// в индексы массива (начиная с 0)
|
||||
return row - 1, col - 1, true
|
||||
}
|
||||
|
||||
func (p *HumanPlayer) IsComputer() bool {
|
||||
return false
|
||||
}
|
||||
@@ -1,169 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"sync"
|
||||
b "tic-tac-toe/board"
|
||||
)
|
||||
|
||||
// Метод запуска параллельной эвристической оценки ходов
|
||||
func (p *ComputerPlayer) makeParallelHeuristicMove(board *b.Board) (int, int) {
|
||||
bestScore := -100000
|
||||
var bestMove []int
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
|
||||
if len(emptyCells) == 0 {
|
||||
return -1, -1
|
||||
}
|
||||
if len(emptyCells) == 1 {
|
||||
return emptyCells[0][0], emptyCells[0][1]
|
||||
}
|
||||
|
||||
// Создаем канал для результатов
|
||||
type moveResult struct {
|
||||
move []int
|
||||
score int
|
||||
}
|
||||
resultChan := make(chan moveResult, len(emptyCells))
|
||||
var wg sync.WaitGroup
|
||||
|
||||
// Запускаем горутины для каждого возможного хода
|
||||
for _, cell := range emptyCells {
|
||||
wg.Add(1)
|
||||
go func(r, c int) {
|
||||
defer wg.Done()
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[r][c] = p.Figure
|
||||
score := p.evaluateBoardHeuristic(boardCopy, p.Figure)
|
||||
resultChan <- moveResult{move: []int{r, c}, score: score}
|
||||
}(cell[0], cell[1])
|
||||
}
|
||||
|
||||
wg.Wait()
|
||||
close(resultChan)
|
||||
|
||||
// Определяем лучший ход
|
||||
for result := range resultChan {
|
||||
if result.score > bestScore {
|
||||
bestScore = result.score
|
||||
bestMove = result.move
|
||||
}
|
||||
}
|
||||
|
||||
if bestMove == nil {
|
||||
// Если по какой-то причине лучший ход не найден (маловероятно)
|
||||
// переходи на стратегию поведения среднего уровня сложности
|
||||
return p.makeMediumMove(board)
|
||||
}
|
||||
|
||||
return bestMove[0], bestMove[1]
|
||||
}
|
||||
|
||||
// Эвристическая оценка доски
|
||||
// Количество рядов, столбцов или диагоналей, где у игрока есть N фигур
|
||||
// и остальные клетки пусты. Также учитываем блокировку противника.
|
||||
func (p *ComputerPlayer) evaluateBoardHeuristic(
|
||||
board *b.Board, player b.BoardField,
|
||||
) int {
|
||||
score := 0
|
||||
opponent := b.Cross
|
||||
if player == b.Cross {
|
||||
opponent = b.Nought
|
||||
}
|
||||
|
||||
// Оценка за почти выигрышные линии для игрока
|
||||
// Почти выигрыш
|
||||
score += p.countPotentialLines(board, player, board.Size-1) * 100
|
||||
// Две фигуры в ряд (для Size > 2)
|
||||
score += p.countPotentialLines(board, player, board.Size-2) * 10
|
||||
|
||||
// Штраф за почти выигрышные линии для оппонента (блокировка)
|
||||
// Блокировка почти выигрыша оппонента
|
||||
score -= p.countPotentialLines(board, opponent, board.Size-1) * 90
|
||||
// Блокировка двух фигур оппонента
|
||||
score -= p.countPotentialLines(board, opponent, board.Size-2) * 5
|
||||
|
||||
// Бонус за занятие центра (особенно на нечетных досках)
|
||||
if board.Size%2 == 1 {
|
||||
center := board.Size / 2
|
||||
if board.Board[center][center] == player {
|
||||
score += 5
|
||||
} else if board.Board[center][center] == opponent {
|
||||
score -= 5
|
||||
}
|
||||
}
|
||||
return score
|
||||
}
|
||||
|
||||
// Вспомогательная функция для подсчета потенциальных линий
|
||||
func (p *ComputerPlayer) countPotentialLines(
|
||||
board *b.Board, player b.BoardField, numPlayerSymbols int,
|
||||
) int {
|
||||
count := 0
|
||||
lineSize := board.Size
|
||||
|
||||
// Проверка строк
|
||||
for r := 0; r < lineSize; r++ {
|
||||
playerSymbols := 0
|
||||
emptySymbols := 0
|
||||
for c := 0; c < lineSize; c++ {
|
||||
if board.Board[r][c] == player {
|
||||
playerSymbols++
|
||||
} else if board.Board[r][c] == b.Empty {
|
||||
emptySymbols++
|
||||
}
|
||||
}
|
||||
if playerSymbols == numPlayerSymbols &&
|
||||
(playerSymbols+emptySymbols) == lineSize {
|
||||
count++
|
||||
}
|
||||
}
|
||||
|
||||
// Проверка столбцов
|
||||
for c := 0; c < lineSize; c++ {
|
||||
playerSymbols := 0
|
||||
emptySymbols := 0
|
||||
for r := 0; r < lineSize; r++ {
|
||||
if board.Board[r][c] == player {
|
||||
playerSymbols++
|
||||
} else if board.Board[r][c] == b.Empty {
|
||||
emptySymbols++
|
||||
}
|
||||
}
|
||||
if playerSymbols == numPlayerSymbols &&
|
||||
(playerSymbols+emptySymbols) == lineSize {
|
||||
count++
|
||||
}
|
||||
}
|
||||
|
||||
// Проверка главной диагонали
|
||||
playerSymbolsDiag1 := 0
|
||||
emptySymbolsDiag1 := 0
|
||||
for i := 0; i < lineSize; i++ {
|
||||
if board.Board[i][i] == player {
|
||||
playerSymbolsDiag1++
|
||||
} else if board.Board[i][i] == b.Empty {
|
||||
emptySymbolsDiag1++
|
||||
}
|
||||
}
|
||||
if playerSymbolsDiag1 == numPlayerSymbols &&
|
||||
(playerSymbolsDiag1+emptySymbolsDiag1) == lineSize {
|
||||
count++
|
||||
}
|
||||
|
||||
// Проверка побочной диагонали
|
||||
playerSymbolsDiag2 := 0
|
||||
emptySymbolsDiag2 := 0
|
||||
for i := 0; i < lineSize; i++ {
|
||||
if board.Board[i][lineSize-1-i] == player {
|
||||
playerSymbolsDiag2++
|
||||
} else if board.Board[i][lineSize-1-i] == b.Empty {
|
||||
emptySymbolsDiag2++
|
||||
}
|
||||
}
|
||||
if playerSymbolsDiag2 == numPlayerSymbols &&
|
||||
(playerSymbolsDiag2+emptySymbolsDiag2) == lineSize {
|
||||
count++
|
||||
}
|
||||
|
||||
return count
|
||||
}
|
||||
@@ -1,114 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
"sync"
|
||||
b "tic-tac-toe/board"
|
||||
)
|
||||
|
||||
const maxDepth = 2 // Ограничение глубины для минимакса
|
||||
|
||||
// Метод запуска стратегии с ограничением глубины для минимакса
|
||||
func (p *ComputerPlayer) makeLimitedDepthMinimax(board *b.Board) (int, int) {
|
||||
bestScore := -100000
|
||||
var bestMove []int
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
|
||||
if len(emptyCells) == 0 {
|
||||
return -1, -1 // Нет доступных ходов
|
||||
}
|
||||
if len(emptyCells) == 1 {
|
||||
return emptyCells[0][0], emptyCells[0][1] // Единственный возможный ход
|
||||
}
|
||||
|
||||
// Создаем канал для результатов
|
||||
type moveResult struct {
|
||||
move []int
|
||||
score int
|
||||
}
|
||||
resultChan := make(chan moveResult, len(emptyCells))
|
||||
var wg sync.WaitGroup
|
||||
|
||||
// Запускаем горутины для каждого возможного хода
|
||||
for _, cell := range emptyCells {
|
||||
wg.Add(1)
|
||||
go func(r, c int) {
|
||||
defer wg.Done()
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[r][c] = p.Figure
|
||||
score := p.minimaxRecursive(boardCopy, 0, false, maxDepth)
|
||||
resultChan <- moveResult{move: []int{r, c}, score: score}
|
||||
}(cell[0], cell[1])
|
||||
}
|
||||
|
||||
wg.Wait() // Ждем завершения всех горутин
|
||||
close(resultChan) // Закрываем канал
|
||||
|
||||
// Определяем лучший ход
|
||||
for result := range resultChan {
|
||||
if result.score > bestScore {
|
||||
bestScore = result.score
|
||||
bestMove = result.move
|
||||
}
|
||||
}
|
||||
|
||||
if bestMove == nil {
|
||||
// Если по какой-то причине лучший ход не найден (маловероятно)
|
||||
// переходи на стратегию поведения среднего уровня сложности
|
||||
return p.makeMediumMove(board)
|
||||
}
|
||||
|
||||
return bestMove[0], bestMove[1]
|
||||
}
|
||||
|
||||
// Рекурсивная часть минимакса с ограничением глубины
|
||||
func (p *ComputerPlayer) minimaxRecursive(
|
||||
board *b.Board, depth int, isMaximizing bool,
|
||||
maxDepthLimit int,
|
||||
) int {
|
||||
opponentFigure := b.Cross
|
||||
if p.Figure == b.Cross {
|
||||
opponentFigure = b.Nought
|
||||
}
|
||||
|
||||
if board.CheckWin(p.Figure) {
|
||||
return 10 - depth // Выигрыш текущего игрока
|
||||
}
|
||||
if board.CheckWin(opponentFigure) {
|
||||
return depth - 10 // Проигрыш текущего игрока (выигрыш оппонента)
|
||||
}
|
||||
if board.CheckDraw() {
|
||||
return 0 // Ничья
|
||||
}
|
||||
|
||||
if depth >= maxDepthLimit { // Ограничение глубины
|
||||
// Если достигнута максимальная глубина, используем эвристическую оценку
|
||||
return p.evaluateBoardHeuristic(board, p.Figure)
|
||||
}
|
||||
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
|
||||
if isMaximizing {
|
||||
bestScore := -100000
|
||||
for _, cell := range emptyCells {
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[cell[0]][cell[1]] = p.Figure
|
||||
score := p.minimaxRecursive(
|
||||
boardCopy, depth+1, false, maxDepthLimit,
|
||||
)
|
||||
bestScore = max(bestScore, score)
|
||||
}
|
||||
return bestScore
|
||||
} else {
|
||||
bestScore := 100000
|
||||
// opponentFigure уже определен выше
|
||||
for _, cell := range emptyCells {
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[cell[0]][cell[1]] = opponentFigure
|
||||
score := p.minimaxRecursive(
|
||||
boardCopy, depth+1, true, maxDepthLimit,
|
||||
)
|
||||
bestScore = min(bestScore, score)
|
||||
}
|
||||
return bestScore
|
||||
}
|
||||
}
|
||||
@@ -1,121 +0,0 @@
|
||||
package player
|
||||
|
||||
import (
|
||||
b "tic-tac-toe/board"
|
||||
)
|
||||
|
||||
// Параллельный анализ на основе зон
|
||||
func (p *ComputerPlayer) makeZoneBasedMove(board *b.Board) (int, int) {
|
||||
// Если доска не очень большая, используем эвристику
|
||||
if board.Size <= 5 { // Пороговое значение, можно настроить
|
||||
return p.makeParallelHeuristicMove(board)
|
||||
}
|
||||
|
||||
bestScore := -100000
|
||||
var bestMove []int
|
||||
emptyCells := p.getEmptyCells(board)
|
||||
if len(emptyCells) == 0 {
|
||||
return -1, -1
|
||||
}
|
||||
if len(emptyCells) == 1 {
|
||||
return emptyCells[0][0], emptyCells[0][1]
|
||||
}
|
||||
|
||||
// Определяем размер зоны (например, 3x3)
|
||||
zoneSize := 3
|
||||
if board.Size < zoneSize {
|
||||
zoneSize = board.Size // Если доска меньше зоны, зона равна доске
|
||||
}
|
||||
|
||||
type moveResult struct {
|
||||
move []int
|
||||
score int
|
||||
}
|
||||
// Используем буферизированный канал, чтобы не блокировать горутины,
|
||||
// если основная горутина не успевает обрабатывать результаты
|
||||
|
||||
// Размер канала равен количеству пустых клеток,
|
||||
// т.к. для каждой может быть запущена горутина
|
||||
resultChan := make(chan moveResult, len(emptyCells))
|
||||
numZonesToProcess := 0 // Счетчик для корректного ожидания
|
||||
|
||||
for _, cell := range emptyCells {
|
||||
numZonesToProcess++
|
||||
// Запускаем горутину для каждой пустой клетки
|
||||
go func(centerCell []int) {
|
||||
localBestScore := -100000
|
||||
var localBestMove []int
|
||||
|
||||
// Определяем границы зоны вокруг centerCell
|
||||
minRow := max(0, centerCell[0]-zoneSize/2)
|
||||
maxRow := min(board.Size-1, centerCell[0]+zoneSize/2)
|
||||
minCol := max(0, centerCell[1]-zoneSize/2)
|
||||
maxCol := min(board.Size-1, centerCell[1]+zoneSize/2)
|
||||
|
||||
// Ищем ходы в зоне
|
||||
foundMoveInZone := false
|
||||
for r := minRow; r <= maxRow; r++ {
|
||||
for c := minCol; c <= maxCol; c++ {
|
||||
// Если найден пустая клетка в зоне
|
||||
if board.Board[r][c] == b.Empty {
|
||||
foundMoveInZone = true
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[r][c] = p.Figure
|
||||
// Оцениваем ход испо
|
||||
score := p.evaluateBoardHeuristic(boardCopy, p.Figure)
|
||||
|
||||
// Если найден лучший ход
|
||||
if score > localBestScore {
|
||||
localBestScore = score
|
||||
localBestMove = []int{r, c}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Если найден лучший ход в зоне
|
||||
if foundMoveInZone && localBestMove != nil {
|
||||
resultChan <- moveResult{
|
||||
move: localBestMove, score: localBestScore,
|
||||
}
|
||||
} else if !foundMoveInZone &&
|
||||
board.Board[centerCell[0]][centerCell[1]] == b.Empty {
|
||||
// Если зона вокруг centerCell не содержит других
|
||||
// пустых клеток, но сама centerCell пуста –
|
||||
// оцениваем ход в centerCell
|
||||
boardCopy := p.copyBoard(board)
|
||||
boardCopy.Board[centerCell[0]][centerCell[1]] = p.Figure
|
||||
score := p.evaluateBoardHeuristic(boardCopy, p.Figure)
|
||||
resultChan <- moveResult{move: centerCell, score: score}
|
||||
} else {
|
||||
// Если не найдено ходов в зоне или centerCell не пуста
|
||||
// (не должно случиться, если итерируем по emptyCells),
|
||||
// отправляем фиктивный результат,
|
||||
// чтобы не блокировать ожидание.
|
||||
// Этого не должно происходить в нормальном потоке.
|
||||
resultChan <- moveResult{move: nil, score: -200000}
|
||||
}
|
||||
}(cell)
|
||||
}
|
||||
|
||||
// Ожидаем завершения всех горутин
|
||||
processedGoroutines := 0 // Счетчик для корректного ожидания
|
||||
for processedGoroutines < numZonesToProcess {
|
||||
result := <-resultChan
|
||||
processedGoroutines++
|
||||
// Если найден лучший ход
|
||||
if result.move != nil && result.score > bestScore {
|
||||
bestScore = result.score
|
||||
bestMove = result.move
|
||||
}
|
||||
}
|
||||
|
||||
if bestMove == nil {
|
||||
// Если по какой-то причине лучший ход не найден (маловероятно)
|
||||
// переходи на стратегию поведения среднего уровня сложности
|
||||
return p.makeMediumMove(board)
|
||||
}
|
||||
|
||||
// Возвращаем лучший ход
|
||||
return bestMove[0], bestMove[1]
|
||||
}
|
||||
@@ -1,246 +0,0 @@
|
||||
package room
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"log"
|
||||
"math/rand"
|
||||
b "tic-tac-toe/board"
|
||||
db "tic-tac-toe/database"
|
||||
g "tic-tac-toe/game"
|
||||
"tic-tac-toe/model"
|
||||
n "tic-tac-toe/network"
|
||||
p "tic-tac-toe/player"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Room manages the state of a single game room.
|
||||
type Room struct {
|
||||
Name string
|
||||
Board *b.Board
|
||||
Player1 p.IPlayer
|
||||
Player2 p.IPlayer
|
||||
CurrentPlayer p.IPlayer
|
||||
State g.GameState
|
||||
repository db.IRepository
|
||||
Mode g.GameMode
|
||||
// Уровень сложности компьютера (только для PvC)
|
||||
Difficulty g.Difficulty
|
||||
}
|
||||
|
||||
// NewRoom creates a new game room.
|
||||
func NewRoom(
|
||||
name string, repository db.IRepository, boardSize int,
|
||||
gameMode g.GameMode, difficulty g.Difficulty,
|
||||
) *Room {
|
||||
room := &Room{
|
||||
Name: name,
|
||||
repository: repository,
|
||||
Mode: gameMode,
|
||||
Difficulty: difficulty,
|
||||
Board: b.NewBoard(boardSize),
|
||||
State: g.WaitingOpponent,
|
||||
}
|
||||
if gameMode == g.PvC {
|
||||
room.Player2 = p.NewComputerPlayer(b.Nought, difficulty)
|
||||
}
|
||||
return room
|
||||
}
|
||||
|
||||
func (r *Room) IsFull() bool {
|
||||
return r.Player1 != nil && r.Player2 != nil
|
||||
}
|
||||
|
||||
func (r *Room) PlayersAmount() int {
|
||||
if r.Player1 != nil && r.Player2 != nil {
|
||||
return 2
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
func (r *Room) BoardSize() int {
|
||||
return r.Board.Size
|
||||
}
|
||||
|
||||
func (r *Room) AddPlayer(player p.IPlayer) {
|
||||
if r.Player1 == nil {
|
||||
r.Player1 = player
|
||||
if r.Player1.GetSymbol() != "X" {
|
||||
r.Player1.SwitchPlayer()
|
||||
}
|
||||
} else if r.Player2 == nil {
|
||||
r.Player2 = player
|
||||
if r.Player2.GetSymbol() != "O" {
|
||||
r.Player2.SwitchPlayer()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Room) RemovePlayer(player p.IPlayer) {
|
||||
if r.Player1 == player {
|
||||
r.Player1 = nil
|
||||
if !r.Player2.IsComputer() && r.Player2 != nil {
|
||||
opponentLeft := &n.OpponentLeft{Nickname: player.GetNickname()}
|
||||
payloadBytes, err := json.Marshal(opponentLeft)
|
||||
if err != nil {
|
||||
log.Printf("Error marshaling OpponentLeft: %v", err)
|
||||
return
|
||||
}
|
||||
msg := &n.Message{
|
||||
Cmd: n.CmdOpponentLeft,
|
||||
Payload: payloadBytes,
|
||||
}
|
||||
r.Player2.SendMessage(msg)
|
||||
}
|
||||
} else if r.Player2 == player {
|
||||
r.Player2 = nil
|
||||
if !r.Player1.IsComputer() && r.Player1 != nil {
|
||||
opponentLeft := &n.OpponentLeft{Nickname: player.GetNickname()}
|
||||
payloadBytes, err := json.Marshal(opponentLeft)
|
||||
if err != nil {
|
||||
log.Printf("Error marshaling OpponentLeft: %v", err)
|
||||
return
|
||||
}
|
||||
msg := &n.Message{
|
||||
Cmd: n.CmdOpponentLeft,
|
||||
Payload: payloadBytes,
|
||||
}
|
||||
r.Player1.SendMessage(msg)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Room) InitGame() {
|
||||
if !r.IsFull() {
|
||||
return
|
||||
}
|
||||
|
||||
randomPlayer := []b.BoardField{b.Cross, b.Nought}
|
||||
if !r.Board.IsEmpty() {
|
||||
r.Board = b.NewBoard(r.Board.Size)
|
||||
}
|
||||
|
||||
msg := &n.Message{Cmd: n.CmdInitGame}
|
||||
initGamePayload := &n.InitGameResponse{
|
||||
Board: *r.Board,
|
||||
}
|
||||
switch randomPlayer[rand.Intn(len(randomPlayer))] {
|
||||
case b.Cross:
|
||||
r.State = g.CrossStep
|
||||
initGamePayload.CurrentPlayer = b.Cross
|
||||
// подготовка сообщения
|
||||
case b.Nought:
|
||||
r.State = g.NoughtStep
|
||||
initGamePayload.CurrentPlayer = b.Nought
|
||||
// подготовка сообщения
|
||||
}
|
||||
|
||||
if r.Mode == g.PvC {
|
||||
if r.State == g.CrossStep {
|
||||
r.CurrentPlayer = r.Player1
|
||||
} else if r.State == g.NoughtStep {
|
||||
r.CurrentPlayer = r.Player2
|
||||
}
|
||||
}
|
||||
|
||||
payloadBytes, err := json.Marshal(initGamePayload)
|
||||
if err != nil {
|
||||
log.Printf("Error marshaling InitGameResponse for Player1 after Player2 left: %v", err)
|
||||
return
|
||||
}
|
||||
msg.Payload = payloadBytes
|
||||
r.Player1.SendMessage(msg)
|
||||
r.Player2.SendMessage(msg)
|
||||
|
||||
if r.CurrentPlayer.IsComputer() {
|
||||
row, col, _ := r.CurrentPlayer.MakeMove(r.Board)
|
||||
r.PlayerStep(r.CurrentPlayer, row, col)
|
||||
}
|
||||
}
|
||||
|
||||
// Переключаем активного игрока
|
||||
func (r *Room) switchCurrentPlayer() {
|
||||
if r.CurrentPlayer == r.Player1 {
|
||||
r.CurrentPlayer = r.Player2
|
||||
} else {
|
||||
r.CurrentPlayer = r.Player1
|
||||
}
|
||||
}
|
||||
|
||||
func (r *Room) PlayerStep(player p.IPlayer, row, col int) {
|
||||
msg := &n.Message{}
|
||||
if r.State != g.CrossStep && r.State != g.NoughtStep {
|
||||
return
|
||||
}
|
||||
// проверяем, что ход делает текущий игрок
|
||||
if player != r.CurrentPlayer {
|
||||
return
|
||||
}
|
||||
|
||||
r.Board.SetSymbol(row, col, r.CurrentPlayer.GetFigure())
|
||||
if r.Board.CheckWin(r.CurrentPlayer.GetFigure()) {
|
||||
if r.CurrentPlayer.GetFigure() == b.Cross {
|
||||
r.State = g.CrossWin
|
||||
} else {
|
||||
r.State = g.NoughtWin
|
||||
}
|
||||
msg.Cmd = n.CmdEndGame
|
||||
endGamePayload := &n.EndGameResponse{
|
||||
Board: *r.Board,
|
||||
CurrentPlayer: r.CurrentPlayer.GetFigure(),
|
||||
}
|
||||
msg.Payload, _ = json.Marshal(endGamePayload)
|
||||
|
||||
figureWinner := r.CurrentPlayer.GetFigure()
|
||||
winnerNickName := r.CurrentPlayer.GetNickname()
|
||||
|
||||
if r.CurrentPlayer == r.Player1 {
|
||||
r.CurrentPlayer = r.Player2
|
||||
} else {
|
||||
r.CurrentPlayer = r.Player1
|
||||
}
|
||||
|
||||
anotherPlayerNickName := r.CurrentPlayer.GetNickname()
|
||||
r.repository.SaveFinishedGame(&model.FinishGameSnapshot{
|
||||
Board: r.Board,
|
||||
PlayerFigure: figureWinner,
|
||||
WinnerName: winnerNickName,
|
||||
AnotherPlayerName: anotherPlayerNickName,
|
||||
Time: time.Now(),
|
||||
})
|
||||
} else if r.Board.CheckDraw() {
|
||||
r.State = g.Draw
|
||||
msg.Cmd = n.CmdEndGame
|
||||
endGamePayload := &n.EndGameResponse{
|
||||
Board: *r.Board,
|
||||
CurrentPlayer: b.Empty,
|
||||
}
|
||||
msg.Payload, _ = json.Marshal(endGamePayload)
|
||||
} else {
|
||||
if r.CurrentPlayer.GetFigure() == b.Cross {
|
||||
r.State = g.NoughtStep
|
||||
} else {
|
||||
r.State = g.CrossStep
|
||||
}
|
||||
r.switchCurrentPlayer()
|
||||
msg.Cmd = n.CmdUpdateState
|
||||
stateUpdatePayload := &n.GameStateUpdate{
|
||||
Board: *r.Board,
|
||||
CurrentPlayer: r.CurrentPlayer.GetFigure(),
|
||||
}
|
||||
msg.Payload, _ = json.Marshal(stateUpdatePayload)
|
||||
}
|
||||
|
||||
r.Player1.SendMessage(msg)
|
||||
r.Player2.SendMessage(msg)
|
||||
|
||||
if r.State == g.CrossWin || r.State == g.NoughtWin || r.State == g.Draw {
|
||||
time.Sleep(10 * time.Second)
|
||||
r.InitGame()
|
||||
return
|
||||
}
|
||||
|
||||
if r.CurrentPlayer.IsComputer() {
|
||||
row, col, _ := r.CurrentPlayer.MakeMove(r.Board)
|
||||
r.PlayerStep(r.CurrentPlayer, row, col)
|
||||
}
|
||||
}
|
||||
@@ -1,197 +0,0 @@
|
||||
package server
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"log"
|
||||
"net"
|
||||
"strconv"
|
||||
"tic-tac-toe/network"
|
||||
p "tic-tac-toe/player"
|
||||
)
|
||||
|
||||
var defaultPlayerCounts int = 0
|
||||
|
||||
func (s *Server) handleCommand(client net.Conn, msg *network.Message) {
|
||||
log.Printf(
|
||||
"Received command '%s' from %s",
|
||||
msg.Cmd, client.RemoteAddr(),
|
||||
)
|
||||
|
||||
switch msg.Cmd {
|
||||
case network.CmdNickname:
|
||||
s.nickNameHandler(client, msg)
|
||||
case network.CmdMakeMoveRequest:
|
||||
s.makeMoveHandler(client, msg)
|
||||
case network.CmdListRoomsRequest:
|
||||
s.listRoomsHandler(client, msg)
|
||||
case network.CmdJoinRoomRequest:
|
||||
s.joinRoomHandler(client, msg)
|
||||
case network.CmdLeaveRoomRequest:
|
||||
s.leaveRoomHandler(client, msg)
|
||||
case network.CmdFinishedGamesResponse:
|
||||
s.getFinishedGamesHandler(client, msg)
|
||||
case network.CmdFinishedGameByIdRequest:
|
||||
s.getFinishedGameByIdHandler(client, msg)
|
||||
default:
|
||||
log.Printf("Unknown command: %s", msg.Cmd)
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Server) nickNameHandler(client net.Conn, msg *network.Message) {
|
||||
nicknameRequest := &network.NicknameRequest{}
|
||||
if err := json.Unmarshal(msg.Payload, nicknameRequest); err != nil {
|
||||
log.Printf("Error unmarshaling NicknameRequest: %v", err)
|
||||
return
|
||||
}
|
||||
if s.players[nicknameRequest.Nickname] != nil {
|
||||
nicknameRequest.Nickname = nicknameRequest.Nickname +
|
||||
"_" + strconv.Itoa(defaultPlayerCounts)
|
||||
defaultPlayerCounts++
|
||||
}
|
||||
s.players[nicknameRequest.Nickname] = p.NewHumanPlayer(
|
||||
nicknameRequest.Nickname, &client,
|
||||
)
|
||||
response := &network.NickNameResponse{
|
||||
Nickname: nicknameRequest.Nickname,
|
||||
}
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
msg.Cmd = network.CmdNickNameResponse
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
}
|
||||
|
||||
func (s *Server) joinRoomHandler(client net.Conn, msg *network.Message) {
|
||||
joinRoomRequest := &network.JoinRoomRequest{}
|
||||
if err := json.Unmarshal(msg.Payload, joinRoomRequest); err != nil {
|
||||
log.Printf("Error unmarshaling JoinRoomRequest: %v", err)
|
||||
return
|
||||
}
|
||||
room, okRoom := s.rooms[joinRoomRequest.RoomName]
|
||||
player, okPlayer := s.players[joinRoomRequest.PlayerName]
|
||||
if !okRoom || !okPlayer {
|
||||
response := &network.ErrorResponse{Message: "Room not found"}
|
||||
msg.Cmd = network.CmdError
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
return
|
||||
}
|
||||
s.mutex.Lock()
|
||||
if room.IsFull() {
|
||||
s.mutex.Unlock()
|
||||
response := &network.ErrorResponse{Message: "Room is full"}
|
||||
msg.Cmd = network.CmdError
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
return
|
||||
}
|
||||
room.AddPlayer(player)
|
||||
s.mutex.Unlock()
|
||||
response := &network.RoomJoinResponse{
|
||||
RoomName: joinRoomRequest.RoomName,
|
||||
PlayerSymbol: player.GetFigure(),
|
||||
Board: *room.Board,
|
||||
}
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
msg.Cmd = network.CmdRoomJoinResponse
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
room.InitGame()
|
||||
}
|
||||
|
||||
func (s *Server) leaveRoomHandler(client net.Conn, msg *network.Message) {
|
||||
leaveRoomRequest := &network.LeaveRoomRequest{}
|
||||
if err := json.Unmarshal(msg.Payload, leaveRoomRequest); err != nil {
|
||||
log.Printf("Error unmarshaling LeaveRoomRequest: %v", err)
|
||||
return
|
||||
}
|
||||
room, okRoom := s.rooms[leaveRoomRequest.RoomName]
|
||||
player, okPlayer := s.players[leaveRoomRequest.PlayerName]
|
||||
if !okRoom || !okPlayer {
|
||||
response := &network.ErrorResponse{Message: "Room not found"}
|
||||
msg.Cmd = network.CmdError
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
return
|
||||
}
|
||||
s.mutex.Lock()
|
||||
room.RemovePlayer(player)
|
||||
s.mutex.Unlock()
|
||||
}
|
||||
|
||||
func (s *Server) listRoomsHandler(client net.Conn, msg *network.Message) {
|
||||
s.mutex.Lock()
|
||||
defer s.mutex.Unlock()
|
||||
var roomInfos []network.RoomInfo
|
||||
for _, room := range s.rooms {
|
||||
roomInfos = append(roomInfos, network.RoomInfo{
|
||||
Name: room.Name,
|
||||
BoardSize: room.BoardSize(),
|
||||
IsFull: room.IsFull(),
|
||||
GameMode: room.Mode,
|
||||
Difficult: room.Difficulty,
|
||||
})
|
||||
}
|
||||
|
||||
response := &network.RoomListResponse{
|
||||
Rooms: roomInfos,
|
||||
}
|
||||
msg.Cmd = network.CmdRoomListResponse
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
}
|
||||
|
||||
func (s *Server) getFinishedGamesHandler(client net.Conn, msg *network.Message) {
|
||||
// получаем данные из БД
|
||||
finishedGames, err := s.repository.GetAllFinishedGames()
|
||||
if err != nil {
|
||||
response := &network.ErrorResponse{Message: "Error getting finished games"}
|
||||
msg.Cmd = network.CmdError
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
return
|
||||
}
|
||||
response := &network.FinishedGamesResponse{
|
||||
Games: finishedGames,
|
||||
}
|
||||
msg.Cmd = network.CmdFinishedGamesResponse
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
}
|
||||
|
||||
func (s *Server) getFinishedGameByIdHandler(client net.Conn, msg *network.Message) {
|
||||
getFinishedGameByIdRequest := &network.GetFinishedGameByIdRequest{}
|
||||
if err := json.Unmarshal(msg.Payload, getFinishedGameByIdRequest); err != nil {
|
||||
log.Printf("Error unmarshaling GetFinishedGameByIdRequest: %v", err)
|
||||
return
|
||||
}
|
||||
finishedGame, err := s.repository.GetFinishedGameById(getFinishedGameByIdRequest.GameID)
|
||||
if err != nil {
|
||||
response := &network.ErrorResponse{Message: "Error getting finished game by id"}
|
||||
json.NewEncoder(client).Encode(response)
|
||||
return
|
||||
}
|
||||
response := &network.FinishedGameResponse{
|
||||
Game: finishedGame,
|
||||
}
|
||||
json.NewEncoder(client).Encode(response)
|
||||
}
|
||||
|
||||
func (s *Server) makeMoveHandler(client net.Conn, msg *network.Message) {
|
||||
makeMoveRequest := &network.MakeMoveRequest{}
|
||||
if err := json.Unmarshal(msg.Payload, makeMoveRequest); err != nil {
|
||||
log.Printf("Error unmarshaling MakeMoveRequest: %v", err)
|
||||
return
|
||||
}
|
||||
room, okRoom := s.rooms[makeMoveRequest.RoomName]
|
||||
player, okPlayer := s.players[makeMoveRequest.PlayerName]
|
||||
if !okRoom || !okPlayer {
|
||||
response := &network.ErrorResponse{Message: "Room not found"}
|
||||
msg.Cmd = network.CmdError
|
||||
msg.Payload, _ = json.Marshal(response)
|
||||
json.NewEncoder(client).Encode(msg)
|
||||
return
|
||||
}
|
||||
room.PlayerStep(
|
||||
player,
|
||||
makeMoveRequest.PositionRow,
|
||||
makeMoveRequest.PositionCol,
|
||||
)
|
||||
}
|
||||
@@ -1,116 +0,0 @@
|
||||
package server
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"log"
|
||||
"net"
|
||||
"sync"
|
||||
|
||||
db "tic-tac-toe/database"
|
||||
g "tic-tac-toe/game"
|
||||
"tic-tac-toe/network"
|
||||
"tic-tac-toe/player"
|
||||
"tic-tac-toe/room"
|
||||
)
|
||||
|
||||
// Server manages client connections and game rooms.
|
||||
type Server struct {
|
||||
listener net.Listener
|
||||
repository db.IRepository
|
||||
rooms map[string]*room.Room
|
||||
players map[string]player.IPlayer
|
||||
mutex sync.RWMutex
|
||||
}
|
||||
|
||||
// NewServer creates and returns a new server instance.
|
||||
func NewServer(addr string, repository db.IRepository) (*Server, error) {
|
||||
listener, err := net.Listen("tcp", addr)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
server := &Server{
|
||||
listener: listener,
|
||||
repository: repository,
|
||||
rooms: make(map[string]*room.Room),
|
||||
players: make(map[string]player.IPlayer),
|
||||
}
|
||||
|
||||
server.rooms["room1"] = room.NewRoom(
|
||||
"room1", server.repository, 3, g.PvP, g.None,
|
||||
)
|
||||
server.rooms["room2"] = room.NewRoom(
|
||||
"room2", server.repository, 3, g.PvC, g.Easy,
|
||||
)
|
||||
server.rooms["room3"] = room.NewRoom(
|
||||
"room3", server.repository, 3, g.PvC, g.Medium,
|
||||
)
|
||||
server.rooms["room4"] = room.NewRoom(
|
||||
"room4", server.repository, 3, g.PvC, g.Hard,
|
||||
)
|
||||
|
||||
return server, nil
|
||||
}
|
||||
|
||||
// Start begins listening for and handling client connections.
|
||||
func (s *Server) Start() {
|
||||
log.Printf("Server started, listening on %s", s.listener.Addr())
|
||||
defer s.listener.Close()
|
||||
|
||||
for {
|
||||
conn, err := s.listener.Accept()
|
||||
if err != nil {
|
||||
log.Printf("Error accepting connection: %v", err)
|
||||
continue
|
||||
}
|
||||
|
||||
go s.handleConnection(conn)
|
||||
}
|
||||
}
|
||||
|
||||
// handleConnection manages a single client connection.
|
||||
func (s *Server) handleConnection(conn net.Conn) {
|
||||
log.Printf("New client connected: %s", conn.RemoteAddr())
|
||||
defer conn.Close()
|
||||
|
||||
decoder := json.NewDecoder(conn)
|
||||
for {
|
||||
var msg network.Message
|
||||
if err := decoder.Decode(&msg); err != nil {
|
||||
log.Printf("Client %s disconnected: %v", conn.RemoteAddr(), err)
|
||||
s.disconnectedClientHandler(conn)
|
||||
return
|
||||
}
|
||||
|
||||
s.handleCommand(conn, &msg)
|
||||
}
|
||||
}
|
||||
|
||||
func (s *Server) disconnectedClientHandler(conn net.Conn) {
|
||||
var player player.IPlayer
|
||||
for _, room := range s.rooms {
|
||||
if room.Player1 != nil {
|
||||
if room.Player1.CheckSocket(conn) {
|
||||
player = room.Player1
|
||||
room.RemovePlayer(room.Player1)
|
||||
break
|
||||
}
|
||||
}
|
||||
if room.Player2 != nil {
|
||||
if room.Player2.CheckSocket(conn) {
|
||||
player = room.Player2
|
||||
room.RemovePlayer(room.Player2)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if player == nil {
|
||||
log.Printf(
|
||||
"Client %s disconnected: player not found",
|
||||
conn.RemoteAddr(),
|
||||
)
|
||||
return
|
||||
}
|
||||
s.mutex.Lock()
|
||||
delete(s.players, player.GetNickname())
|
||||
s.mutex.Unlock()
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user