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path: root/network/GameCoordinatorClient.gd
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class_name GCClient
extends Node

# CONNECTION DATA

enum { NONE, SERVER_BROWSER, LOBBY_WAITING, LOBBY, VOICE }
var connection_type : int = NONE

var socket_client: WebSocketClient = null
var socket: WebSocketPeer = null

enum { CONNECTION_FAILED, CONNECTION_DISCONNECTED, CONNECTION_CONNECTING, CONNECTION_CONNECTED, CONNECTION_DISCONNECTING }
var state: int = CONNECTION_DISCONNECTED 

var message_queue : Array = [] # messages to be sent upon connection

# END CONNECTION DATA

# GC DATA

# connected from menus
signal gc_connection_failed()
signal lobby_list_acquired(lobbies) # connected before calling get_lobby_list to retrieve result
signal join_request_success()
signal join_failure(reason)
signal join_success(args)
signal host_failure(reason)
signal host_success()

# connected from in game
signal disconnected_from_lobby(reason)
signal join_request_received(player_id, args) 
signal connection_closed_dirty() # game should be quit for unexpected reasons

var is_host : bool
var host_id : String = ""
var lobby_id : String = ""
var player_id : String = ""
var rejoin_key : String = ""
var players : Array = []
var max_players : int = -1
var lobby_name : String = ""
var is_private : bool = false
var lobby_password : String = ""

const GC_MSG_TYPES : Array = ["join_request_ok", "join_ok", "join_fail", 
							  "rejoin_ok", "rejoin_fail", "host_ok", "host_fail", 
							  "disconnected", "join_request", "lobby_closing"]


# END GC DATA

func _ready():
	socket_client = WebSocketClient.new()
	socket_client.connect("connection_established", self, "on_connection_success")
	socket_client.connect("connection_closed", self, "on_connection_close")
	socket_client.connect("connection_error", self, "on_connection_error")
	#socket_client.connect("data_received", self, "receive")

func gc_client_reset():
	self.player_id = ""
	self.lobby_id = ""
	self.host_id = ""
	self.rejoin_key = ""
	self.players.clear()
	self.is_host = false
	self.connection_type = NONE
	self.max_players = -1
	self.lobby_name = ""
	self.is_private = false

func connect_to_gc(c_type: int):
	if !(c_type in [SERVER_BROWSER, LOBBY_WAITING, VOICE]): 
		print("Invalid connection type!")
		return
	
	gc_client_reset()
	connection_type = c_type
	var url : String = Globals.GC_URL
	print("Connecting to game coordinator: %s..." % url)
	message_queue.clear()
	var error = socket_client.connect_to_url(url)
	if error != OK:
		return error
	
	state = CONNECTION_CONNECTING
	return OK

func close_socket(code = 1000, reason = ""):
	if state == CONNECTION_DISCONNECTED or state == CONNECTION_FAILED: return
	print("Closing websocket...")
	socket_client.disconnect_from_host(code, reason)
	state = CONNECTION_DISCONNECTING # DISCONNECTING

func on_connection_success(protocol):
	print("WebSocket connection success with protocol %s." % protocol)
	socket = socket_client.get_peer(1)
	socket.set_write_mode(WebSocketPeer.WRITE_MODE_TEXT) # defaults to text mode
	state = CONNECTION_CONNECTED # CONNECTED
	
	while len(message_queue) > 0:
		var msg = message_queue.pop_at(0)
		send(msg)

func on_connection_close(clean):
	print("WebSocket closed successfully.")
	socket = null
	connection_type = NONE
	if clean:
		state = CONNECTION_DISCONNECTED # DISCONNECTED
	else:
		emit_signal("connection_closed_dirty")
		state = CONNECTION_FAILED # DISCONNECT DIRTY

func on_connection_error(): # connection failed
	print("WebSocket connection failed!")
	socket = null
	state = CONNECTION_FAILED # DISCONNECT DIRTY
	connection_type = NONE
	emit_signal("gc_connection_failed")

func send(message, as_bytes=false) -> int:
	if state != CONNECTION_CONNECTED: 
		message_queue.push_back(message)
		return -1
	return socket.put_packet(message)

func send_json(message) -> int:
	if state != CONNECTION_CONNECTED: 
		message_queue.push_back(JSON.print(message).to_utf8())
		return -1
	var message_json = JSON.print(message).to_utf8()
	return socket.put_packet(message_json)
		
func receive():
	if state != CONNECTION_CONNECTED: return null
	if socket.get_available_packet_count() < 1: return null 
	var packet : PoolByteArray = socket.get_packet()
	if socket.was_string_packet():
		var message = packet.get_string_from_utf8()
		var json = JSON.parse(message)
		if json.error:
			return null
		message = json.result
		process_gc_message(message)
		return message
	return null # bytes2var(packet)

# process GC state specific message/content of messages
# returns false in the case of game-breaking invalid message receipt
func process_gc_message(message):
	# always update player information whenever an update is received from the GC
	if "current_players" in message:
		for player in players:
			if player["is_host"] and self.host_id != player["player_id"]:
				self.host_id = player["player_id"]
				self.is_host = self.host_id == self.player_id

	if "type" in message and (message["type"] in GC_MSG_TYPES): # validate GC message format
		if message["type"] == "join_request_ok":
			if !("player_id" in message and "rejoin_key" in message):
				close_socket() # GC did not provide necessary info
			self.player_id = message["player_id"]
			self.rejoin_key = message["rejoin_key"]
			self.lobby_name = message["lobby_name"]
			self.max_players = message["max_players"]
			self.is_private = message["private"]
			emit_signal("join_request_success")
		elif message["type"] == "join_ok":
			self.connection_type = LOBBY
			var join_args = {}
			if "args" in message:
				join_args = message["args"]
			
			emit_signal("join_success", join_args)
		elif message["type"] == "join_fail":
			var reason = "Unknown failure." if not ("message" in message) else message["message"]
			gc_client_reset()
			emit_signal( "join_failure", reason )
		
		elif message["type"] == "disconnected":
			state = CONNECTION_DISCONNECTING # socket will be closed soon
			close_socket()
			gc_client_reset()
			emit_signal( "disconnected_from_lobby", message["reason"] )
		
		elif message["type"] == "host_ok":
			if !(("player_id" in message) and ("rejoin_key" in message) and ("lobby_id" in message)):
				close_socket() # GC did not provide necessary info
			self.lobby_id = message["lobby_id"]
			self.player_id = message["player_id"]
			self.rejoin_key = message["rejoin_key"]
			self.is_host = true
			self.connection_type = LOBBY
			emit_signal("host_success")
		elif message["type"] == "host_fail":
			var reason = "Unknown failure." if not ("message" in message) else message["message"]
			close_socket()
			gc_client_reset()
			emit_signal("host_failure", reason)
		
		elif message["type"] == "join_request":
			if !("player_id" in message and "args" in message):
				print("Invalid join request received.")
				return
			emit_signal("join_request_received", message["player_id"], message["args"])
			
		elif message["type"] == "lobby_list":
			emit_signal("lobby_list_acquired", message["lobby_list"])
			gc_client_reset()
			close_socket()
		
		elif message["type"] == "lobby_closing":
			emit_signal("disconnected_from_lobby", "Lobby closing.")
			gc_client_reset()
			close_socket()

	return

func get_lobby_list():
	gc_client_reset()
	var message = {"type" : "list_open_lobbies"}
	if state != CONNECTION_CONNECTED:
		connect_to_gc(SERVER_BROWSER)
		send_json( message )
	else:
		send_json( message )

func host_lobby(lobby_name : String, username : String, max_players : int, private : bool, password : String = ""):
	close_socket()
	gc_client_reset()
	
	var request = {"type" : "host_lobby", "lobby_name" : lobby_name, "game_type" : Globals.GAME_TYPE, "lobby_id" : lobby_id, "username" : username, "max_players" : max_players, "private" : private, "password" : password}
	connect_to_gc(LOBBY_WAITING)
	self.lobby_name = lobby_name
	self.max_players = max_players
	self.is_private = private
	self.lobby_password = password
	send_json(request)
	
func join_lobby(lobby_id : String, password : String, username : String, args = null):
	close_socket()
	gc_client_reset()
	
	var request = {"type" : "join_lobby", "game_type" : Globals.GAME_TYPE, "lobby_id" : lobby_id, "password" : password, "username" : username}
	if args: request["args"] = args
	connect_to_gc(LOBBY_WAITING)
	self.lobby_id = lobby_id
	self.is_host = false
	self.lobby_password = password
	send_json(request)

func _process(_delta):
	socket_client.poll()