I started a personal project from gorilla chat example. Every time a client calls "register" I check if it has an opponent. Suppose clients are game players. What I am trying to do is to couple clients two per two.
Clients are:
type Client struct {
hub *Hub
opponent *Client
conn *websocket.Conn
send chan []byte
}
So when I client call register, if exists one client with opponent nil, I tie two clients with
c.opponent = client
client.opponent = c
And then, I send together a message:
c.conn.WriteMessage(websocket.TextMessage, dat)
client.conn.WriteMessage(websocket.TextMessage, dat)
but no one receive the message. How can I send a message to just two clients?
package main
import (
"github.com/gorilla/websocket"
"log"
)
func newHub() *Hub {
return &Hub{
broadcast: make(chan []byte),
register: make(chan *Client),
unregister: make(chan *Client),
clients: make(map[*Client]bool),
}
}
func (h *Hub) run() {
for {
select {
// register new client
case client := <-h.register:
log.Println("register")
h.clients[client] = true
for c := range h.clients {
if c != client {
if c.opponent == nil {
c.opponent = client
client.opponent = c
dat := []byte(`{"foo":"bar"}`)
c.conn.WriteMessage(websocket.TextMessage, dat)
client.conn.WriteMessage(websocket.TextMessage, dat)
}
}
}
case client := <-h.unregister:
log.Println("unregister")
if _, ok := h.clients[client]; ok {
delete(h.clients, client)
close(client.send)
}
case message := <-h.broadcast:
for client := range h.clients {
select {
case client.send <- message:
default:
close(client.send)
delete(h.clients, client)
}
}
}
}
}