Part 3: Multiplayer WebSocket Game server written in C using libuv & libwebsockets & Cocos2...

Datetime:2016-08-22 22:29:05          Topic: WebSocket  Cocos2d           Share

In this file all the game logic is happening ,

  1. Start game loop timer.
  2. Establish the client connection.  
  3. The WebSocket request received from client connection.
  4. The connection is kept in hash map. 
  5. From the game loop response back to the client after processing the data.
  6. Updates other clients about the current client . 

Main assumptions on event driven servers , the requests must be received none stop and be able to none block it on any conditions,

Remember no threads here per connection .

Each request will call callback function that the server must handle asynchronously.

The client and the server have pre defined simple protocol which defined and inform both sides

about the state they are in .

This is the state protocol used in this tutorial :

0 : login

1 : login success acknowledgment

2 : send move request

3 : response move acknowledgment

4 : other player register

5 : other player movment

6 : delete user from client

7 : gem scatter

8 : gem eat and score increment 

9 : gem eat and score increment acknowledgment

game_handler.c 

/*******************************************************
Copyright (C) 2016 meiry242@gmail.com
This file is part of http://www.gamedevcraft.com .
Author : Meir yanovich
********************************************************/

#include "game_handler.h"
#include "simplog.h"
extern int debug_level;
connection_num_as_id = 0;
Hashmap *users_map_main = NULL;
//Array *gems_array = NULL;
uv_timer_t timeout_watcher;
static bool str_eq(void *key_a, void *key_b)
{
 return !strcmp((const char *)key_a, (const char *)key_b);
}
/* use djb hash unless we find it inadequate */
static int str_hash_fn(void *str)
{
 uint32_t hash = 5381;
 char *p;

 for (p = str; p && *p; p++)
 {
  hash = ((hash << 5) + hash) + *p;
 }
 return (int)hash;
}
static int c = 0;
//generate random gems in the game 
bool generate_random_gems(int num_of_gems, gem_types gem_type)
{
 if (gems_array == NULL)
 {
  gems_array = arrayCreate();
 }
 int array_size = arraySize(gems_array);
 //960, 640 
   
 for (int i = array_size; i < (array_size+num_of_gems); i++)
 {
  struct gem_data *gemdata = malloc(sizeof * gemdata);
  //r = (rand() % (max + 1 - min)) + min
  int rw = (rand() % (900 + 1 - 50)) + 50; //returns a pseudo-random integer between x resolution size 0 -> width
  int rh = (rand() % (600 + 1 - 50)) + 50;    //returns a pseudo-random integer between x resolution size 0 -> height
  lwsl_notice("c:%d type:%d width %d height %d\n", c, gem_type, rw, rh);
  gemdata->type = gem_type;
  gemdata->x = rw;
  gemdata->y = rh;
  gemdata->collide_with_player = false;
  arrayAdd(gems_array, gemdata);
  c++;
 }
 return true;
}

struct session_holder_data * set_session_holder_data(bool(*cp)(void*, void*, void*),
              struct per_session_data__apigataway *_pss)
{
 struct session_holder_data *session_holder_data_tmp = malloc(sizeof * session_holder_data_tmp);
 session_holder_data_tmp->found = false;
 session_holder_data_tmp->current_session_player_id = _pss->player_id;
 session_holder_data_tmp->players_session_holder = arrayCreate();
 hashmapForEach(users_map_main, cp, session_holder_data_tmp);
 return session_holder_data_tmp;
}

void send_response(cJSON *_root_respose,struct per_session_data__apigataway *_other_p_session,
             struct per_session_data__apigataway *_pss)
{
 unsigned char response_to_other_client[LWS_PRE + 1024];
 unsigned char *p_response_to_other_client = &response_to_other_client[LWS_PRE];
 char* resp_json = cJSON_Print(_root_respose);
 int n = sprintf((char *)p_response_to_other_client, "%s", resp_json);
    lwsl_notice("send_response to client [%s]  %s\n", _other_p_session->player_name, resp_json);
    LOG_PRINT("send_response to client [%s]  %s\n", _other_p_session->player_name, resp_json);
 //lwsl_notice("[%s] send response to client [%s] from server on registrator: %s \n", _pss->player_name, _other_p_session->player_name, p_response_to_other_client);
 //LOG_PRINT("[%s] send response to client [%s] from server on registrator: %s \n", _pss->player_name, _other_p_session->player_name, p_response_to_other_client);
 //each player has its own copy of libwebsockets (lws in short ) wsi , whitch is the player channel + session pointer 
 int m = lws_write(_other_p_session->player_wsi, p_response_to_other_client, n, LWS_WRITE_BINARY);
 if (m < n) {
  lwsl_err("ERROR %d writing to di socket on registrator\n", sizeof(response_to_other_client));
  LOG_PRINT("ERROR %d writing to di socket on movment\n", sizeof(response_to_other_client));
 }
}
//preper inform about this user which is dead ( disconnected from the game ) 
static bool user_is_dead_cp(void* key, void* value, void* context)
{
 struct session_holder_data *session_holder_data_tmp =
  (struct session_holder_data *)context;
 //It is not the current user 
 //lwsl_notice("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 if (strcmp(key, session_holder_data_tmp->current_session_player_id) != 0)
 {
  //set the holder 
  arrayAdd(session_holder_data_tmp->players_session_holder, (struct per_session_data__apigataway *)value);
 }
 return true;
}
//check and handle other users
static bool check_other_users_cp(void* key, void* value, void* context)
{
 struct session_holder_data *session_holder_data_tmp =
  (struct session_holder_data *)context;
 //It is not the current user 
 //lwsl_notice("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 if (strcmp(key, session_holder_data_tmp->current_session_player_id) != 0)
 {
  //set the holder 
  arrayAdd(session_holder_data_tmp->players_session_holder, (struct per_session_data__apigataway *)value);
 }
 return true;
}
//check and handle other movments
static bool check_other_users_movment_cp(void* key, void* value, void* context)
{
 struct session_holder_data *session_holder_data_tmp =
  (struct session_holder_data *)context;
 //It is not the current user 
 //lwsl_notice("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 //LOG_PRINT("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 if (strcmp(key, session_holder_data_tmp->current_session_player_id) != 0)
 {
  //set the holder 
  arrayAdd(session_holder_data_tmp->players_session_holder, (struct per_session_data__apigataway *)value);
 }
 return true;
}
//check and handle other score update
static bool check_other_users_gemscore_cp(void* key, void* value, void* context)
{
 struct session_holder_data *session_holder_data_tmp =
  (struct session_holder_data *)context;
 //It is not the current user 
 //lwsl_notice("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 //LOG_PRINT("key: '%s' current_session_player_id: '%s'\n", (char *)key, (char *)session_holder_data_tmp->current_session_player_id);
 if (strcmp(key, session_holder_data_tmp->current_session_player_id) != 0)
 {
  //set the holder 
  arrayAdd(session_holder_data_tmp->players_session_holder, (struct per_session_data__apigataway *)value);
 }
 return true;
}

//response to every 100ms game loop tick
static bool response_to_client_cp(void* key, void* value, void* context)
{
 bool doInvokeResponse = false;
 int hash_map_size = hashmapSize(users_map_main); 
  
 if (hash_map_size > 0)
 {
  //when response is created there is need to define buffer to hold the response 
  //libwebsokets way there need for pedding left:LWS_PRE  
  struct per_session_data__apigataway *pss =
   (struct per_session_data__apigataway *)hashmapGet(users_map_main, (char *)key);
        char* resp_jsont = cJSON_Print(pss->user_json_respose);
        //lwsl_notice("INSIDE RESPONSE_TO_CLIENT_CP pss->user_json_respose: %s \n", resp_jsont);
        //LOG_PRINT("INSIDE RESPONSE_TO_CLIENT_CP pss->user_json_respose: %s \n", resp_jsont);
  //first on registretion the server scatter the gems 
  if (pss->status == 0 && pss->done_srv_update == true)
  {  
   cJSON *root_respose = build_gems_scatter_json(pss);
   doInvokeResponse = true;
   pss->user_json_respose = root_respose;
   char* resp_json = cJSON_Print(pss->user_json_respose);
   lwsl_notice("Response to client gems from server: %s \n",resp_json);
   send_response_to_current_player(pss);
  }
  //response json by state of the user
  //state 1 registretion :
  if (pss->status == 0 && pss->done_srv_update == true)
  {
   //update it to 1 so registretion will invoked only once per conneting user
   pss->status =1;
   cJSON *root_respose = build_player_json_registrator(pss);
   doInvokeResponse = true;
   //check if there is other players that registed beside you
   int user_hash_size = hashmapSize(users_map_main);
   //lwsl_notice("response_to_client_cp : user_hash_size: %d \n", user_hash_size);
   if (user_hash_size > 1)
   {
    struct session_holder_data *session_holder_data_tmp = set_session_holder_data(check_other_users_cp, pss);
    //now we have the others users which we need to update the current user     
    //preper the other players session structures 
    cJSON* players;
    int i = 0;
    int size = arraySize(session_holder_data_tmp->players_session_holder);
    if (size > 0)
    {
     players = cJSON_CreateArray();
     while (i < size) {
      struct per_session_data__apigataway *other_p_session = arrayGet(session_holder_data_tmp->players_session_holder, i);
      //build json of player 
      cJSON* player = build_player_json_registrator(other_p_session);
      cJSON_InsertItemInArray(players, i, player);
      //send current player to other players 
      //change only for this response the json to: "4 : other player"
      int status = cJSON_GetObjectItem(root_respose, "status")->valueint;
      //BUG in cJSON need to update also valuedouble when updating valueint
      //https://sourceforge.net/p/cjson/discussion/998969/thread/813ba29b/
      cJSON_GetObjectItem(root_respose, "status")->valueint = 4; 
      cJSON_GetObjectItem(root_respose, "status")->valuedouble = 4;
      //send to client 
      send_response(root_respose,other_p_session,pss);
      //set back the original status
      cJSON_GetObjectItem(root_respose, "status")->valueint = status;
      cJSON_GetObjectItem(root_respose, "status")->valuedouble = status;
      // Move to next.
      i++;
      
     }
     cJSON_AddItemToObject(root_respose, "players", players);
     arrayFree(session_holder_data_tmp->players_session_holder);
     free(session_holder_data_tmp);
    }
   }
   pss->user_json_respose = root_respose;   
  }
  else if (pss->status == 2 &&  pss->done_srv_update == true) //movment state
  {
           
   pss->status =3; //aprove movment state 
   //for current session 
   doInvokeResponse = true;
   cJSON *root_respose = build_player_json_movment(pss);
            //lwsl_notice("RESPONSE START pss->request_from_client_buf Movment 2: %s \n", pss->request_from_client_buf);
            //LOG_PRINT("RESPONSE START pss->request_from_client_buf Movmente 2: %s \n", pss->request_from_client_buf);
            if (pss->collision_status == 8)
            {
                //gem eat and score increment acknowledgment
                pss->collision_status = 9;
                root_respose = build_gems_score_json(pss);
                lwsl_notice("RESPONSE MIDELL pss->collision_status: %d \n", pss->collision_status);
                LOG_PRINT("RESPONSE MIDELL pss->collision_status: %d \n", pss->collision_status);
            }
            //lwsl_notice("RESPONSE pss->request_from_client_buf Movment 2: %s \n", pss->request_from_client_buf);
            //LOG_PRINT("RESPONSE pss->request_from_client_buf Movmente 2: %s \n", pss->request_from_client_buf);
   int user_hash_size = hashmapSize(users_map_main);
   //lwsl_notice("response_to_client_cp : user_hash_size: %d \n", user_hash_size);
   if (user_hash_size > 1)
   {
    //create tmp game users session data holder 
    struct session_holder_data *session_holder_data_tmp = set_session_holder_data(check_other_users_movment_cp, pss);
    int i = 0;
    //check if there are more users then current player 
    int size = arraySize(session_holder_data_tmp->players_session_holder);
    if (size > 0)
    {     
     while (i < size) 
     {
      struct per_session_data__apigataway *other_p_session = arrayGet(session_holder_data_tmp->players_session_holder, i);
      //send current player to other players 
      //change the status only for this response the json status param to: "4 : other player"
      int status = cJSON_GetObjectItem(root_respose, "status")->valueint;
      //BUG in cJSON need to update also valuedouble when updating valueint
      //https://sourceforge.net/p/cjson/discussion/998969/thread/813ba29b/
      cJSON_GetObjectItem(root_respose, "status")->valueint = 5;
      cJSON_GetObjectItem(root_respose, "status")->valuedouble = 5;
      char* resp_json = cJSON_Print(root_respose);
      //send to client
      send_response(root_respose, other_p_session, pss);
      //set back the original status
      cJSON_GetObjectItem(root_respose, "status")->valueint = status;
      cJSON_GetObjectItem(root_respose, "status")->valuedouble = status;
      // Move to next.
      i++;
     }
     //clean 
     arrayFree(session_holder_data_tmp->players_session_holder);
     free(session_holder_data_tmp);
    }
   }
   //save the letest response 
   pss->user_json_respose = root_respose;
  }       
  //now invoke to the current session of the current player
  if (doInvokeResponse)
  {
   send_response_to_current_player(pss);
  }
 }
 return true;
}
//send respomse to current session player
void send_response_to_current_player(struct per_session_data__apigataway *_pss)
{
 unsigned char response_to_client[LWS_PRE + 1024];
 unsigned char *p_response_to_clientout = &response_to_client[LWS_PRE];
 char* resp_json = cJSON_Print(_pss->user_json_respose);
 int n = sprintf((char *)p_response_to_clientout, "%s", resp_json);
 //lwsl_notice("Response to client from server: %s \n", p_response_to_clientout);
 //LOG_PRINT("Response to client from server: %s \n", p_response_to_clientout);
 //each player has its own copy of libwebsockets (lws in short ) wsi , witch is the player channel + session pointer 
 int m = lws_write(_pss->player_wsi, p_response_to_clientout, n, LWS_WRITE_BINARY);
 if (m < n) {
  lwsl_err("ERROR %d writing to di socket\n", sizeof(response_to_client));
  LOG_PRINT("ERROR %d writing to di socket\n", sizeof(response_to_client));
 }
 //reset values for next tick in the game loop 
 memset(_pss->player_seq, 0, sizeof(_pss->player_seq));
 _pss->player_seq_index = 0;
    _pss->collision_status = 0;
}
//scatter the gems 
void scatter_gems()
{
 generate_random_gems(1, SIMPLE);
 //generate_random_gems(3, BOMB);
}
//all sessions to the game will be invoked via this function 
//this function is the GAME LOGIC 
static void game_loop_cb(uv_timer_t* handle
#if UV_VERSION_MAJOR == 0
 , int status
#endif
 ) {
  
 ASSERT(handle != NULL);
 ASSERT(1 == uv_is_active((uv_handle_t*)handle));
  
 int after = hashmapSize(users_map_main);
 if (hashmapSize(users_map_main)>0)
 {
  hashmapForEach(users_map_main, &response_to_client_cp, users_map_main);
 }

}
//main ws api function , which is called each time client invoke API 
int callback_wsapi(struct lws *wsi, enum lws_callback_reasons reason,
     void *user, void *in, size_t len)
{
 if (users_map_main == NULL)
 {
  users_map_main = hashmapCreate(10, str_hash_fn, str_eq);
 }
 //char *resp_json;
 unsigned char response_to_client[LWS_PRE + 1024];
 struct per_session_data__apigataway *pss =
  (struct per_session_data__apigataway *)user;
 unsigned char *p_response_to_clientout = &response_to_client[LWS_PRE];
 int n;
 
  switch (reason) {
  case LWS_CALLBACK_PROTOCOL_INIT:
  {
   srand((unsigned int)time(NULL));
   //Scatter gems
   scatter_gems();
   uv_timer_init(lws_uv_getloop(lws_get_context(wsi), 0),&timeout_watcher);
   //every 100ms
   uv_timer_start(&timeout_watcher, game_loop_cb, 1000, 100);
   break;
  }
  case LWS_CALLBACK_ESTABLISHED:
  {
   pss->recive_all_from_client = 0;
   pss->player_wsi = malloc(sizeof pss->player_wsi);
   pss->player_wsi = wsi;
   pss->player_seq_index = 0;
   pss->score = 0;
   pss->bomb_gems = arrayCreate();
   pss->simple_gems = arrayCreate();
   connection_num_as_id++;
   break;
  }
  case LWS_CALLBACK_SERVER_WRITEABLE:
  {
    //get request from client and parse json     
    //lwsl_notice("pss->request_from_client_buf 2: %s \n", pss->request_from_client_buf);
    cJSON * root = cJSON_Parse(pss->request_from_client_buf);
    int status = cJSON_GetObjectItem(root, "status")->valueint;
    switch (status) {
     case 0: //Registration
     { 
      pss->done_srv_update = false;
      pss->player_name = cJSON_GetObjectItem(root, "player_name")->valuestring;
      pss->status = status;
      pss->player_id = generateId();
      pss->utc_timestemp = (long long)time(NULL);
      char* end_player_pos_x = cJSON_GetObjectItem(root, "end_player_pos_x")->valuestring;
      char* end_player_pos_y = cJSON_GetObjectItem(root, "end_player_pos_y")->valuestring;
      pss->end_player_pos_x = end_player_pos_x;
      pss->end_player_pos_y = end_player_pos_y;
      pss->done_srv_update = true;      
      //set the user in the users repostory on succesfull registretion
      hashmapPut(users_map_main, pss->player_id, pss);
      int after = hashmapSize(users_map_main);
      lwsl_notice("Registration : hashmapSize size :%d ,  \n", after);
      break;
     }
     case 2: //Movment
     { 
      //MEIRY need to update hashmap
                        lwsl_notice("pss->request_from_client_buf Movment : %s \n", pss->request_from_client_buf);
                        LOG_PRINT("pss->request_from_client_buf Movmente : %s \n", pss->request_from_client_buf);
      pss->done_srv_update = false;
                        int collision_status = cJSON_GetObjectItem(root, "collision_status")->valueint;
                        pss->collision_status = collision_status;
      pss->counter++;
      //lwsl_notice("Movment : pss->player_seq_index :%d ,  \n", pss->player_seq_index);
      char* player_x = cJSON_GetObjectItem(root, "player_x")->valuestring;
      char* player_y = cJSON_GetObjectItem(root, "player_y")->valuestring;
      //lwsl_notice("Movmentplayer_x:%s\n", player_x);
      //lwsl_notice("Movmentplayer_y:%s\n", player_y);
      char* end_player_pos_x = cJSON_GetObjectItem(root, "end_player_pos_x")->valuestring;
      char* end_player_pos_y = cJSON_GetObjectItem(root, "end_player_pos_y")->valuestring;
      char* player_seq = cJSON_GetObjectItem(root, "player_seq")->valuestring;
      //int stop_player = cJSON_GetObjectItem(root, "stop_player")->valueint;
      int status = cJSON_GetObjectItem(root, "status")->valueint;
                        
      pss->player_x_r[pss->player_seq_index] = player_x;
      pss->player_y_r[pss->player_seq_index] = player_y;
      pss->player_seq[pss->player_seq_index] = player_seq;
      //lwsl_notice("Movment : pss->player_seq_index :%d ,  \n", pss->player_seq_index);
      pss->player_seq_index++;
      pss->status =2;  
                       
      pss->utc_timestemp = (long long)time(NULL); //for tracking
      pss->end_player_pos_x = end_player_pos_x;
      pss->end_player_pos_y = end_player_pos_y;
                        lwsl_notice("MIDEL pss->request_from_client_buf Movment : %s \n", pss->request_from_client_buf);
                        LOG_PRINT("MIDEL pss->request_from_client_buf Movmente : %s \n", pss->request_from_client_buf);
                        if (pss->collision_status == 8)
                        {
                            lwsl_notice("INSIDE 1 pss->request_from_client_buf Movment : %s \n", pss->request_from_client_buf);
                            LOG_PRINT("INSIDE 1 pss->request_from_client_buf Movmente : %s \n", pss->request_from_client_buf);
                            int score = cJSON_GetObjectItem(root, "score")->valueint;
                            cJSON *simple_gems = cJSON_GetObjectItem(root, "simple_gems");
                            for (int i = 0; i < cJSON_GetArraySize(simple_gems); i++)
                            {

                                struct gem_data *gemdata = malloc(sizeof * gemdata);
                                cJSON * itemX = cJSON_GetArrayItem(simple_gems, i);
                                ++i;
                                cJSON * itemY = cJSON_GetArrayItem(simple_gems, i);
                                gemdata->x = itemX->valueint;
                                gemdata->y = itemY->valueint;
                                gemdata->type = SIMPLE;
                                gemdata->collide_with_player = true;
                                arrayAdd(pss->simple_gems, gemdata);

                            }
                            cJSON *bomb_gems = cJSON_GetObjectItem(root, "bomb_gems");
                            for (int i = 0; i < cJSON_GetArraySize(bomb_gems); i++)
                            {
                                struct gem_data *gemdata = malloc(sizeof * gemdata);
                                cJSON * itemX = cJSON_GetArrayItem(bomb_gems, i);
                                ++i;
                                cJSON * itemY = cJSON_GetArrayItem(bomb_gems, i);
                                gemdata->x = itemX->valueint;
                                gemdata->y = itemY->valueint;
                                gemdata->type = BOMB;
                                gemdata->collide_with_player = true;
                                arrayAdd(pss->bomb_gems, gemdata);
                            }
                             
                            pss->score = score;
                            pss->collision_utc_timestemp = (long long)cJSON_GetObjectItem(root, "utc_timestemp")->valuedouble; //for tracking
                            lwsl_notice("INSIDE 2 pss->request_from_client_buf Movment : %s \n", pss->request_from_client_buf);
                            LOG_PRINT("INSIDE 2 pss->request_from_client_buf Movmente : %s \n", pss->request_from_client_buf);
                        }
                        lwsl_notice("END pss->request_from_client_buf Movment : %s \n", pss->request_from_client_buf);
                        LOG_PRINT("END pss->request_from_client_buf Movmente : %s \n", pss->request_from_client_buf);


      //pss->stop_player = stop_player;
      pss->done_srv_update = true;
      
                        struct per_session_data__apigataway *pssTmp  = hashmapPut(users_map_main, pss->player_id, pss);
                        if(pssTmp->collision_status == 8)
                        {
                            lwsl_notice("INSIDE HASHMAPPUT  pssTmp->request_from_client_buf Movment : %s \n", pssTmp->request_from_client_buf);
                            LOG_PRINT("INSIDE HASHMAPPUT  pssTmp->request_from_client_buf Movmente : %s \n", pssTmp->request_from_client_buf);
                        }
      break;
     }
     
     default:
      lwsl_notice("Invalid status \n");
       
    }    
   break;
  }
  case LWS_CALLBACK_RECEIVE:
  {
   if (len < 1)
   {
    break;
   }
   //lwsl_notice("Request from server: %s \n", (const char *)in);  
   pss->binary = lws_frame_is_binary(wsi);
    //memcpy(&pss->request_from_client_buf[LWS_PRE], in, len); 
   memcpy(&pss->request_from_client_buf, in, len);
   //lwsl_notice("pss->request_from_client_buf: %s \n", pss->request_from_client_buf);
   pss->recive_all_from_client = 1;
   //Only invoke callback back to client when baby client is ready to eat 
   lws_callback_on_writable(wsi);
   break;
  }
   /*
   * this just demonstrates how to use the protocol filter. If you won't
   * study and reject connections based on header content, you don't need
   * to handle this callback
   */
  case LWS_CALLBACK_FILTER_PROTOCOL_CONNECTION:
   //dump_handshake_info(wsi);
   /* you could return non-zero here and kill the connection */
   break;

   /*
   * this just demonstrates how to handle
   * LWS_CALLBACK_WS_PEER_INITIATED_CLOSE and extract the peer's close
   * code and auxiliary data.  You can just not handle it if you don't
   * have a use for this.
   */
  case LWS_CALLBACK_WS_PEER_INITIATED_CLOSE:
  {
   lwsl_notice("LWS_CALLBACK_WS_PEER_INITIATED_CLOSE: len %d\n", len);
   for (n = 0; n < (int)len; n++)
   {
    lwsl_notice(" %d: 0x%02X\n", n, ((unsigned char *)in)[n]);
   }
 
   //update it to 6 which is this user is capot 
   pss->status =6;
   //we will use the registrator json , as only the status and the id is all it matters     
   int user_hash_size = hashmapSize(users_map_main);
   //lwsl_notice("response_to_client_cp : user_hash_size: %d \n", user_hash_size);
   if (user_hash_size > 1)
   {
    struct session_holder_data *session_holder_data_tmp = set_session_holder_data(user_is_dead_cp, pss);
    //now we have the others users which we need to update the current user 
    //preper the other players session structures 
    int i = 0;
    int size = arraySize(session_holder_data_tmp->players_session_holder);
    if (size > 0)
    {      
     while (i < size)
     {
      struct per_session_data__apigataway *other_p_session = arrayGet(session_holder_data_tmp->players_session_holder, i);
      //send current player to other players 
      int status = cJSON_GetObjectItem(pss->user_json_respose, "status")->valueint;
      //BUG in cJSON need to update also valuedouble when updating valueint
      //https://sourceforge.net/p/cjson/discussion/998969/thread/813ba29b/
      cJSON_GetObjectItem(pss->user_json_respose, "status")->valueint = 6;
      cJSON_GetObjectItem(pss->user_json_respose, "status")->valuedouble = 6;
     
      send_response(pss->user_json_respose, other_p_session, pss);
      // Move to next.
      i++;
      
     }
     arrayFree(session_holder_data_tmp->players_session_holder);
     free(session_holder_data_tmp);
    }
   }
   //send to self 
   char* resp_json = cJSON_Print(pss->user_json_respose);
   int n = sprintf((char *)p_response_to_clientout, "%s", resp_json);
   //lwsl_notice("Response to client from server: %s \n", p_response_to_clientout);
   //LOG_PRINT("Response to client from server: %s \n", p_response_to_clientout);
   //each player has its own copy of libwebsockets (lws in short ) wsi , witch is the player channel + session pointer 
   int m = lws_write(pss->player_wsi, p_response_to_clientout, n, LWS_WRITE_BINARY);
   if (m < n) {
    lwsl_err("ERROR %d writing to di socket\n", sizeof(response_to_client));
    LOG_PRINT("ERROR %d writing to di socket\n", sizeof(response_to_client));

   }
   //handle user that disconnected    
   //remove from users hash
   hashmapRemove(users_map_main, pss->player_id);
   int hash_map_size = hashmapSize(users_map_main);
   lwsl_notice("User %s disconnected: %s hashmap:%d \n", pss->player_name, pss->player_id, hash_map_size);
   LOG_PRINT("User %s disconnected: %s hashmap:%d \n", pss->player_name, pss->player_id, hash_map_size);

   //no players on the server reset gems 
   if (hash_map_size == 0)
   {
    if (gems_array != NULL)
    {
     int array_size = arraySize(gems_array);
     int i = 0;
     while (i < array_size) {
      lwsl_notice("clear count gem element ii:%d \n", i);
      struct gem_data* gd = arrayRemove(gems_array, i);
      int array_size1 = arraySize(gems_array);
      lwsl_notice("clear gem element ii:%d x:%d y:%d type:%d \n", i, gd->x, gd->y,gd->type);
      free(gd);
      array_size--;
     }
     //build again the gems 
     scatter_gems();
    }    
   }

   break;

   }
 
  default:
   break;
 }

 return 0;
}

I will explain the  importantSections of the code , not in descending order,

But in the order of execution

Line 331: This is the main function we defined in the previous PART 2 .

This is the entry point in which all request will be captured .

Line 336 : init the hashmap which will hold all of our connections ( clients )

Lines 339 - 341 : init the session data structure , the one we defined in PART 2

in the protocols array

The big switch of web sockets connection States ,

each connection has state on his life cycle on each state callback will fire ,

this big switch will handle those callback by name

Lines 346 - 354:

LWS_CALLBACK_PROTOCOL_INIT 

This state will be called only ONCE  per session Usually good place to init stuff .

Lines 356 - 366:

LWS_CALLBACK_ESTABLISHED

This state called when client connected to the server for the first time , called once per connection  We allocate the session data structure and the basic parameters.

Lines 368 -  384:

LWS_CALLBACK_SERVER_WRITEABLE: 

This callback will write back to the client , ONLY when the client ready to receive the response .

Lines 375 - 392: when client request registration , which means client hold the 0 state .

collect all data from the client request which arrived as JSON  format in to the session data structure.

Lines 393 - 422: when client request is movement , ( client is moving ) . 

which means client hold the 2 state .  collect all data from the client request which arrived as JSON  format in to the session data structure.

Lines 425 - 483: collision detection code which is not implemented fully . so you can ignore it.

LWS_CALLBACK_RECEIVE:

Client request frames that are receiving . can be called several times per request .

Line 493: mark as binary request type

Line 499:

libwebsockets API that command the server to send replay only when the client is ready to receive it .

Lines 518 - 600:

LWS_CALLBACK_WS_PEER_INITIATED_CLOSE

When client connection is close for example when browser tab in which the game running is closed

When network is stop working , when game is closed and so on .

And inform OTHER PLAYERS that this current player has disconnected from the game .

Lines 527 - 558 : set this current player state to 6 which means this player is dead.

Lines 531 - 557

Line 573: remove current player from the users hashmap 

The event driven programming is usually involve event that is fired on every event occurred .

And in this server is there is no exception , we using callback functions . allot .

Lines 147 - 284 : 

response_to_client_cp 

This callback function will be called each game loop tick every time there is a need to response to clients . It will response to clients based on states the client handled is in .

response to build response on movement state  , inform others about new user joined to the game  Lines 281: response to current connection ( current player ) .
Lines 314 -229: 

game_loop_cb

The game loop which will fire every 100ms , this will simulate the client game loop



Continue to PART 4 
where we examine the client side








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