shotgun/game.go

97 lines
2.6 KiB
Go
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2024-01-26 11:28:14 -06:00
package main
import (
"context"
"errors"
"time"
"nhooyr.io/websocket"
"nhooyr.io/websocket/wsjson"
"git.sunturtle.xyz/studio/shotgun/game"
"git.sunturtle.xyz/studio/shotgun/player"
)
// An action is a request to change the game state.
type action struct {
Action string `json:"action"`
Param string `json:"param"`
Player player.ID `json:"-"`
}
// gameActor is an actor that updates a game's state and relays changes to all
// observers.
func gameActor(ctx context.Context, g *game.Game, dealer, chall person, join chan person) {
// Games should generally be on the order of minutes. A four hour game is
// definitely expired.
ctx, stop := context.WithTimeoutCause(ctx, 4*time.Hour, errGameExpired)
defer stop()
var obs []person
actions := make(chan action, 2)
go playerActor(ctx, dealer, actions)
go playerActor(ctx, chall, actions)
// TODO(zeph): send round start info
for {
select {
case <-ctx.Done():
return
case p := <-join:
// Deliver the game state just to the new observer.
if err := wsjson.Write(ctx, p.conn, g.DTO(p.id)); err != nil {
// We don't need to track them as an observer. Just close their
// conn and move on.
go p.conn.Close(websocket.StatusNormalClosure, "looks like you dropped")
continue
}
obs = append(obs, p)
// TODO(zeph): CloseRead returns a context we can use to drop the
// observer when they disconnect
p.conn.CloseRead(ctx)
case a := <-actions:
// TODO(zeph): transform the action into a game state change
_ = a
broadcast(ctx, g, dealer, chall, obs)
}
}
}
func playerActor(ctx context.Context, p person, actions chan<- action) {
for {
a := action{Player: p.id}
if err := wsjson.Read(ctx, p.conn, &a); err != nil {
// If we fail to read, then we consider them to have quit.
a.Action = "quit"
select {
case <-ctx.Done():
case actions <- a:
}
return
}
select {
case <-ctx.Done():
return
case actions <- a:
}
}
}
func broadcast(ctx context.Context, g *game.Game, dealer, chall person, obs []person) {
// TODO(zeph): this probably should return an error or some other signal
// if a player drops so that the actor knows to quit
if err := wsjson.Write(ctx, dealer.conn, g.DTO(dealer.id)); err != nil {
// TODO(zeph): concede, but we need to be careful not to recurse
// TODO(zeph): log
}
if err := wsjson.Write(ctx, chall.conn, g.DTO(chall.id)); err != nil {
// TODO(zeph): concede, but we need to be careful not to recurse
// TODO(zeph): log
}
for _, p := range obs {
if err := wsjson.Write(ctx, p.conn, g.DTO(p.id)); err != nil {
// TODO(zeph): log
}
}
}
var errGameExpired = errors.New("there is a time limit on games please")