parent
36b251165f
commit
58e6e866b8
13
game.go
13
game.go
@ -3,6 +3,7 @@ package main
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import (
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"context"
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"errors"
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"log/slog"
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"time"
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"nhooyr.io/websocket"
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@ -31,11 +32,13 @@ func gameActor(ctx context.Context, g *game.Game, dealer, chall person, join <-c
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go playerActor(ctx, dealer, actions)
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go playerActor(ctx, chall, actions)
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// TODO(zeph): send round start info
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slog.InfoContext(ctx, "start game", "dealer", dealer.id, "challenger", chall.id)
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for {
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select {
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case <-ctx.Done():
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return
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case p := <-join:
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slog.DebugContext(ctx, "observer", "id", p.id)
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// Deliver the game state just to the new observer.
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if err := wsjson.Write(ctx, p.conn, g.DTO(p.id)); err != nil {
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// We don't need to track them as an observer. Just close their
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@ -49,7 +52,7 @@ func gameActor(ctx context.Context, g *game.Game, dealer, chall person, join <-c
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p.conn.CloseRead(ctx)
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case a := <-actions:
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// TODO(zeph): transform the action into a game state change
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_ = a
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slog.DebugContext(ctx, "got action", "from", a.Player, "action", a)
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broadcast(ctx, g, dealer, chall, obs)
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}
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}
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@ -64,6 +67,7 @@ func playerActor(ctx context.Context, p person, actions chan<- action) {
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select {
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case <-ctx.Done():
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case actions <- a:
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slog.DebugContext(ctx, "lost connection", "player", p.id, "err", err.Error())
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}
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return
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}
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@ -71,6 +75,7 @@ func playerActor(ctx context.Context, p person, actions chan<- action) {
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case <-ctx.Done():
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return
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case actions <- a:
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slog.DebugContext(ctx, "action", "action", a)
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}
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}
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}
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@ -80,15 +85,15 @@ func broadcast(ctx context.Context, g *game.Game, dealer, chall person, obs []pe
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// if a player drops so that the actor knows to quit
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if err := wsjson.Write(ctx, dealer.conn, g.DTO(dealer.id)); err != nil {
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// TODO(zeph): concede, but we need to be careful not to recurse
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// TODO(zeph): log
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slog.DebugContext(ctx, "lost dealer", "player", dealer.id, "err", err.Error())
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}
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if err := wsjson.Write(ctx, chall.conn, g.DTO(chall.id)); err != nil {
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// TODO(zeph): concede, but we need to be careful not to recurse
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// TODO(zeph): log
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slog.DebugContext(ctx, "lost challenger", "player", chall.id, "err", err.Error())
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}
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for _, p := range obs {
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if err := wsjson.Write(ctx, p.conn, g.DTO(p.id)); err != nil {
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// TODO(zeph): log
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slog.DebugContext(ctx, "lost observer", "player", p.id, "err", err.Error())
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}
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}
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}
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@ -1,6 +1,12 @@
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// Package player implements data about players outside games.
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package player
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import "encoding/hex"
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// ID is a unique ID for a player.
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// May just be IPv6 (or IPv4-in-6) of their connection, or a UUID.
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type ID [16]byte
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func (id ID) String() string {
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return hex.EncodeToString(id[:])
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}
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@ -3,6 +3,7 @@ package main
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import (
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"context"
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"errors"
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"log/slog"
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"net/http"
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"sync"
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"time"
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@ -39,6 +40,7 @@ func (s *Server) accept(w http.ResponseWriter, r *http.Request, p player.ID) (pe
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if err != nil {
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return person{}, err
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}
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slog.Debug("upgraded", "player", p)
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s.mu.Lock()
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defer s.mu.Unlock()
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s.pp[p] = conn
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@ -55,6 +57,7 @@ func (s *Server) left(p player.ID) {
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if c != nil {
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// We don't care about the error here since the connection is leaving.
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// It's probably already closed anyway.
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slog.Debug("leaving", "player", p)
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c.Close(websocket.StatusNormalClosure, "bye")
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}
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}
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@ -75,6 +78,7 @@ func (s *Server) Queue(w http.ResponseWriter, r *http.Request) {
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}
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func (s *Server) joinAndServe(p person) {
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slog.Debug("joining", "player", p.id)
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ctx, stop := context.WithTimeoutCause(context.Background(), 10*time.Minute, errQueueEmpty)
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id, chall, deal := s.l.Queue(ctx, p.id)
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stop()
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@ -96,7 +100,7 @@ func (s *Server) joinAndServe(p person) {
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Game: id,
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}
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if err := wsjson.Write(context.TODO(), p.conn, r); err != nil {
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// TODO(zeph): log
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slog.WarnContext(ctx, "got a game but player dropped", "game", id, "player", p.id)
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s.left(p.id)
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return
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}
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