drop observers who have left
This commit is contained in:
parent
245109883a
commit
f1f58a3893
32
game.go
32
game.go
@ -46,6 +46,11 @@ func applyAction(g *game.Match, a action) error {
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}
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}
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type observer struct {
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conn *websocket.Conn
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ctx context.Context
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}
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// gameActor is an actor that updates a game's state and relays changes to all
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// observers.
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func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-chan person) {
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@ -53,7 +58,7 @@ func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-
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// definitely expired.
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ctx, stop := context.WithTimeoutCause(ctx, 4*time.Hour, errMatchExpired)
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defer stop()
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var obs []person
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var obs []observer
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actions := make(chan action, 2)
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go playerActor(ctx, dealer, actions)
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go playerActor(ctx, chall, actions)
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@ -72,10 +77,8 @@ func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-
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go p.conn.Close(websocket.StatusNormalClosure, "looks like you dropped")
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continue
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}
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obs = append(obs, p)
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// TODO(zeph): CloseRead returns a context we can use to drop the
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// observer when they disconnect
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p.conn.CloseRead(ctx)
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q := p.conn.CloseRead(ctx)
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obs = append(obs, observer{conn: p.conn, ctx: q})
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case a := <-actions:
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slog.DebugContext(ctx, "got action", "from", a.Player, "action", a.Action)
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err := applyAction(g, a)
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@ -102,6 +105,13 @@ func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-
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slog.ErrorContext(ctx, "action caused a mystery error", "from", a.Player, "action", a.Action, "err", err.Error())
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}
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}
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// Clear observers who have left.
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for k := len(obs) - 1; k >= 0; k-- {
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if obs[k].ctx.Err() != nil {
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obs[k], obs[len(obs)-1] = obs[len(obs)-1], observer{}
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obs = obs[:len(obs)-1]
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}
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}
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}
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}
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@ -127,7 +137,7 @@ func playerActor(ctx context.Context, p person, actions chan<- action) {
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}
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}
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func broadcast(ctx context.Context, g *game.Match, dealer, chall person, obs []person) {
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func broadcast(ctx context.Context, g *game.Match, dealer, chall person, obs []observer) {
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// TODO(zeph): this probably should return an error or some other signal
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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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@ -138,14 +148,18 @@ func broadcast(ctx context.Context, g *game.Match, dealer, chall person, obs []p
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// TODO(zeph): concede, but we need to be careful not to recurse
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slog.DebugContext(ctx, "lost challenger", "player", chall.id, "err", err.Error())
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}
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if len(obs) == 0 {
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return
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}
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d := g.DTO(player.ID{})
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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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slog.DebugContext(ctx, "lost observer", "player", p.id, "err", err.Error())
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if err := wsjson.Write(ctx, p.conn, &d); err != nil {
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slog.DebugContext(ctx, "lost observer", "err", err.Error())
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}
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}
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}
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func gameOver(ctx context.Context, dealer, chall person, obs []person) {
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func gameOver(ctx context.Context, dealer, chall person, obs []observer) {
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// TODO(zeph): need to communicate to the server that these have gone away
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go dealer.conn.Close(websocket.StatusNormalClosure, "match ended")
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go chall.conn.Close(websocket.StatusNormalClosure, "match ended")
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