drop observers who have left

This commit is contained in:
Branden J Brown 2024-01-31 07:51:14 -06:00
parent 245109883a
commit f1f58a3893
1 changed files with 23 additions and 9 deletions

32
game.go
View File

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