2021-09-23 13:13:31 -04:00
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package coordinator
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import (
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"log"
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"time"
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"git.saintnet.tech/stryan/snengame/internal/game"
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"github.com/google/uuid"
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)
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func MatchMaker(c *Coordinator) {
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//in the future the int below will be MMR or something, but for now it's just a set
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pool := make(map[uuid.UUID]int)
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for {
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select {
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case p := <-c.PlayerQueueChan:
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//add player to pool
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pool[p] = 0
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log.Printf("Player %v has queued", p)
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default:
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//no new players, let's try to matchmake
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if len(pool) < 2 {
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continue
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} else {
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//fancy matchmaking math to guarantee a fair game
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var p1, p2 uuid.UUID
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for key, _ := range pool {
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p1 = key
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break
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}
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delete(pool, p1)
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for key, _ := range pool {
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p2 = key
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break
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}
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delete(pool, p2)
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m := NewSession()
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log.Printf("Creating match %v for %v and %v", m.ID, p1, p2)
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m.Active = true
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m.Game = game.NewGame()
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c.MatchLock.Lock()
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c.Matches[m.ID] = m
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c.MatchLock.Unlock()
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c.CallbackChan[p1] <- m.ID
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c.CallbackChan[p2] <- m.ID
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go MatchWatcher(m)
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}
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}
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}
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}
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func MatchCleaner(c *Coordinator) {
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for {
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time.Sleep(10 * time.Second)
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c.MatchLock.Lock()
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for _, v := range c.Matches {
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if v.Game == nil && v.Active {
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log.Println("clearing match with no game")
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delete(c.Matches, v.ID)
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v.Watcher <- true
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}
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2021-09-27 16:51:40 -04:00
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if time.Now().After(v.LastMove.Add(time.Minute * 10)) {
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log.Println("clearing stale match")
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v.Game = nil
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v.Active = false
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delete(c.Matches, v.ID)
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v.Watcher <- true
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}
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2021-09-23 13:13:31 -04:00
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}
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c.MatchLock.Unlock()
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}
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}
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func MatchWatcher(m *Session) {
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ticker := time.NewTicker(1 * time.Second)
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old_turn := -1
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var old_board *game.Board
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old_sen_hand := -1
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old_sco_hand := -1
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old_sen_life := -1
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old_sco_life := -1
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sen_ready := false
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sco_ready := false
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for {
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select {
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case <-ticker.C:
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if m.Active && m.Game != nil && len(m.Broadcasts) > 0 {
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if m.Game.Status == game.StatusLobby && !sen_ready && m.Game.SentinalPlayer.Ready {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastSenReady)
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}
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sen_ready = true
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}
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if m.Game.Status == game.StatusLobby && !sco_ready && m.Game.ScourgePlayer.Ready {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastScoReady)
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}
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sco_ready = true
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}
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if m.Game.Status == game.StatusSentinalWin {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastSenWin)
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}
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}
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if m.Game.Status == game.StatusScourgeWin {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastScoWin)
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}
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}
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if m.p1 == uuid.Nil && sen_ready {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastSenLeft)
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}
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sen_ready = false
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}
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if m.p2 == uuid.Nil && sco_ready {
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastScoLeft)
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}
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sco_ready = false
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}
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if old_board == nil || old_board.Sentinal != m.Game.GameBoard.Sentinal || old_board.Scourge != m.Game.GameBoard.Scourge || old_sen_hand != len(m.Game.SentinalPlayer.Hand) || old_sco_hand != len(m.Game.ScourgePlayer.Hand) || old_sen_life != m.Game.SentinalPlayer.Life || old_sco_life != m.Game.ScourgePlayer.Life {
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if old_board == nil {
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old_board = m.Game.GameBoard
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} else {
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old_board.Sentinal = m.Game.GameBoard.Sentinal
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old_board.Scourge = m.Game.GameBoard.Scourge
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}
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old_sen_hand = len(m.Game.SentinalPlayer.Hand)
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old_sco_hand = len(m.Game.ScourgePlayer.Hand)
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old_sen_life = m.Game.SentinalPlayer.Life
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old_sco_life = m.Game.ScourgePlayer.Life
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for _, v := range m.Broadcasts {
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addBroadcast(v, SessionRespBroadcastUpdate)
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}
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}
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if old_turn != m.Game.CurrentTurn {
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old_turn = m.Game.CurrentTurn
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if old_turn == game.SentinalID {
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for k, v := range m.pMap {
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if v == game.SentinalID {
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addBroadcast(m.Broadcasts[k], SessionRespBroadcastSenTurn)
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}
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}
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} else if old_turn == game.ScourgeID {
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for k, v := range m.pMap {
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if v == game.ScourgeID {
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addBroadcast(m.Broadcasts[k], SessionRespBroadcastScoTrun)
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}
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}
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}
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}
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}
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case <-m.Watcher:
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close(m.Watcher)
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return
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}
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}
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}
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func addBroadcast(pipe chan SessionResp, brd SessionResp) {
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select {
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case pipe <- brd:
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default:
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log.Println("broadcasts buffer full, discarding")
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}
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}
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