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gameHandler.go
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package main
import (
"encoding/json"
"errors"
"log"
"math/rand"
"strconv"
"sync"
"time"
"github.com/google/logger"
)
type gamestate int
const (
pregame gamestate = iota
initRound gamestate = iota
running gamestate = iota
roundDone gamestate = iota
gameDone gamestate = iota
)
func (gs gamestate) MarshalText() (text []byte, err error) {
switch gs {
case pregame:
return []byte("pregame"), nil
case initRound:
return []byte("init_round"), nil
case running:
return []byte("running"), nil
case roundDone:
return []byte("round_done"), nil
case gameDone:
return []byte("game_done"), nil
default:
return []byte(""), errors.New("game state invalid")
}
}
// GameHandler takes care of the general logic connected to running the game.
// It looks for all the commands that has been sent in from the different players.
type GameHandler struct {
// Meta info
players map[*Player]bool
Status gamestate
config *GameConfigHolder
man *Managers
gameView *gameViewer
// Channels
timerDeadline *time.Timer
timerMinline *time.Timer
timeStamp time.Time
register chan *Player
unregister chan *Player
adminChan chan string
turnDone chan bool
gameDone chan bool
// Game info
RoundNumber int
TotalRounds int
GameMap GameMap
baseMap GameMap // A copy for safe keeping
CurrentTick int
mapLock sync.Mutex
playersLock sync.Mutex
}
func newGameHandler() *GameHandler {
logger.Info("New GameHandler")
gh := &GameHandler{
players: make(map[*Player]bool),
Status: pregame,
register: make(chan *Player, 5),
unregister: make(chan *Player, 5),
adminChan: make(chan string, 5),
turnDone: make(chan bool, 2),
gameDone: make(chan bool, 2),
RoundNumber: 0,
config: NewConfigHolder(),
}
gh.timerDeadline = time.NewTimer(gh.config.turnTimeMin)
gh.timerMinline = time.NewTimer(gh.config.turnTimeMax)
gh.TotalRounds = gh.config.GameRounds
return gh
}
func (g *GameHandler) run() {
logger.Info("GameHandler started")
ticker := time.NewTicker(200 * time.Millisecond)
defer ticker.Stop()
defer log.Panic("GameHandler Stopped")
go g.gameState()
for {
select {
case player := <-g.register:
g.playersLock.Lock()
g.players[player] = true
g.playersLock.Unlock()
go player.run()
if g.man.am == nil {
continue
}
g.man.am.pushState()
case player := <-g.unregister:
g.playersLock.Lock()
logger.Infof("Unregistering %v", player)
delete(g.players, player)
err := player.conn.Close()
g.playersLock.Unlock()
g.man.am.pushState()
if err != nil {
logger.Info("Problems closing websocket")
}
case <-ticker.C:
if g.man.am == nil {
continue
}
g.man.am.pushState()
}
}
}
// Runs as a go func
func (g *GameHandler) gameState() {
for {
switch g.Status {
case pregame:
g.pregame()
case running:
g.running()
}
}
}
func (g *GameHandler) pregame() {
time.Sleep(time.Nanosecond)
}
func (g *GameHandler) running() {
logger.Info("Starting the running subsystem")
g.timerMinline = time.NewTimer(g.config.turnTimeMin)
g.timerDeadline = time.NewTimer(g.config.turnTimeMax)
g.timeStamp = time.Now()
defer g.timerMinline.Stop()
defer g.timerDeadline.Stop()
for {
select {
case <-g.timerMinline.C:
logger.Info("Min deadline hit")
// Check if all is done and exec if true
if g.checkPlayersDone() {
g.turnDone <- true
}
case <-g.timerDeadline.C:
logger.Info("Max deadline hit")
// Exec regardless if all is done
g.turnDone <- false
case all := <-g.turnDone:
logger.Infof("Turn is done. All: %v", all)
g.execTurn()
g.man.am.pushState()
g.gameView.qSend <- g.generateStatusJson()
g.newTurn()
g.timeStamp = time.Now()
case <-g.gameDone:
logger.Info("Game done!")
g.Status = gameDone
g.man.am.gameDone()
return
default:
timeMark := time.Now().After(g.timeStamp.Add(g.config.turnTimeMin))
// If all is done and we are after the timestamp
if g.checkPlayersDone() && timeMark {
logger.Info("Default turn is done triggered")
g.turnDone <- true
}
}
}
}
func (g *GameHandler) checkPlayersDone() bool {
g.playersLock.Lock()
defer g.playersLock.Unlock()
for p := range g.players {
if p.command == "" && p.status != Dead {
return false
}
}
return true
}
// newTurn reset states for the clients and readies everything for a new round
// It also resets the timers we need
func (g *GameHandler) newTurn() {
logger.Info("Init new turn")
g.pushToPlayers()
for p := range g.players {
if p.status == Dead {
p.Head = coord{-1, -1}
p.Tail = coord{-1, -1}
p.next = coord{-1, -1}
continue
}
p.status = CommandWait
p.command = ""
}
// Sets the new timers
g.timerDeadline.Stop()
g.timerMinline.Stop()
g.timerDeadline.Reset(g.config.turnTimeMax)
g.timerMinline.Reset(g.config.turnTimeMin)
}
func (g *GameHandler) setRandomMove() string {
moves := []string{"left", "right", "top", "bottom"}
move := moves[rand.Intn(len(moves))]
logger.Infof("Moving %v", move)
return move
}
// Run trough all the clients in an order
// All moves happens on the same time, so two snakes can kill each other with their head
func (g *GameHandler) execTurn() {
logger.Info("Exec turn is running")
g.CurrentTick += 1
g.mapLock.Lock()
// TODO: Update map targets
for p := range g.players {
if p.status == Dead {
continue
}
if p.command == "" {
logger.Infof("%v no move set. Settings random move", p.Username)
p.command = g.setRandomMove()
p.ticksLost += 1
}
p.status = CommandSent
p.setMove()
}
var nextCoords []coord // Kills you
var tailCoords []coord // Will not kill you
for p := range g.players {
if p.status == Dead {
continue
}
nextCoords = append(nextCoords, p.next)
tailCoords = append(tailCoords, p.Tail)
}
// update Locations to the next node, remove tail if size says so
for p := range g.players {
logger.Infof("U: %v, n: %v, s: %v", p.Username, p.next, p.status)
if p.status != CommandSent {
continue
}
block := p.checkSnakeCollision(nextCoords, tailCoords, g)
r, _ := block.toRune()
logger.Infof("Collision with %v", strconv.QuoteRuneToASCII(r))
if block == blockSnake || block == blockWall {
p.die()
// Grant everyone else that is alive a point
bonus := 0
switch g.playersLeft() {
case 3:
bonus = 1
case 2:
bonus = 1
case 1:
bonus = 3
}
g.grantBonusPoints(bonus)
continue
} else if block == blockFood {
logger.Infof("%v hit food", p.Username)
g.GameMap.removeFood(p)
g.GameMap.spreadFood(g.config.targetFood)
}
p.makeMove(block, g.GameMap)
}
// Removes all snakes from the maps
posX, posY, _ := g.GameMap.getAllEmpty(blockSnake)
for i := range posX {
_ = g.GameMap.setTile(posX[i], posY[i], blockClear)
}
// Regenerates snakes on map
for p := range g.players {
for i := 0; i < p.Size; i++ {
_ = g.GameMap.setTile(p.PosX[i], p.PosY[i], blockSnake)
}
}
g.mapLock.Unlock()
if g.isRoundDone() {
//TODO: What to do when round is done
logger.Info("Round is done trigger")
for p := range g.players {
p.TotalScore += p.RoundScore
p.RoundScore = 0
}
if g.RoundNumber >= g.config.GameRounds {
logger.Info("Game over! Swapping to winner screen")
g.Status = pregame
g.gameDone <- true
}
g.initRound()
}
}
func (g *GameHandler) pushToPlayers() {
for p := range g.players {
go p.pushGameState(g)
}
}
func (g *GameHandler) playersLeft() int {
left := 0
for p := range g.players {
if p.status != Dead {
left++
}
}
return left
}
func (g *GameHandler) grantBonusPoints(points int) {
g.playersLock.Lock()
defer g.playersLock.Unlock()
for p := range g.players {
if p.status != Dead {
p.RoundScore += points
}
}
}
// Checks if ticks has been reached or there is less than two players left
func (g *GameHandler) isRoundDone() bool {
logger.Info("Checking if round is done")
totalPlayers := len(g.players)
livePlayers := totalPlayers
g.playersLock.Lock()
defer g.playersLock.Unlock()
for p := range g.players {
if p.status == Dead || p.status == Disconnected {
livePlayers -= 1
}
}
if livePlayers <= 1 {
logger.Info("One player left standing")
return true
}
if g.CurrentTick >= g.config.RoundTicks {
logger.Info("Round out of time")
return true
}
return false
}
func (g *GameHandler) startGame() {
// Kick all players without names
logger.Info("Starting game")
if g.Status != pregame {
logger.Error("Was not in pregame state? aborting")
return
}
g.playersLock.Lock()
logger.Info("Kicking all players without name")
for player := range g.players {
if player.status == NoUsername {
g.man.gm.unregister <- player
}
}
g.playersLock.Unlock()
g.initGame()
g.initRound()
logger.Info("Starting the rest of the system")
g.Status = running
}
// This function will at some point pause the game
func (g *GameHandler) pauseGame() {
}
// This function will practically restart the current set of rounds
func (g *GameHandler) restartGame() {
}
// Things we need:
// Players
// Scores
// TurnNewConfigHolder
// Round
// This function sets all the values that should last for an entire game
// Should we kick all players?
func (g *GameHandler) initGame() {
g.RoundNumber = 0
g.Status = pregame
if g.config.mapSizeY != 0 && g.config.mapSizeX != 0 {
g.GameMap = baseGameMap(g.config.mapSizeX, g.config.mapSizeY, g.config.OuterWalls)
g.baseMap = g.GameMap
return
}
size := baseGameMapSize(len(g.players))
g.GameMap = baseGameMap(size, size, g.config.OuterWalls)
g.baseMap = g.GameMap
for p := range g.players {
p.status = ReadyToPlay
p.RoundScore = 0
p.TotalScore = 0
}
}
// This function sets all the values that should last for an entire round
func (g *GameHandler) initRound() {
// TODO: finish initRound
logger.Info("Initializing new round")
// Reset ticks
g.CurrentTick = 0
g.RoundNumber += 1
g.GameMap = *g.setupGameMap()
// TODO: Make this work properly, make it so that we can pass a proper map, not just reinint this one
// Set pos of players
logger.Info("Init players")
for player := range g.players {
logger.Infof("p: %s", player.Username)
x, y, err := g.GameMap.findEmptySpot()
if err != nil {
panic("Could not init round, not enough space to start new round")
}
logger.Infof("pos: %v %v", x, y)
player.status = ReadyToPlay
player.PosX = []int{x, x, x}
player.PosY = []int{y, y, y}
player.Head = coord{x, y}
player.Tail = coord{x, y}
player.Size = 3
player.RoundScore = 0
}
// Set food
logger.Infof("Setting %v foods", g.config.targetFood)
g.GameMap.spreadFood(g.config.targetFood)
logger.Infof("Foods: %v", g.GameMap.Foods)
}
func (g *GameHandler) setupGameMap() *GameMap {
if g.config.mapSizeY != 0 && g.config.mapSizeX != 0 {
gm := baseGameMap(g.config.mapSizeX, g.config.mapSizeY, g.config.OuterWalls)
return &gm
}
size := baseGameMapSize(len(g.players))
gm := baseGameMap(size, size, g.config.OuterWalls)
return &gm
}
func (g *GameHandler) generateStatusObject() *StatusObject {
tmpPlayers := make(map[string]Player)
g.playersLock.Lock()
defer g.playersLock.Unlock()
for k := range g.players {
tmpPlayers[k.Username] = *k
}
return &StatusObject{
NumPlayers: len(tmpPlayers),
Players: tmpPlayers,
GameStatus: *g,
}
}
// Creates the status object used by the game frontend
func (g *GameHandler) generateStatusJson() []byte {
status := g.generateStatusObject()
bytes, err := json.Marshal(status)
if err != nil {
logger.Infof("Unable to marshal json")
panic("Unable to marshal json")
}
bytes = append(bytes, byte('\n'))
return bytes
}
func NewConfigHolder() *GameConfigHolder {
return &GameConfigHolder{
MinTurnUpdate: 400,
MaxTurnUpdate: 800,
MapSize: "40x40",
OuterWalls: 1,
turnTimeMin: 400 * time.Millisecond,
turnTimeMax: 800 * time.Millisecond,
GameRounds: 10,
RoundTicks: 1000,
targetFood: 2, // The number of food we are trying to have on the map at once
contWithWinner: true, // Should end game when winners is clear (for example 3/5 wins already)
}
}