Added docs around MapLock, change visibility of methods
Removed unused global
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+6
-4
@@ -64,7 +64,7 @@ func (c *Controller) StartGame(w http.ResponseWriter, req *http.Request) {
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mode = cfg.Mode
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}
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g := c.Games.get(requested_game_name)
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g := c.Games.Get(requested_game_name)
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if g == nil {
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log.Printf("Game '%s' non-existant; making it now", requested_game_name)
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var err error
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@@ -76,7 +76,7 @@ func (c *Controller) StartGame(w http.ResponseWriter, req *http.Request) {
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return
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}
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go g.run()
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c.Games.add(g)
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c.Games.Add(g)
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} else {
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log.Printf("Game '%s' already exists: %p", requested_game_name, g)
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b, _ := json.Marshal(NewFailure("game already exists"))
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@@ -254,6 +254,7 @@ func (c *Controller) getGameId(path string) (string, error) {
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return key, err
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}
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// MapLock is simply a map and a RWMutex
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type MapLock struct {
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M map[string]*Game
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sync.RWMutex
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@@ -262,14 +263,15 @@ type MapLock struct {
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// get is a function that returns a game if found, and creates one if
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// not found and force is true. In order to get a hash (rather than use
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// the string you pass) send "" for id.
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func (ml *MapLock) get(id string) *Game {
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func (ml *MapLock) Get(id string) *Game {
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ml.Lock()
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g, _ := ml.M[id]
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ml.Unlock()
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return g
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}
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func (ml *MapLock) add(g *Game) {
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// add is used to insert a new game into this MapLock
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func (ml *MapLock) Add(g *Game) {
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ml.Lock()
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ml.M[g.id] = g
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ml.Unlock()
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