added ability to autovivify games in debug mode
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2edc7c61af
commit
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@ -18,13 +18,7 @@ func (h JsonHandler) ServeHTTP(w http.ResponseWriter, req *http.Request) {
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func startGame(w http.ResponseWriter, req *http.Request) {
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func startGame(w http.ResponseWriter, req *http.Request) {
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log.Println("asked to create a game")
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log.Println("asked to create a game")
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new_game_name := idg.Hash()
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new_game_name := idg.Hash()
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games.getOrCreate(new_game_name)
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_g := NewGame(new_game_name, *width, *height)
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go _g.run()
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games.Lock()
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games.m[new_game_name] = _g
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games.Unlock()
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game_json := struct {
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game_json := struct {
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Id string `json:"id"`
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Id string `json:"id"`
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32
game.go
32
game.go
@ -2,8 +2,10 @@ package main
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import (
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import (
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v "bitbucket.org/hackerbots/vector"
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v "bitbucket.org/hackerbots/vector"
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"errors"
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"log"
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"log"
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"sort"
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"sort"
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"sync"
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"time"
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"time"
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)
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)
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@ -37,6 +39,36 @@ type Scanner struct {
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Stats Stats `json:"stats"`
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Stats Stats `json:"stats"`
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}
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}
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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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}
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func (ml *MapLock) getOrCreate(id string) (*game, error) {
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ml.Lock()
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g, ok := games.m[id]
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ml.Unlock()
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if ok {
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return g, nil
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}
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if !*debug {
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return nil, errors.New("game not found")
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}
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new_game_name := idg.Hash()
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_g := NewGame(id, *width, *height)
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go _g.run()
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ml.Lock()
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ml.m[new_game_name] = _g
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ml.Unlock()
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return _g, nil
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}
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type game struct {
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type game struct {
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id string
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id string
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players map[*player]bool
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players map[*player]bool
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7
main.go
7
main.go
@ -8,7 +8,6 @@ import (
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"net/http"
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"net/http"
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"os"
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"os"
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"runtime/pprof"
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"runtime/pprof"
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"sync"
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"time"
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"time"
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)
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)
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@ -18,16 +17,12 @@ var verbose = flag.Bool("verbose", false, "")
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var width = flag.Float64("width", 800, "width of field")
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var width = flag.Float64("width", 800, "width of field")
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var height = flag.Float64("height", 550, "height of field")
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var height = flag.Float64("height", 550, "height of field")
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var profile = flag.String("pprof", "", "if specified will run with pprof")
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var profile = flag.String("pprof", "", "if specified will run with pprof")
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var debug = flag.Bool("debug", false, "automatically create games if they don't exist")
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var delta float64
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var delta float64
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var idg *IdGenerator
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var idg *IdGenerator
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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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}
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// This is the main, global collection of games
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// This is the main, global collection of games
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var games MapLock
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var games MapLock
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@ -99,11 +99,9 @@ func addPlayer(ws *websocket.Conn) {
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return
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return
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}
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}
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games.Lock()
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game, err := games.getOrCreate(gid.Id)
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game, ok := games.m[gid.Id]
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games.Unlock()
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if !ok {
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if err != nil {
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log.Printf("ERROR: game %s not found", gid.Id)
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log.Printf("ERROR: game %s not found", gid.Id)
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websocket.JSON.Send(ws, NewFailure("game 404"))
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websocket.JSON.Send(ws, NewFailure("game 404"))
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return
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return
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