Sorted out extra load

turns out we were never exiting the loop even when all bots left. Games now
shut down when there ever has been bots and they all leave (or are killed,
I think).
This commit is contained in:
sm
2013-09-04 23:23:05 -07:00
parent 3e805d3da7
commit fb0e6d92d7
4 changed files with 20 additions and 20 deletions
+3 -15
View File
@@ -6,24 +6,12 @@ import (
"errors"
)
type Failure struct {
Reason string `json:"reason"`
Type string `json:"type"`
}
func NewFailure(reason string) *Failure {
return &Failure{
Reason: reason,
Type: "failure",
}
}
func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Config, error) {
var err error
err = websocket.JSON.Send(ws, bot.NewIdRequest(id))
if err != nil {
return nil, errors.New("generic servr error")
return nil, errors.New("generic server error")
}
var clientid bot.ClientID
@@ -34,7 +22,7 @@ func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Confi
if v, msg := clientid.Valid(); !v {
websocket.JSON.Send(
ws,
NewFailure(msg),
bot.NewFailure(msg),
)
return nil, errors.New(msg)
}
@@ -42,7 +30,7 @@ func Negociate(ws *websocket.Conn, id string, width, height float64) (*bot.Confi
gameParam := bot.NewGameParam(width, height)
err = websocket.JSON.Send(ws, gameParam)
if err != nil {
websocket.JSON.Send(ws, NewFailure("generic server error"))
websocket.JSON.Send(ws, bot.NewFailure("generic server error"))
return nil, err
}
switch clientid.Type {