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main.go
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package main
import (
"errors"
"strings"
"sync"
)
type Player struct {
name string
currentMap *Map
msgChan chan string
mu sync.RWMutex
}
type Map struct {
id int
players map[string]*Player
msgChan chan string
mu sync.RWMutex
}
type Game struct {
maps map[int]*Map
players map[string]*Player
mu sync.RWMutex
}
func NewGame(mapIds []int) (*Game, error) {
for _, id := range mapIds {
if id <= 0 {
return nil, errors.New("map id must be positive")
}
}
game := &Game{
maps: make(map[int]*Map),
players: make(map[string]*Player),
}
for _, id := range mapIds {
m := &Map{
id: id,
players: make(map[string]*Player),
msgChan: make(chan string, 100),
}
game.maps[id] = m
go m.FanOutMessages()
}
return game, nil
}
func (g *Game) ConnectPlayer(name string) error {
if name == "" {
return errors.New("player name cannot be empty")
}
normalizedName := strings.ToLower(name)
g.mu.Lock()
if _, exists := g.players[normalizedName]; exists {
g.mu.Unlock()
return errors.New("player already exists")
}
player := &Player{
name: name,
msgChan: make(chan string, 100),
}
g.players[normalizedName] = player
g.mu.Unlock()
return nil
}
func (g *Game) SwitchPlayerMap(name string, mapId int) error {
normalizedName := strings.ToLower(name)
g.mu.RLock()
player, exists := g.players[normalizedName]
if !exists {
g.mu.RUnlock()
return errors.New("player not found")
}
newMap, exists := g.maps[mapId]
if !exists {
g.mu.RUnlock()
return errors.New("map not found")
}
g.mu.RUnlock()
player.mu.Lock()
oldMap := player.currentMap
if oldMap != nil {
if oldMap.id == mapId {
player.mu.Unlock()
return errors.New("player already in this map")
}
}
// First update the player's map reference
player.currentMap = newMap
player.mu.Unlock()
// Then handle the map players' lists
if oldMap != nil {
oldMap.mu.Lock()
delete(oldMap.players, normalizedName)
oldMap.mu.Unlock()
}
newMap.mu.Lock()
newMap.players[normalizedName] = player
newMap.mu.Unlock()
return nil
}
func (g *Game) GetPlayer(name string) (*Player, error) {
g.mu.RLock()
defer g.mu.RUnlock()
if player, exists := g.players[strings.ToLower(name)]; exists {
return player, nil
}
return nil, errors.New("player not found")
}
func (g *Game) GetMap(mapId int) (*Map, error) {
g.mu.RLock()
defer g.mu.RUnlock()
if m, exists := g.maps[mapId]; exists {
return m, nil
}
return nil, errors.New("map not found")
}
func (m *Map) FanOutMessages() {
for msg := range m.msgChan {
m.mu.RLock()
currentPlayers := make(map[string]*Player)
for name, player := range m.players {
currentPlayers[name] = player
}
m.mu.RUnlock()
parts := strings.SplitN(msg, " says: ", 2)
senderName := strings.ToLower(strings.TrimSpace(parts[0]))
for name, player := range currentPlayers {
if name != senderName {
select {
case player.msgChan <- msg:
default:
// Skip if channel is full
}
}
}
}
}
func (p *Player) GetChannel() <-chan string {
return p.msgChan
}
func (p *Player) SendMessage(msg string) error {
p.mu.RLock()
currentMap := p.currentMap
p.mu.RUnlock()
if currentMap == nil {
return errors.New("player not in any map")
}
formattedName := strings.Title(strings.ToLower(p.name))
formattedMsg := formattedName + " says: " + msg
select {
case currentMap.msgChan <- formattedMsg:
return nil
default:
return errors.New("message channel is full")
}
}
func (p *Player) GetName() string {
return p.name
}