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universe.go
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universe.go
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package universe
import (
"log"
"sync"
"github.com/dayaftereh/discover/server/game/persistence"
"github.com/dayaftereh/discover/server/game/persistence/types"
"github.com/dayaftereh/discover/server/game/universe/generator"
stargenTypes "github.com/dayaftereh/discover/server/game/universe/generator/stargen/types"
"github.com/dayaftereh/discover/server/game/universe/starsystem"
"github.com/pkg/errors"
)
type Universe struct {
lock sync.RWMutex
initialStarSystem string
starSystems map[string]*starsystem.StarSystem
persistence *persistence.PersistenceManager
generator *generator.Generator
}
func NewUniverse(persistenceManager *persistence.PersistenceManager) *Universe {
universe := &Universe{
persistence: persistenceManager,
generator: generator.NewGenerator(persistenceManager),
starSystems: make(map[string]*starsystem.StarSystem),
}
return universe
}
func (universe *Universe) Init() error {
universe.lock.Lock()
defer universe.lock.Unlock()
// load the universeData
universeData, err := universe.persistence.LoadUniverse()
if err != nil {
return err
}
// load all star systems
for name, _ := range universeData.StarSystems {
// create the star system
universe.starSystems[name] = starsystem.NewStarSystem(name, universe.persistence)
// load the star system
err = universe.starSystems[name].Init()
if err != nil {
return err
}
}
if universeData.InitialStarSystem != nil {
universe.initialStarSystem = *universeData.InitialStarSystem
} else {
// generate the initial star system
err = universe.generateInitialStarSystem()
if err != nil {
return err
}
}
// check if the initial star system exists
_, initialStarSystemExists := universe.starSystems[universe.initialStarSystem]
if !initialStarSystemExists {
// generate a initialStarSystem
universe.generateNewStarSystem(universe.initialStarSystem)
}
for len(universe.starSystems) < 1000 {
// find a new random name
starSystemName, err := universe.findRandomStarSystemName()
if err != nil {
return err
}
// generate the new star system
universe.generateNewStarSystem(starSystemName)
}
return nil
}
func (universe *Universe) generateInitialStarSystem() error {
name, err := universe.findRandomStarSystemName()
if err != nil {
return err
}
log.Printf("generating initial star-system [ %s ]", name)
// generate and create a new InitialStarSystem
_, err = universe.generateNewStarSystem(name)
if err != nil {
return err
}
// set the initialStarSystem
universe.initialStarSystem = name
// storage the new universe
err = universe.writeUniverse()
return err
}
func (universe *Universe) generateNewStarSystem(name string) (*types.StarSystem, error) {
log.Printf("generating star-system [ %s ]", name)
// generate a new star system
starSystem, err := universe.generator.Generate(name)
// create the star system
universe.starSystems[name] = starsystem.NewStarSystem(name, universe.persistence)
// load the star system
err = universe.starSystems[name].Init()
if err != nil {
return nil, err
}
// storage the new universe
err = universe.writeUniverse()
if err != nil {
return nil, err
}
for _, p := range starSystem.Planets {
if p.Type == stargenTypes.PlanetUnknown {
log.Println(p.Name)
}
}
return starSystem, err
}
func (universe *Universe) findRandomStarSystemName() (string, error) {
for {
// generate a random name
name := universe.generator.RandomStarSystemName()
// check if the name not already used
_, ok := universe.starSystems[name]
if !ok {
return name, nil
}
}
}
func (universe *Universe) GetInitialStarSystem() (*starsystem.StarSystem, error) {
universe.lock.RLock()
defer universe.lock.RUnlock()
startSystem, ok := universe.starSystems[universe.initialStarSystem]
if !ok {
return nil, errors.Errorf("unable to find initial star system with id [ %d ]", universe.initialStarSystem)
}
return startSystem, nil
}
func (universe *Universe) GetStarSystem(name string) *starsystem.StarSystem {
universe.lock.RLock()
defer universe.lock.RUnlock()
startSystem, ok := universe.starSystems[name]
if !ok {
return nil
}
return startSystem
}
func (universe *Universe) writeUniverse() error {
starSystems := make(map[string][]string)
// convert the star systems
for name := range universe.starSystems {
starSystems[name] = make([]string, 0)
}
// create data for the universe
data := &types.Universe{
StarSystems: starSystems,
InitialStarSystem: &universe.initialStarSystem,
}
// write the universe
err := universe.persistence.WriteUniverse(data)
return err
}
func (universe *Universe) StarSystemNames() []string {
universe.lock.RLock()
defer universe.lock.RUnlock()
names := make([]string, 0)
for name := range universe.starSystems {
names = append(names, name)
}
return names
}
func (universe *Universe) Shutdown() {
log.Println("shutdown universe...")
universe.lock.RLock()
defer universe.lock.RUnlock()
for _, starSystem := range universe.starSystems {
starSystem.Shutdown()
}
}