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master.go
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master.go
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package hexz
import (
"context"
"fmt"
"time"
)
type pInfo struct {
playerNum int
Player
}
type GameMaster struct {
s *Server
game *GameHandle
gameEngine GameEngine
// Player and spectator channels.
eventListeners map[PlayerId]chan ServerEvent
// Players registered for this game.
players map[PlayerId]pInfo
// Channels to coordinate delays of ending the game after a player left.
// They can rejoin for a while, e.g. to gracefully handle page reloads
// and accidentally closed tabs.
removePlayer chan PlayerId
removePlayerCancel map[PlayerId]context.CancelFunc
cpuPlayer CPUPlayer // Nil for 2P games.
// If undo/redo is enabled, these fields contain the
// steps that can be undone/redone.
undo []GameEngine
redo []GameEngine
historyWriter *HistoryWriter
}
const (
playerIdCPU = "CPU"
)
func (m *GameMaster) playerNames() []string {
r := make([]string, len(m.players))
for _, p := range m.players {
r[p.playerNum-1] = p.Name
}
return r
}
func (m *GameMaster) broadcastPing() {
e := &ServerEvent{
Timestamp: time.Now(),
DebugMessage: "ping",
}
for _, ch := range m.eventListeners {
ch <- *e
}
}
func (m *GameMaster) broadcast(e *ServerEvent) {
e.Timestamp = time.Now()
if m.gameEngine.Board().State != Initial {
e.PlayerNames = m.playerNames()
}
// Send event to all listeners. Avoid recomputing board for spectators.
var spectatorBoard *BoardView
for pId, ch := range m.eventListeners {
pNum := m.players[pId].playerNum
if pNum > 0 {
e.Board = m.gameEngine.Board().ViewFor(pNum)
e.Role = pNum
} else {
if spectatorBoard == nil {
spectatorBoard = m.gameEngine.Board().ViewFor(0)
}
e.Board = spectatorBoard
e.Role = 0
}
ch <- *e
}
}
// Creates a ServerEvent in which fields are populated that are only relevant
// for initialization of the client.
func (m *GameMaster) makeInitialServerEvent(announcements []string) *ServerEvent {
return &ServerEvent{
Announcements: announcements,
GameInfo: &ServerEventGameInfo{
ValidCellTypes: m.gameEngine.ValidCellTypes(),
GameType: m.game.gameType,
},
DisableUndo: m.s.config.DisableUndo,
}
}
func (m *GameMaster) processControlEventRegister(e ControlEventRegister) {
var playerNum int
added := false
if _, ok := m.players[e.player.Id]; ok {
// Player reconnected. Cancel its removal.
if cancel, ok := m.removePlayerCancel[e.player.Id]; ok {
cancel()
delete(m.removePlayerCancel, e.player.Id)
}
} else if len(m.players) < m.gameEngine.NumPlayers() {
added = true
playerNum = len(m.players) + 1
m.players[e.player.Id] = pInfo{playerNum, e.player}
if m.game.singlePlayer {
if m.s.config.RemoteCPUPlayerURL == "" {
m.cpuPlayer = NewLocalCPUPlayer(playerIdCPU, m.s.config.CpuThinkTime)
} else {
m.cpuPlayer = NewRemoteCPUPlayer(playerIdCPU, m.s.config.RemoteCPUPlayerURL, m.s.config.CpuThinkTime)
}
m.players[playerIdCPU] =
pInfo{playerNum: 2, Player: Player{Id: playerIdCPU, Name: "CPU"}}
}
}
ch := make(chan ServerEvent)
m.eventListeners[e.player.Id] = ch
e.replyChan <- ch
announcements := []string{}
if added {
announcements = append(announcements, fmt.Sprintf("Welcome %s!", e.player.Name))
}
if added && len(m.players) == m.gameEngine.NumPlayers() {
announcements = append(announcements, "The game begins!")
m.historyWriter.WriteHeader(&GameHistoryHeader{
GameId: m.game.id,
GameType: m.game.gameType,
PlayerNames: m.playerNames(),
})
}
m.broadcast(m.makeInitialServerEvent(announcements))
}
func (m *GameMaster) processControlEventUnregister(e ControlEventUnregister) {
if ch, ok := m.eventListeners[e.playerId]; ok {
// Close the eventListener channel. The receiver will already be gone anyway,
// but for testing it's helpful to have that signal.
close(ch)
delete(m.eventListeners, e.playerId)
}
if _, ok := m.removePlayerCancel[e.playerId]; ok {
// A repeated unregister should not happen. If it does, we ignore
// it and just wait for the existing scheduled removal to trigger.
return
}
if _, ok := m.players[e.playerId]; ok {
// Remove player after timeout. Don't remove them immediately as they might
// just be reloading their page and rejoin soon.
ctx, cancel := context.WithCancel(m.game.ctx)
m.removePlayerCancel[e.playerId] = cancel
go func(ctx context.Context, playerId PlayerId) {
t := time.NewTimer(m.s.config.PlayerRemoveDelay)
select {
case <-t.C:
m.removePlayer <- playerId
case <-ctx.Done():
// Game over or removal was cancelled.
t.Stop()
}
}(ctx, e.playerId)
}
}
func (m *GameMaster) processControlEventMove(e ControlEventMove) {
p, ok := m.players[e.PlayerId]
if !ok || m.gameEngine.Board().State != Running {
// Ignore invalid move request
return
}
mr := e.MoveRequest
if m.gameEngine.MakeMove(GameEngineMove{PlayerNum: p.playerNum, Move: mr.Move, Row: mr.Row, Col: mr.Col, CellType: mr.Type}) {
if !m.s.config.DisableUndo {
if he, ok := m.gameEngine.(*GameEngineFlagz); ok {
m.undo = append(m.undo, he.Clone())
m.redo = nil
}
}
evt := &ServerEvent{Announcements: []string{}}
if m.gameEngine.IsDone() {
m.s.IncCounter(fmt.Sprintf("/games/%s/finished", m.game.gameType))
if winner := m.gameEngine.Winner(); winner > 0 {
evt.Winner = winner
winnerName := m.playerNames()[winner-1]
evt.Announcements = append(evt.Announcements,
fmt.Sprintf("🏆 🏆 🏆 %s won 🏆 🏆 🏆",
winnerName))
}
}
if e.MCTSStats != nil {
evt.Announcements = append(evt.Announcements, fmt.Sprintf("CPU confidence: %.3f", e.MCTSStats.MaxQ()))
}
if m.cpuPlayer != nil && m.gameEngine.Board().Turn != 1 && !m.gameEngine.IsDone() {
// Ask CPU player to make a move.
go func(ctx context.Context) {
mv, _, err := m.cpuPlayer.SuggestMove(ctx, m.gameEngine.(*GameEngineFlagz))
if err != nil {
// TODO: the game will be stuck now. We should probably cancel it.
errorLog.Print("Couldn't get CPU move: ", err)
return
}
select {
case m.game.controlEvent <- ControlEventMove{
PlayerId: playerIdCPU,
MoveRequest: &MoveRequest{
Move: mv.Move,
Row: mv.Row,
Col: mv.Col,
Type: mv.CellType,
},
}:
case <-ctx.Done():
}
}(m.game.ctx)
}
var moveScores *MoveScores
if e.MCTSStats != nil {
moveScores = e.MCTSStats.MoveScores()
}
m.historyWriter.Write(&GameHistoryEntry{
EntryType: "move",
Move: e.MoveRequest,
Board: m.gameEngine.Board().ViewFor(0),
MoveScores: moveScores,
})
if m.gameEngine.IsDone() {
// Make history available immediately. Do not close the writer yet,
// because a subsequent Reset might lead to more entries being written.
m.historyWriter.Flush()
}
m.broadcast(evt)
}
}
func (m *GameMaster) processControlEventReset(e ControlEventReset) {
p, ok := m.players[e.playerId]
if !ok {
return // Only players are allowed to reset
}
m.gameEngine.Reset()
m.historyWriter.Write(&GameHistoryEntry{
EntryType: "reset",
Board: m.gameEngine.Board().ViewFor(0),
})
announcements := []string{
fmt.Sprintf("Player %s restarted the game.", p.Name),
}
m.broadcast(m.makeInitialServerEvent(announcements))
}
func (m *GameMaster) processControlEventUndo(e ControlEventUndo) {
if len(m.undo) == 0 {
return
}
_, ok := m.players[e.playerId]
if !ok || m.gameEngine.Board().Move != e.Move {
// Only undo if it was requested for the current move by one of the players.
return
}
m.redo = append(m.redo, m.gameEngine)
m.gameEngine = m.undo[len(m.undo)-1]
m.undo = m.undo[:len(m.undo)-1]
m.historyWriter.Write(&GameHistoryEntry{
EntryType: "undo",
Board: m.gameEngine.Board().ViewFor(0),
})
m.broadcast(&ServerEvent{Announcements: []string{"Undo"}})
}
func (m *GameMaster) processControlEventRedo(e ControlEventRedo) {
if len(m.redo) == 0 {
return
}
_, ok := m.players[e.playerId]
if !ok || m.gameEngine.Board().Move != e.Move {
// Only undo if it was requested for the current move by one of the players.
return
}
m.undo = append(m.undo, m.gameEngine)
m.gameEngine = m.redo[len(m.redo)-1]
m.redo = m.redo[:len(m.redo)-1]
m.historyWriter.Write(&GameHistoryEntry{
EntryType: "redo",
Board: m.gameEngine.Board().ViewFor(0),
})
m.broadcast(&ServerEvent{Announcements: []string{"Redo"}})
}
func (m *GameMaster) processControlEventValidMoves(e ControlEventValidMoves) {
defer close(e.reply)
if engine, ok := m.gameEngine.(*GameEngineFlagz); ok {
validMoves := engine.ValidMoves()
moves := make([]*MoveRequest, len(validMoves))
for i, m := range validMoves {
moves[i] = &MoveRequest{
Move: m.Move,
Row: m.Row,
Col: m.Col,
Type: m.CellType,
}
}
e.reply <- moves
}
}
func (m *GameMaster) Run(cancel context.CancelFunc) {
m.s.IncCounter(fmt.Sprintf("/games/%s/started", m.game.gameType))
infoLog.Printf("Started new %q game: %s", m.game.gameType, m.game.id)
defer func() {
cancel()
for _, ch := range m.eventListeners {
// SSE clients should react to context cancellation, but
// it doesn't hurt to close these channels as well.
close(ch)
}
// historyWriter is closed when the game is done, but we
// also want to retain history when players leave mid-game.
m.historyWriter.Close()
}()
var lastEventReceived time.Time
for {
tick := time.After(5 * time.Second)
select {
case ce := <-m.game.controlEvent:
lastEventReceived = time.Now()
switch e := ce.(type) {
case ControlEventRegister:
m.processControlEventRegister(e)
case ControlEventUnregister:
m.processControlEventUnregister(e)
case ControlEventMove:
m.processControlEventMove(e)
case ControlEventReset:
m.processControlEventReset(e)
case ControlEventUndo:
if !m.s.config.DisableUndo {
m.processControlEventUndo(e)
}
case ControlEventRedo:
if !m.s.config.DisableUndo {
m.processControlEventRedo(e)
}
case ControlEventValidMoves:
m.processControlEventValidMoves(e)
}
case <-tick:
if time.Since(lastEventReceived) > m.s.config.InactivityTimeout {
m.broadcast(&ServerEvent{
Announcements: []string{"Game was terminated after 1 hour of inactivity."},
})
return
}
m.broadcastPing()
case playerId := <-m.removePlayer:
infoLog.Printf("Player %s left game %s: game over", playerId, m.game.id)
playerName := "?"
if p, ok := m.players[playerId]; ok {
playerName = p.Name
}
m.broadcast(&ServerEvent{
// Send sad emoji.
Announcements: []string{fmt.Sprintf("Player %s left the game 😢. Game over.", playerName)},
})
return
case <-m.game.ctx.Done():
return // game was cancelled externally.
}
}
}
// Controller function for a running game. To be executed by a dedicated goroutine.
func NewGameMaster(s *Server, game *GameHandle) *GameMaster {
var historyWriter *HistoryWriter
if s.config.GameHistoryRoot != "" {
var err error
historyWriter, err = NewHistoryWriter(s.config.GameHistoryRoot, game.id)
if err != nil {
errorLog.Printf("Cannot create history writer for game %s: %s", game.id, err)
}
}
ge := NewGameEngine(game.gameType)
m := &GameMaster{
s: s,
game: game,
gameEngine: ge,
eventListeners: make(map[PlayerId]chan ServerEvent),
players: make(map[PlayerId]pInfo),
// Use a buffered channel to avoid blocking the cancellation goroutines in case the game ends before they call back.
removePlayer: make(chan PlayerId, ge.NumPlayers()),
removePlayerCancel: make(map[PlayerId]context.CancelFunc),
historyWriter: historyWriter,
}
return m
}