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/
queue.go
228 lines (210 loc) · 5.28 KB
/
queue.go
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package backend
import (
"fmt"
"log"
"net/http"
"sync"
"time"
)
// MessageQueueResponse represents an user's answer to the queuing request.
type MessageQueueResponse struct {
Accepted bool `json:"accepted"`
Received time.Time
}
// messageQueueFound represents a "Match Found" message.
type messageQueueFound struct{}
func (m messageQueueFound) IsMessage() {}
// messageQueueAnnouncement represents a "Matchmaking Success/Failed" message.
type messageQueueAnnouncement struct {
Success bool `json:"success"`
Room int `json:"room"`
Announcement string `json:"announcement,omitempty"`
}
func (m messageQueueAnnouncement) IsMessage() {}
// messageQueueSize sends any queue size update.
type messageQueueSize struct {
Size int `json:"size"`
}
func (m messageQueueSize) IsMessage() {}
// messageQueueID announces the player's ID to them.
type messageQueueID struct {
ID string
}
func (m messageQueueID) IsMessage() {}
// Queue represents a queue handler.
type Queue struct {
Config Config
Rooms RoomManager
OP OpenSentencer
mu sync.Mutex
Players []*QueueConn
}
// Broadcast sends a message to all audiences.
func (q *Queue) Broadcast(audience []*QueueConn, m Message) {
m.done = make(chan struct{})
for _, conn := range audience {
go func(conn *QueueConn) { conn.Recv <- m }(conn)
}
for range audience {
<-m.done
}
}
func (q *Queue) awaitResponse(player *QueueConn, timeout time.Duration) (accept bool, received bool) {
timer := time.NewTimer(timeout)
defer timer.Stop()
for {
select {
case m := <-player.Send:
return m.Accepted, true
case <-timer.C:
return false, false
}
}
}
func userFromConn(arr []*QueueConn) []User {
ans := make([]User, len(arr))
for id, conn := range arr {
ans[id] = conn.User
}
return ans
}
// Play prompts the players for a game.
// It returns the players who accepted but not enough for a game.
func (q *Queue) Play(players []*QueueConn) []*QueueConn {
log.Println("starting")
q.Broadcast(players, Message{
Type: "found",
Message: messageQueueFound{},
})
accepted := make(chan *QueueConn)
acceptedArr := make([]*QueueConn, 0)
for _, player := range players {
go func(p *QueueConn) {
accept, received := q.awaitResponse(p, 10*time.Second)
if accept {
accepted <- p
return
}
if !received {
p.SendMessage(Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: false,
Announcement: "You have timed-out a game. Please refresh the page to join again.",
},
})
} else {
p.SendMessage(Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: false,
Announcement: "You have rejected a game. Please refresh the page to join again.",
},
})
}
p.Close()
accepted <- nil
}(player)
}
for i := 0; i < len(players); i++ {
recv := <-accepted
if recv != nil {
acceptedArr = append(acceptedArr, recv)
}
}
if len(acceptedArr) == len(players) {
os, err := q.OP.OpenSentence()
if err != nil {
q.Broadcast(acceptedArr, Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: false,
Announcement: "Cannot find a proper open sentence. Match cancelled!",
},
})
<-time.After(time.Second)
return acceptedArr
}
// New game accepted.
id, err := q.Rooms.New(userFromConn(acceptedArr), q.Config.Timeout, os)
if err != nil {
q.Broadcast(acceptedArr, Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: false,
Announcement: "Cannot set up a game room. Match cancelled!",
},
})
<-time.After(time.Second)
return acceptedArr
}
q.Broadcast(acceptedArr, Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: true,
Room: id,
Announcement: fmt.Sprintf("You have been assigned to room %d. Match starting soon!", id),
},
})
return nil
}
q.Broadcast(acceptedArr, Message{
Type: "announcement",
Message: messageQueueAnnouncement{
Success: false,
Announcement: "Match cannot start because someone failed the ready check.",
},
})
return acceptedArr
}
// Enqueue adds a player into the queue.
func (q *Queue) Enqueue(player *QueueConn) {
q.mu.Lock()
q.Players = append(q.Players, player)
q.Broadcast(q.Players, Message{
Type: "size",
Message: messageQueueSize{
Size: len(q.Players),
},
})
log.Println(len(q.Players))
if len(q.Players) == q.Config.PlayerLimit {
nx := q.Play(q.Players)
q.Players = make([]*QueueConn, 0)
q.mu.Unlock()
for _, player := range nx {
q.Enqueue(player)
}
return
}
q.mu.Unlock()
}
func (q *Queue) ServeHTTP(w http.ResponseWriter, r *http.Request) {
r.ParseForm()
username := r.FormValue("username")
if len(username) == 0 || len(username) > 20 {
w.Write([]byte("{\"error\": \"Invalid username\"}"))
w.WriteHeader(400)
return
}
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println(err)
return
}
pConn := Enqueue(conn, username)
q.Broadcast([]*QueueConn{pConn}, Message{
Type: "ID",
Message: messageQueueID{ID: pConn.ID},
})
q.Enqueue(pConn)
}
// NewQueue returns a new queue.
func NewQueue(r RoomManager, c Config, op OpenSentencer) *Queue {
return &Queue{
Config: c,
Rooms: r,
OP: op,
Players: make([]*QueueConn, 0),
}
}