-
Notifications
You must be signed in to change notification settings - Fork 1
/
game.zig
774 lines (677 loc) · 26.7 KB
/
game.zig
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
const std = @import("std");
const httpz = @import("httpz");
const zts = @import("zts");
const Board = @import("board.zig");
const Errors = @import("errors.zig");
const uuid = @import("uuid.zig");
const start_countdown_timer: i64 = 30;
const initial_countdown_timer: i64 = 120;
const all_players: u8 = 100;
const Self = @This();
pub const MAX_PLAYERS = 8;
const State = enum {
init, // waiting for someone to set us up the game
login, // waiting for everyone to login
running, // game is running
winner, // we have a winner
stalemate, // board is full and no winner
};
const Event = enum {
none, // null event
init, // back to the start screen
wait, // someone set us up the game, start waiting for logins
login, // someone logged in, and we are still waiting for other players to login
start, // everyone is logged in, and the game has started
next, // someone finished their turn, and its now the next players turn
victory, // someone won the game, and all base are belong to them
stalemate, // someone placed a piece and now all is lost because the board is full and nobody won
};
const PlayerMode = enum {
normal, // place piece on empty square
zeroWing, // place piece anywhere, including other player's squares
nuke, // place piece on empty square, and annihilate adjacent squares
};
// Game thread control
game_mutex: std.Thread.Mutex = .{},
event_mutex: std.Thread.Mutex = .{},
event_condition: std.Thread.Condition = .{},
// Game state variables
grid_x: u8 = 1,
grid_y: u8 = 1,
number_of_players: u8 = 2,
needed_to_win: u8 = 3,
zero_wing_chance: u8 = 0,
nuke_chance: u8 = 0,
player_mode: PlayerMode = .normal,
board: Board = undefined,
logged_in: [MAX_PLAYERS]uuid.UUID = undefined,
state: State = .init,
last_event: Event = .none,
expiry_time: i64 = undefined,
current_player: u8 = 0,
prng: std.rand.Xoshiro256 = undefined,
watcher: std.Thread = undefined,
countdown_timer: i64 = start_countdown_timer,
last_rss: isize = 0,
/// init returns a new Game object
pub fn init(grid_x: u8, grid_y: u8, players: u8, needed_to_win: u8, zero_wing: u8) !Self {
if (players > MAX_PLAYERS) {
return Errors.GameError.TooManyPlayers;
}
// seed the RNG
var os_seed: u64 = undefined;
try std.posix.getrandom(std.mem.asBytes(&os_seed));
var s = Self{
.board = try Board.init(grid_x, grid_y),
.grid_x = grid_x,
.grid_y = grid_y,
.number_of_players = players,
.needed_to_win = needed_to_win,
.zero_wing_chance = zero_wing,
.prng = std.rand.DefaultPrng.init(os_seed),
.countdown_timer = start_countdown_timer,
};
s.zapLogins();
return s;
}
fn lockGame(self: *Self, where: []const u8) void {
std.log.debug("> Lock game - {s} - start", .{where});
self.game_mutex.lock();
std.log.debug(">+ Lock game - {s} - locked", .{where});
}
fn unlockGame(self: *Self, where: []const u8) void {
std.log.debug("< UnLock game - {s}", .{where});
self.game_mutex.unlock();
}
fn lockEvent(self: *Self, where: []const u8) void {
std.log.debug(">> Lock event - {s} - start", .{where});
self.event_mutex.lock();
std.log.debug(">>+ Lock event - {s} - locked", .{where});
}
fn tryLockEvent(self: *Self, where: []const u8) bool {
std.log.debug(">> TRY Lock event - {s} - start", .{where});
const worked = self.event_mutex.tryLock();
if (!worked) {
std.log.debug(">>- Try Lock event - {s} - failed", .{where});
return false;
}
std.log.debug(">>+ Lock event - {s} - locked", .{where});
return true;
}
fn unlockEvent(self: *Self, where: []const u8) void {
std.log.debug("<< UnLock event - {s}", .{where});
self.event_mutex.unlock();
}
/// zayLogins clears the logins array
fn zapLogins(self: *Self) void {
for (0..MAX_PLAYERS) |i| {
self.logged_in[i] = uuid.zero;
}
}
/// startWatcher starts a thread to watch a given game
pub fn startWatcher(self: *Self) !void {
self.watcher = try std.Thread.spawn(.{}, Self.watcherThread, .{self});
self.watcher.detach();
}
/// watcherThread loops forever, updating the state based upon expiring clocks
fn watcherThread(self: *Self) void {
while (true) {
self.lockGame("watcher start loop");
const expiry_time = self.expiry_time;
const state = self.state;
self.unlockGame("watcher end loop");
const t = std.time.timestamp();
std.log.debug("state {} t {} expiry_time {}", .{ state, t, expiry_time });
if (state != .init) {
if (t > expiry_time) {
std.log.info("Waited too long", .{});
if (state == .winner or state == .stalemate) {
self.reboot();
continue;
}
self.lockGame("expired");
self.current_player = all_players;
self.expiry_time = t + start_countdown_timer;
self.newState(.winner, .victory);
self.unlockGame("expired");
}
}
std.time.sleep(std.time.ns_per_s);
}
}
/// rollDice function returns true/false if some roll of a D100 <= the % percent chance given
fn rollDice(self: *Self, percent: usize) bool {
return (self.prng.random().intRangeAtMost(usize, 1, 100) <= percent);
}
/// randPlayerMode will return a newly generated mode base of the % chance of things in the current game settings.
/// use this to get a random mode for the next player's turn at the end of the turn.
fn randPlayerMode(self: *Self) PlayerMode {
// roll a dice for the zero wing
if (self.rollDice(self.zero_wing_chance)) {
return .zeroWing;
}
// roll a new dice for the bomb
if (self.rollDice(self.nuke_chance)) {
return .nuke;
}
return .normal;
}
/// addRoutes sets up the routes and handlers used in this game object
pub fn addRoutes(self: *Self, router: anytype) void {
_ = self;
router.get("/events", Self.events); // SSE event stream of game state changes
router.get("/app", Self.app); // Get the app contents, which depends on the current user + game state
router.get("/header", Self.header); // Get the header fragment that describes the game state
router.post("/setup", Self.setup); // Process the setup for a new game
router.post("/login/:player", Self.login); // login !
router.post("/square/:x/:y", Self.square); // player clicks on a square
router.post("/restart", Self.restart);
router.get("/images/zero-wing.jpg", Self.zeroWing);
router.get("/audio/your-turn.mp3", Self.yourTurnAudio);
router.get("/audio/zero-wing.mp3", Self.zeroWingAudio);
router.get("/audio/nuke.mp3", Self.nukeAudio);
router.get("/audio/victory.mp3", Self.victoryAudio);
router.get("/audio/lost.mp3", Self.lostAudio);
}
pub fn logExtra(self: *Self, req: *httpz.Request, extra: []const u8) void {
// do some memory logging and stats here
self.game_mutex.lock();
const player = self.getPlayer(req);
std.log.info("[{}:{s}:{}] {s} {s} {s}", .{ std.time.timestamp(), @tagName(self.state), player, @tagName(req.method), req.url.raw, extra });
self.game_mutex.unlock();
}
pub fn log(self: *Self, req: *httpz.Request, elapsedUs: i128) void {
// do some memory logging and stats here
self.game_mutex.lock();
const player = self.getPlayer(req);
std.log.info("[{}:{s}:{}] {s} {s} ({}µs)", .{ std.time.timestamp(), @tagName(self.state), player, @tagName(req.method), req.url.raw, elapsedUs });
self.game_mutex.unlock();
}
pub fn logger(self: *Self, action: httpz.Action(*Self), req: *httpz.Request, res: *httpz.Response) !void {
// comment this debug out if you want to log the entry to each function - maybe for debugging some handle that hangs
// std.log.debug("[{}:{s}] {s} {s} START ..", .{ std.time.timestamp(), @tagName(self.state), @tagName(req.method), req.url.raw });
const t1 = std.time.microTimestamp();
defer self.log(req, std.time.microTimestamp() - t1);
return action(self, req, res);
}
/// newState(newState, emitEvent) will transition to a new state, and emit the given event
/// which will awaken all the SSE event stream threads
/// This will also reset the countdown clock
/// MUTEX - you MUST have the game mutex locked before calling set state
fn newState(self: *Self, new_state: State, emit_event: Event) void {
// locks the event_mutex (not the game_mutex) - so that it can broadcast all event threads
std.log.debug("newstate {} {}", .{ new_state, emit_event });
self.lockEvent("newstate");
self.last_event = emit_event;
self.state = new_state;
const new_expiry_time = std.time.timestamp() + self.countdown_timer;
if (self.expiry_time < new_expiry_time) {
self.expiry_time = new_expiry_time;
}
std.log.info("broadcast", .{});
self.event_condition.broadcast();
self.unlockEvent("newstate");
std.log.info("{}: signal event {}", .{ std.time.timestamp(), emit_event });
}
/// reboot will reboot the server back to the vanilla state. Call this when everything has timed out, and we want to go right back to the original start
fn reboot(self: *Self) void {
self.lockGame("reboot");
defer self.unlockGame("reboot");
self.grid_x = 3;
self.grid_y = 3;
self.number_of_players = 2;
self.needed_to_win = 3;
self.zero_wing_chance = 0;
self.expiry_time = std.time.timestamp() + initial_countdown_timer;
self.zapLogins();
self.newState(.init, .init);
}
/// restart will set the game back to the setup phase, using the current Game parameters
fn restart(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = req;
self.lockGame("restart");
defer self.unlockGame("restart");
res.body = "restarted";
self.countdown_timer = start_countdown_timer;
self.expiry_time = std.time.timestamp() + initial_countdown_timer;
self.zapLogins();
self.newState(.init, .init);
}
/// clock() function emits an event of type clock with the current number of remaining seconds until the next expiry time
fn clock(self: *Self, stream: std.net.Stream) !void {
self.lockGame("clock");
defer self.unlockGame("clock");
const w = stream.writer();
try w.writeAll("event: clock\n");
const remaining = self.expiry_time - std.time.timestamp();
if (self.state != .init and remaining > 0) {
try w.print("data: {d} seconds remaining ...\n\n", .{remaining});
} else {
try w.writeAll(" \n\n"); // blank out the clock countdown element on the client
}
}
/// getPlayer is a utility function to extract the player ID from the request header
/// the X-PLAYER header is passed as a UUID, which we decode into a player ID 1-number_of_players
/// or 0 if there is no valid player in the X-PLAYER header
/// Also will return 0 if the player is valid, but not registered as logged in, which
/// prevents old player UUIDs from being re-used
fn getPlayer(self: *Self, req: *httpz.Request) u8 {
const none: u8 = 0;
const player_uuid_string = req.headers.get("x-player") orelse return none;
const player_uuid = uuid.UUID.parse(player_uuid_string) catch return none;
if (player_uuid.match(uuid.zero)) return none;
for (0..self.number_of_players) |p| {
if (player_uuid.match(self.logged_in[p])) {
return @intCast(p + 1);
}
}
return 0;
}
/// zeroWing handler to get the background image
fn zeroWing(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "image/jpeg");
res.body = @embedFile("images/zero-wing-gradient.jpg");
}
fn yourTurnAudio(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "audio/mpeg");
res.body = @embedFile("audio/your-turn.mp3");
}
fn zeroWingAudio(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "audio/mpeg");
res.body = @embedFile("audio/zero-wing.mp3");
}
fn nukeAudio(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "audio/mpeg");
res.body = @embedFile("audio/nuke.mp3");
}
fn victoryAudio(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "audio/mpeg");
res.body = @embedFile("audio/victory.mp3");
}
fn lostAudio(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = self;
_ = req;
res.header("Content-Type", "audio/mpeg");
res.body = @embedFile("audio/lost.mp3");
}
/// calcAudio calculates the name of the audio element that matches the current user state
fn calcAudio(self: *Self, player: u8) []const u8 {
if (player == self.current_player) {
return switch (self.player_mode) {
.normal => "<script>sing(yourTurnAudio, 1)</script>",
.zeroWing => "<script>sing(zeroWingAudio, 1)</script>",
.nuke => "<script>sing(nukeAudio, 1)</script>",
};
}
return "";
}
/// header() GET req returns the title header, depending on the game state
fn header(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
self.lockGame("header");
defer self.unlockGame("header");
const player = self.getPlayer(req);
const tmpl = @embedFile("html/header/template.html");
switch (self.state) {
.init => {
res.body = zts.s(tmpl, "init");
},
.login => {
res.body = zts.s(tmpl, "login");
},
.running => {
try zts.print(tmpl, "running", .{
.current_player = self.current_player,
.audio = self.calcAudio(player),
}, res.writer());
},
.winner => {
if (player == self.current_player) {
res.body = zts.s(tmpl, "winner-victory");
} else {
res.body = zts.s(tmpl, "winner-lost");
}
},
.stalemate => {
res.body = zts.s(tmpl, "stalemate");
},
}
}
/// app() GET req returns the main app body, depending on the current state of the game, and the player
fn app(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
self.lockGame("app");
defer self.unlockGame("app");
const player = self.getPlayer(req);
switch (self.state) {
.init => {
const tmpl = @embedFile("html/setup_game.html");
try zts.print(tmpl, "form", .{
.x = self.grid_x,
.y = self.grid_y,
.players = self.number_of_players,
.win = self.needed_to_win,
.zero_wing = self.zero_wing_chance,
.nuke = self.nuke_chance,
}, res.writer());
},
.login => {
// if this user is logged in, then show a list of who is logged in
// if this user is not logged in, then show a login form
return self.loginForm(req, res);
},
.running => {
return self.showBoard(player, res);
},
.winner => {
try self.showBoard(0, res);
try res.writer().writeAll(@embedFile("html/widgets/restart-button.html"));
},
.stalemate => {
res.body = @embedFile("html/stalemate.html");
},
}
}
/// calcBoardClass is used to get the CSS class for the board, based on whether it's this players turn, and what mode they are in
fn calcBoardClass(self: *Self, player: u8) []const u8 {
if (player == self.current_player) {
return switch (self.player_mode) {
.normal => "active-player",
.zeroWing => "active-player-flip",
.nuke => "active-player-nuke",
};
}
return "inactive-player";
}
/// showBoard writes the current board to the HTTP response, based on the current player and what state they are in
fn showBoard(self: *Self, player: u8, res: *httpz.Response) !void {
const w = res.writer();
const tmpl = @embedFile("html/board/template.html");
try zts.printHeader(tmpl, .{
.class = self.calcBoardClass(player),
.columns = self.grid_x,
}, w);
for (0..self.grid_y) |y| {
for (0..self.grid_x) |x| {
const value = self.board.get(x, y) catch |err| blk: {
std.log.info("get {} {} gives error {}", .{ x, y, err });
break :blk 0;
};
// used square that we cant normally click on
if (value != 0) {
if (self.player_mode == .zeroWing and self.state == .running and player == self.current_player) {
// BUT ! we have zeroWing powers this turn, so we can change another player's piece to our piece !
try zts.print(tmpl, "clickable", .{
.class = "grid-square-clickable",
.x = x + 1,
.y = y + 1,
.player = value,
}, w);
continue;
}
try zts.print(tmpl, "square", .{
.class = "grid-square",
.player = value,
}, w);
continue;
}
// we are the active player, and the square is not used yet
if (self.state == .running and player == self.current_player) {
try zts.print(tmpl, "clickable", .{
.class = "grid-square-clickable",
.x = x + 1,
.y = y + 1,
.player = value,
}, w);
continue;
}
// empty square that we cant click on,because its not your turn
try zts.print(tmpl, "square", .{
.class = "grid-square",
.player = value,
}, w);
}
}
// try w.writeAll(@embedFile("html/board/end-grid.html"));
try zts.write(tmpl, "end", w);
if (self.current_player == player) {
switch (self.player_mode) {
.normal => try zts.write(tmpl, "your-move", w),
.zeroWing => try zts.write(tmpl, "zero-wing-enabled", w),
.nuke => try zts.write(tmpl, "set-us-up-the-bomb", w),
}
}
return;
}
/// isLoggedIn returns true/false if the given player is logged in.
/// Pass playerID in the range 1..MAX
fn isLoggedIn(self: *Self, player: usize) bool {
if (player < 1 or player > self.number_of_players) return false;
return !uuid.zero.match(self.logged_in[player - 1]);
}
/// loginForm() handler returns either a login form, or a display of who we are waiting for if the user is logged in
fn loginForm(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
const w = res.writer();
const player = self.getPlayer(req);
if (player > 0) {
const wait_tmpl = @embedFile("html/login/waiting.html");
try zts.writeHeader(wait_tmpl, w);
for (0..self.number_of_players) |p| {
if (!self.isLoggedIn(p + 1)) {
try zts.print(wait_tmpl, "waiting-player", .{
.player = p + 1,
}, w);
}
}
return;
}
const form_tmpl = @embedFile("html/login/form.html");
try zts.writeHeader(form_tmpl, w);
for (0..self.number_of_players) |p| {
if (!self.isLoggedIn(p + 1)) {
try zts.print(form_tmpl, "select-player", .{
.player = p + 1,
}, w);
}
}
}
/// login() POST handler logs this player in, and returns the playerID
fn login(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
const player_value = req.param("player").?;
const player = try std.fmt.parseInt(u8, player_value, 10);
self.lockGame("login");
defer self.unlockGame("login");
if (player < 1 or player > self.number_of_players) {
res.status = 401;
res.body = "Invalid Player";
return;
}
if (self.isLoggedIn(player)) {
res.status = 401;
res.body = "That player is already logged in";
}
const new_player_uuid = uuid.newV4();
self.logged_in[player - 1] = new_player_uuid;
std.log.info("Player {} now logged in", .{player});
try res.writer().print("{}", .{new_player_uuid});
// if everyone is logged in, then proceed to the .running state, and signal .start
// othervise, signal that a login happened, but we are still waiting for everyone to join
var all_logged_in = true;
for (0..self.number_of_players) |p| {
if (!self.isLoggedIn(p + 1)) {
all_logged_in = false;
break;
}
}
if (all_logged_in) {
std.log.info("Everyone is now logged in", .{});
self.current_player = 1;
self.expiry_time = std.time.timestamp() + start_countdown_timer;
self.countdown_timer = start_countdown_timer;
self.newState(.running, .start);
} else {
self.newState(self.state, .login);
}
}
/// square POST handler - user has clicked on a square to place their peice and end their turn
fn square(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
self.lockGame("square");
defer self.unlockGame("square");
if (self.state != .running) {
res.status = 401;
res.body = "Game not running";
return;
}
const x = std.fmt.parseInt(usize, req.param("x").?, 10) catch 0;
const y = std.fmt.parseInt(usize, req.param("y").?, 10) catch 0;
const player = self.getPlayer(req);
if (player < 1 or player > self.number_of_players) {
res.status = 401;
res.body = "Invalid Player";
return;
}
if (x < 1 or x > self.grid_x) {
res.status = 400;
res.body = "Invalid X Value";
return;
}
if (y < 1 or y > self.grid_y) {
res.status = 400;
res.body = "Invalid Y Value";
return;
}
std.log.debug("board.put {},{} = {}", .{ x, y, player });
if (self.player_mode == .nuke) {
try self.board.nuke(x - 1, y - 1);
}
try self.board.put(x - 1, y - 1, player);
if (self.board.victory(self.current_player, self.needed_to_win)) {
std.log.info("Victory for player {}", .{self.current_player});
res.body = "Victory";
self.newState(.winner, .victory);
return;
}
if (self.board.is_full()) {
std.log.info("Board is full - stalemate !", .{});
res.body = "Stalemate";
self.newState(.stalemate, .stalemate);
return;
}
self.current_player += 1;
if (self.current_player > self.number_of_players) {
self.current_player = 1;
}
// end of turn
self.player_mode = self.randPlayerMode();
if (self.countdown_timer > 1) {
self.countdown_timer -= 1;
}
self.newState(.running, .next);
}
/// setup() POST request will set us up a new game, with specified grid size and number of players
fn setup(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
_ = res;
self.lockGame("setup");
defer self.unlockGame("setup");
const SetupRequest = struct {
x: u8,
y: u8,
players: u8,
win: u8,
zero_wing: u8,
nuke: u8,
};
// sanity check the inputs !
if (try req.json(SetupRequest)) |setup_request| {
if (setup_request.x * setup_request.y > 144) {
return Errors.GameError.GridTooBig;
}
if (setup_request.players > MAX_PLAYERS) {
return Errors.GameError.TooManyPlayers;
}
if (setup_request.x < 2 or setup_request.x > 15) {
return Errors.GameError.InvalidSetup;
}
if (setup_request.y < 2 or setup_request.y > 12) {
return Errors.GameError.InvalidSetup;
}
if (setup_request.win > setup_request.y) {
return Errors.GameError.InvalidSetup;
}
self.grid_x = setup_request.x;
self.grid_y = setup_request.y;
self.number_of_players = setup_request.players;
self.needed_to_win = setup_request.win;
self.zero_wing_chance = setup_request.zero_wing;
self.nuke_chance = setup_request.nuke;
self.player_mode = self.randPlayerMode();
self.board = try Board.init(self.grid_x, self.grid_y);
self.zapLogins();
self.newState(.login, .wait);
}
}
/// events GET handler is an SSE stream that emits events whenever the state changes
/// or a clock event expires. Uses the Game.event_condition to synch with the outer threads
fn events(self: *Self, req: *httpz.Request, res: *httpz.Response) !void {
const start_time = std.time.timestamp();
_ = req;
errdefer {
std.log.info("(event-source) started at {} now exiting", .{start_time});
}
res.disown();
try res.startEventStream(self, eventsLoopWrapper);
}
fn eventsLoopWrapper(self: *Self, stream: std.net.Stream) void {
eventsLoop(self, stream) catch |err| {
std.log.err("eventsLoopWrapper: {}", .{err});
};
}
fn eventsLoop(self: *Self, stream: std.net.Stream) !void {
// on initial connect, send the clock details, and send the last event processed
try self.clock(stream);
try stream.writer().print("event: update\ndata: {s}\n\n", .{@tagName(self.last_event)});
// aquire a lock on the event_mutex
self.lockEvent("loop start");
defer self.unlockEvent("Loop start");
while (true) {
const next_clock: u64 = switch (self.state) {
.running, .winner, .stalemate => 1,
.login => 30,
.init => 60,
};
self.event_condition.timedWait(&self.event_mutex, std.time.ns_per_s * next_clock) catch |err| {
std.log.debug("<<< event_condition.timedWait has unlocked event_mutex", .{});
defer std.log.debug(">>> event_condition.timedWait should relock event_mutex", .{});
if (err == error.Timeout) {
try self.clock(stream);
continue;
}
// some other error - abort !
std.log.debug("got an error waiting on the condition {any}", .{err});
return err;
};
// if we get here, it means that the event_condition was signalled
// so we check the current event state of the Game, and emit an SSE event to output the
// current state to the client
{
self.lockGame("event condition");
defer self.unlockGame("event condition");
std.log.info("condition fired - last event is {}", .{self.last_event});
if (self.last_event == .login or self.last_event == .start) {
// this is a bit nasty - on a login event, need to wait a short time to let the
// login handler flush itself so the client can get it's new player ID
// before we signal the frontend that a new login event has happened
std.time.sleep(std.time.ns_per_ms * 200);
}
try stream.writer().print("event: update\ndata: {s}\n\n", .{@tagName(self.last_event)});
}
}
}