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manager.go
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/
manager.go
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package cardsagainstdiscord
import (
"github.com/jonas747/discordgo"
"sync"
)
type GameManager struct {
sync.RWMutex
SessionProvider SessionProvider
ActiveGames map[int64]*Game
NumActiveGames int
}
func NewGameManager(sessionProvider SessionProvider) *GameManager {
return &GameManager{
ActiveGames: make(map[int64]*Game),
SessionProvider: sessionProvider,
}
}
func (gm *GameManager) CreateGame(guildID int64, channelID int64, userID int64, username string, voteMode bool, packs ...string) (*Game, error) {
allPacks := false
for _, v := range packs {
if v == "*" {
allPacks = true
break
}
_, ok := Packs[v]
if !ok {
return nil, &ErrUnknownPack{
PassedPack: v,
}
}
}
if len(packs) < 1 && !allPacks {
return nil, ErrNoPacks
}
if allPacks {
packs = make([]string, 0, len(Packs))
for k, _ := range Packs {
packs = append(packs, k)
}
}
gm.Lock()
defer gm.Unlock()
if _, ok := gm.ActiveGames[channelID]; ok {
return nil, ErrGameAlreadyInChannel
}
if _, ok := gm.ActiveGames[userID]; ok {
return nil, ErrPlayerAlreadyInGame
}
game := &Game{
MasterChannel: channelID,
Manager: gm,
GuildID: guildID,
Packs: packs,
GameMaster: userID,
VoteMode: voteMode,
PlayerLimit: 10,
WinLimit: 10,
Session: gm.SessionProvider.SessionForGuild(guildID),
}
err := game.Created()
if err == nil {
game.AddPlayer(userID, username)
gm.ActiveGames[channelID] = game
gm.ActiveGames[userID] = game
gm.NumActiveGames++
}
return game, err
}
func (gm *GameManager) FindGameFromChannelOrUser(id int64) *Game {
gm.RLock()
defer gm.RUnlock()
if g, ok := gm.ActiveGames[id]; ok {
return g
}
return nil
}
func (gm *GameManager) PlayerTryJoinGame(gameID, playerID int64, username string) error {
gm.Lock()
defer gm.Unlock()
if _, ok := gm.ActiveGames[playerID]; ok {
return ErrPlayerAlreadyInGame
}
if g, ok := gm.ActiveGames[gameID]; ok {
if g.AddPlayer(playerID, username) {
gm.ActiveGames[playerID] = g
return nil
}
return ErrGameFull
}
return ErrGameNotFound
}
func (gm *GameManager) PlayerTryLeaveGame(playerID int64) error {
gm.Lock()
defer gm.Unlock()
if g, ok := gm.ActiveGames[playerID]; ok {
delete(gm.ActiveGames, playerID)
g.RemovePlayer(playerID)
return nil
}
return ErrGameNotFound
}
func (gm *GameManager) AdminKickUser(admin, playerID int64) error {
gm.Lock()
defer gm.Unlock()
g, ok := gm.ActiveGames[admin]
if !ok {
return ErrGameNotFound
}
g.RLock()
if g.GameMaster != admin {
g.RUnlock()
return ErrNotGM
}
g.RUnlock()
if g.RemovePlayer(playerID) {
delete(gm.ActiveGames, playerID)
} else {
return ErrPlayerNotInGame
}
return nil
}
func (gm *GameManager) RemoveGame(gameID int64) error {
gm.Lock()
defer gm.Unlock()
g, ok := gm.ActiveGames[gameID]
if !ok {
return ErrGameNotFound
}
g.Stop()
// Remove all references to the game
g.RLock()
defer g.RUnlock()
delete(gm.ActiveGames, g.MasterChannel)
delete(gm.ActiveGames, g.GameMaster)
for _, v := range g.Players {
if v.InGame {
delete(gm.ActiveGames, v.ID)
}
}
gm.NumActiveGames--
return nil
}
func (gm *GameManager) TryAdminRemoveGame(admin int64) error {
gm.Lock()
defer gm.Unlock()
g, ok := gm.ActiveGames[admin]
if !ok {
return ErrGameNotFound
}
g.Lock()
defer g.Unlock()
if g.GameMaster != admin {
return ErrNotGM
}
if g.stopped {
return ErrStoppedAlready
}
close(g.stopch)
g.stopped = true
// Remove all references to the game
delete(gm.ActiveGames, g.MasterChannel)
delete(gm.ActiveGames, g.GameMaster)
for _, v := range g.Players {
if v.InGame {
delete(gm.ActiveGames, v.ID)
}
}
gm.NumActiveGames--
return nil
}
func (gm *GameManager) HandleReactionAdd(ra *discordgo.MessageReactionAdd) {
cid := ra.ChannelID
userID := ra.UserID
gm.RLock()
if game, ok := gm.ActiveGames[cid]; ok {
gm.RUnlock()
game.HandleRectionAdd(ra)
} else if game, ok := gm.ActiveGames[userID]; ok {
gm.RUnlock()
game.HandleRectionAdd(ra)
} else {
gm.RUnlock()
}
}
func (gm *GameManager) HandleMessageCreate(msgCreate *discordgo.MessageCreate) {
userID := msgCreate.Author.ID
gm.RLock()
if game, ok := gm.ActiveGames[userID]; ok {
gm.RUnlock()
game.HandleMessageCreate(msgCreate)
} else {
gm.RUnlock()
}
}
func (gm *GameManager) LoadGameFromSerializedState(game *Game) {
game.Session = gm.SessionProvider.SessionForGuild(game.GuildID)
game.Manager = gm
game.stopch = make(chan bool)
gm.Lock()
for _, v := range game.Players {
if v.InGame {
gm.ActiveGames[v.ID] = game
}
}
gm.ActiveGames[game.MasterChannel] = game
gm.NumActiveGames++
gm.Unlock()
game.loadFromSerializedState()
}