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69 lines
1.3 KiB
Go

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package main
import (
"fmt"
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"strings"
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)
const (
E_Ok int = iota
E_No_Data
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E_No_DB
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E_No_Port
E_Bad_Duration
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)
type errorGroup []error
func (e errorGroup) Error() string {
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messages := make([]string, 0, len(e))
for i, _ := range e {
messages[i] = e[i].Error()
}
return strings.Join(messages, " && ")
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}
func (g *errorGroup) AddError(err error) {
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if err == nil {
return
}
if g == nil {
panic("fart")
*g = make([]error, 0, 4)
}
*g = append(*g, err)
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}
// ErrorState represents a valid client state indicating that the client has
// hit an error. On tick, the client will be disconnected. ErrorState is both
// a valid ConnectionState and a valid error value.
type ErrorState struct {
CommandSuite
error
NopEnter
NopExit
}
func NewErrorState(e error) *ErrorState {
return &ErrorState{error: e}
}
func (e *ErrorState) Tick(c *Connection, frame int64) ConnectionState {
c.Printf("something went wrong: %v", e.error)
log_error("player hit error: %v", e.error)
c.Close()
return nil
}
func (e *ErrorState) String() string {
return fmt.Sprintf("error state: %v", e.error)
}
func (e *ErrorState) RunCommand(c *Connection, name string, args ...string) ConnectionState {
return e
}
func (e *ErrorState) PrintStatus(c *Connection) {
panic("not done")
}