package main import ( "fmt" "time" ) type Game struct { id Id start time.Time end time.Time done chan interface{} winner string winMethod string connections map[*Connection]bool frame int64 elems map[GameElement]bool } func gamesTable() { stmnt := `create table if not exists games ( id text not null, start text not null, end text, winner text, win_method text );` if _, err := db.Exec(stmnt); err != nil { log_error("couldn't create games table: %v", err) } } func NewGame() *Game { game := &Game{ id: NewId(), start: time.Now(), done: make(chan interface{}), connections: make(map[*Connection]bool, 32), elems: make(map[GameElement]bool, 32), } if err := game.Create(); err != nil { log_error("unable to create game: %v", err) } for _, system := range index { game.Register(system) } if currentGame != nil { log_info("passing %d connections...", len(currentGame.connections)) for conn, _ := range currentGame.connections { log_info("moving player %s to new game", conn.PlayerName()) currentGame.Quit(conn) game.Join(conn) } } return game } func (g *Game) Create() error { _, err := db.Exec(` insert into games (id, start) values (?, ?) ;`, g.id.String(), g.start) if err != nil { return fmt.Errorf("error writing sqlite insert statement to create game: %v") } return nil } func (g *Game) Store() error { _, err := db.Exec(` update games set end = ?, winner = ?, win_method = ? where id = ? ;`, g.end, g.winner, g.winMethod, g.id) return err } func (g *Game) Join(conn *Connection) { g.connections[conn] = true } func (g *Game) Quit(conn *Connection) { delete(g.connections, conn) } func (g *Game) Win(winner *Connection, method string) { defer close(g.done) g.end = time.Now() g.winner = winner.PlayerName() g.winMethod = method g.Store() log_info("player %s has won by %s victory", winner.PlayerName(), method) for conn, _ := range g.connections { conn.Printf("player %s has won by %s victory.\n", winner.PlayerName(), method) } } func (g *Game) Reset() { connections := g.connections fresh := NewGame() *g = *fresh g.connections = connections } func (g *Game) Run() { ticker := time.Tick(time.Second / time.Duration(options.frameRate)) for { select { case <-ticker: g.tick() case <-g.done: for conn, _ := range g.connections { conn.Close() } return } } } func (g *Game) Register(elem GameElement) { g.elems[elem] = true } func (g *Game) tick() { g.frame += 1 for elem := range g.elems { elem.Tick(g.frame) } for elem := range g.elems { if elem.Dead() { log_info("delete game object: %v", elem) delete(g.elems, elem) } } } type GameElement interface { Tick(frame int64) Dead() bool }