game: countdown to play state
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24d828d420
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7ccef35f3d
@ -13,7 +13,6 @@ func (gm *Game) changeGameState(expectedState, newState, newPhase string) error
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}
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gm.state = newState
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gm.phase = newPhase
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gm.eng.Update()
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return nil
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}
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@ -29,7 +28,6 @@ func (gm *Game) changeGamePhase(expectedState, expectedPhase, newPhase string) e
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return fmt.Errorf("game phase \"%s\" != expected phase \"%s\"", gm.phase, expectedPhase)
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}
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gm.phase = newPhase
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gm.eng.Update()
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return nil
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}
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@ -40,6 +40,13 @@ func (gm *Game) GetId() string {
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return gm.id
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}
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func (gm *Game) GetState() string {
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gm.mu.Lock()
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defer gm.mu.Unlock()
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return gm.state
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}
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func (gm *Game) GetName() string {
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gm.mu.Lock()
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defer gm.mu.Unlock()
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8
server/src/game/notifyClients.go
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8
server/src/game/notifyClients.go
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@ -0,0 +1,8 @@
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package game
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func (gm *Game) notifyClients() {
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gm.mu.Lock()
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defer gm.mu.Unlock()
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gm.eng.Update()
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}
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43
server/src/game/runCountdown.go
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43
server/src/game/runCountdown.go
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@ -0,0 +1,43 @@
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package game
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import (
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"fmt"
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"time"
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)
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func (gm *Game) runCountdown() {
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phases := []string{
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"Ready?",
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"3",
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"2",
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"1",
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"Go!",
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"",
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}
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err := gm.changeGameState(STATE_IDLE, STATE_READY_SET, phases[0])
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if err != nil {
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fmt.Println(err)
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return
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}
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gm.notifyClients()
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time.Sleep(2000 * time.Millisecond)
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for i := 1; i < len(phases); i++ {
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err = gm.changeGamePhase(STATE_READY_SET, phases[i-1], phases[i])
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if err != nil {
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fmt.Println(err)
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return
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}
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gm.notifyClients()
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time.Sleep(1500 * time.Millisecond)
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}
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err = gm.changeGameState(STATE_READY_SET, STATE_PLAY, PHASE_NONE)
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if err != nil {
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fmt.Println(err)
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return
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}
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gm.runRound()
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}
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@ -2,43 +2,27 @@ package game
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import (
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"fmt"
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"time"
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)
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func (gm *Game) StartGame() {
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go gm.startGameSub()
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// go gm.runCountdown()
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go gm.runRound()
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}
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func (gm *Game) startGameSub() {
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phases := []string{
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"5",
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"4",
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"3",
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"2",
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"1",
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"Go!",
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func (gm *Game) runRound() {
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state := gm.GetState()
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if state != STATE_IDLE && state != STATE_PLAY {
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fmt.Println(fmt.Errorf("expected state \"IDLE\" | \"PLAY\" != \"%s\"", state))
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return
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}
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err := gm.changeGameState(STATE_IDLE, STATE_READY_SET, phases[0])
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err := gm.changeGameState(STATE_ANY, STATE_PLAY, PHASE_NONE)
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if err != nil {
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fmt.Println(err)
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return
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}
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for i := 1; i < len(phases); i++ {
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time.Sleep(1500 * time.Millisecond)
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err = gm.changeGamePhase(STATE_READY_SET, phases[i-1], phases[i])
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if err != nil {
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fmt.Println(err)
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return
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}
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}
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time.Sleep(3 * time.Second)
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err = gm.changeGameState(STATE_READY_SET, STATE_PLAY, PHASE_NONE)
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if err != nil {
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fmt.Println(err)
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return
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}
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gm.notifyClients()
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}
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func (gm *Game) ResetGame() {
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