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ceddral
fahrradwurstmond
Commits
5734382e
Commit
5734382e
authored
Sep 24, 2021
by
ceddral
Browse files
remove players on disconnect if applicable
from lobby, always from game, if game is empty
parent
58275d96
Changes
3
Hide whitespace changes
Inline
Side-by-side
game.go
View file @
5734382e
...
...
@@ -394,11 +394,30 @@ func (g *Game) Register(glp *Player) {
}
func
(
g
*
Game
)
Unregister
(
name
string
)
{
defer
g
.
broadcastState
(
nil
)
g
.
Lock
()
p
:=
g
.
players
[
name
]
defer
g
.
Unlock
()
p
,
ok
:=
g
.
players
[
name
]
if
!
ok
{
return
}
p
.
lostConnection
=
true
g
.
Unlock
()
g
.
broadcastState
(
nil
)
anyoneConnected
:=
false
for
_
,
p
:=
range
g
.
players
{
if
!
p
.
lostConnection
{
anyoneConnected
=
true
}
}
if
!
anyoneConnected
{
// no one connected anymore
// remove game and all associated players
for
name
,
p
:=
range
g
.
players
{
p
.
gameKill
<-
struct
{}{}
delete
(
g
.
players
,
name
)
glp
:=
gs
.
players
[
name
]
glp
.
Close
()
}
}
}
func
(
g
*
Game
)
Resize
(
w
,
h
int
,
glp
*
Player
)
{
...
...
@@ -430,6 +449,9 @@ func (g *Game) Loop(p *GamePlayer, initState GameState) {
state
.
patientTransition
(
p
)
}
case
input
:=
<-
p
.
inputEvent
:
if
input
==
nil
{
break
}
key
:=
toKey
(
input
)
if
key
==
keyRedraw
||
key
==
' '
{
fullRedraw
=
true
...
...
gamelobby.go
View file @
5734382e
...
...
@@ -55,12 +55,17 @@ func (gl *GameLobby) Register(glp *Player) {
gl
.
Unlock
()
}
// Unregister (without lock) is called on disconnect
func
(
gl
*
GameLobby
)
Unregister
(
name
string
)
{
gl
.
Lock
()
gl
.
unregisterUnlocked
(
name
)
gl
.
Unlock
()
glp
:=
gs
.
players
[
name
]
glp
.
Close
()
}
// unregisterUnlocked is called on disconnect as well
// as switching context
func
(
gl
*
GameLobby
)
unregisterUnlocked
(
name
string
)
{
p
,
ok
:=
gl
.
players
[
name
]
if
!
ok
{
...
...
player.go
View file @
5734382e
...
...
@@ -97,14 +97,16 @@ func NewPlayer(conn net.Conn) (p *Player) {
}
func
(
p
*
Player
)
Close
()
{
p
.
inputKill
<-
struct
{}{}
// do not wait for inputLoop termination (inputKill <- struct{}{})
// as Close is and must be only called from within inputLoop
close
(
p
.
inputKill
)
p
.
conn
.
Close
()
p
.
windowSizeLoopKill
<-
struct
{}{}
p
.
windowSizeLoopKill
<-
struct
{}{}
close
(
p
.
connClosed
)
close
(
p
.
inputKill
)
close
(
p
.
inputEvent
)
close
(
p
.
windowSizeLoopKill
)
delete
(
gs
.
players
,
p
.
name
)
}
func
StopTimer
(
t
*
time
.
Timer
)
{
...
...
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