package funmow const ( EventTypeEmit = iota // everyone in the containing object hears it, EventTypeOEmit // everyone in the containing object except the player hears it EventTypePEmit // only the player hears it EventTypeWall // broadcast message EventTypePage EventTypeSay EventTypePose EventTypeCommand //7 EventTypeOutput //8 EventTypeQuit EventTypeTeardown EventTypeTeardownComplete EventTypeForce EventTypeLogin EventTypeSystem ) type PlayerEvent struct { connectionID int src DBRef dst DBRef messageType int message string } type playerRegistration struct { execContext *ExecutionContext connInbound map[int]chan PlayerEvent execInbound chan PlayerEvent } type EventSubscribeRequest struct { connectionID int playerID DBRef inbound chan PlayerEvent outbound chan chan PlayerEvent } type EventDistributor struct { subscribeChan chan EventSubscribeRequest db *DB players map[DBRef]*playerRegistration } func NewEventDistributor(db *DB) *EventDistributor { e := new(EventDistributor) e.db = db e.subscribeChan = make(chan EventSubscribeRequest) return e } func (e *EventDistributor) Subscribe(req EventSubscribeRequest) chan PlayerEvent { e.subscribeChan <- req outbound := <-req.outbound return outbound } func (e *EventDistributor) OnlinePlayers() DBRefList { //replyChan := make(chan DBRefList) //e.whoChan <- replyChan //onlinePlayers := <-replyChan //return onlinePlayers return DBRefList{} } //[client runs quit command] //connection -> "quit" -> exec //exec -> EventTypeQuit -> connection //[connection stops doing connectiony stuff] //connection -> EventTypeTeardown -> exec //[exec stops, kills off goroutines] //exec -> EventTypeTeardownComplete -> Event Distributor //Event Distributor cleans up //[client dies] //connection -> EventTypeTeardown -> exec //[exec stops, kills off goroutines] //exec -> EventTypeTeardownComplete -> Event Distributor //Event Distributor cleans up func (e *EventDistributor) Run() { //ipcChans := make(map[int]playerRegistration) e.players = make(map[DBRef]*playerRegistration) outbound := make(chan PlayerEvent) forceContext := NewForceContext(e, e.db, outbound) forceInbound := forceContext.StartInboundChannel() for { select { case sub := <-e.subscribeChan: if _, exists := e.players[sub.playerID]; !exists { c := NewExecutionContext(sub.playerID, e, e.db, outbound) e.players[sub.playerID] = &playerRegistration{ execInbound: c.StartInboundChannel(), execContext: c, connInbound: make(map[int]chan PlayerEvent), } // mark player as online, and tell everyone! e.players[sub.playerID].execInbound <- PlayerEvent{messageType: EventTypeLogin} } reg := e.players[sub.playerID] reg.connInbound[sub.connectionID] = sub.inbound sub.outbound <- outbound case event := <-outbound: // message //fmt.Printf("received message src:%d dest:%d type: %d\n", event.src, event.dst, event.messageType) destPlayer, validDest := e.players[event.dst] switch event.messageType { case EventTypeForce: forceInbound <- event case EventTypeTeardownComplete: if validDest { delete(e.players, event.dst) } case EventTypeOutput: // from context to connection if validDest { e.sendToAllConnections(destPlayer.connInbound, event) } //destPlayer.connInbound <- event case EventTypeQuit: // from context to connection if validDest { e.players[event.dst].connInbound[event.connectionID] <- event } case EventTypeTeardown: // comes from client when connection is dropped if validDest { close(e.players[event.dst].connInbound[event.connectionID]) delete(e.players[event.dst].connInbound, event.connectionID) if len(e.players[event.dst].connInbound) == 0 { close(e.players[event.dst].execInbound) // closing the inbound channel signals the exec to stop } } case EventTypeCommand: // from connection to context if validDest { destPlayer.execInbound <- event } case EventTypePEmit: if validDest { destPlayer.execInbound <- event } case EventTypePage: if validDest { destPlayer.execInbound <- event } case EventTypeEmit: e.broadcastEvent(event, false) case EventTypeOEmit: e.broadcastEvent(event, true) // fix case EventTypeSay: e.broadcastEvent(event, true) case EventTypePose: e.broadcastEvent(event, false) case EventTypeWall: e.broadcastEvent(event, false) case EventTypeSystem: e.broadcastEvent(event, false) } } } } func (e *EventDistributor) sendToAllConnections(connections map[int]chan PlayerEvent, event PlayerEvent) { for _, channel := range connections { channel <- event } } func (e *EventDistributor) broadcastEvent(event PlayerEvent, omitSrc bool) { for playerID, player := range e.players { if !omitSrc || playerID != event.src { player.execInbound <- event } } }