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package game
import (
"context"
)
func (ms *MServer) addSubscriber(s *MSub, userUUID string) {
ms.subscribersMu.Lock()
ms.Subscribers[s] = userUUID
ms.Users[userUUID].Subscription = s
ms.subscribersMu.Unlock()
}
func (ms *MServer) deleteSubscriber(s *MSub) {
ms.subscribersMu.Lock()
delete(ms.Users, ms.Subscribers[s])
delete(ms.Subscribers, s)
ms.subscribersMu.Unlock()
}
func (ms *MServer) broadcastMsg(msg string) {
for s := range ms.Subscribers {
select {
case s.Msgs <- []byte(msg):
default:
go s.CloseSlow()
}
}
}
func (ms *MServer) broadcastLog() {
for {
l, done := QueuePop(&ms.gameCtx.Turn.Log)
if done {
break
}
ms.broadcastMsg(l)
}
}
func (ms *MServer) start() {
ms.subscribersMu.Lock()
defer ms.subscribersMu.Unlock()
ms.publishLimiter.Wait(context.Background())
var players []Player
for _, userUUID := range ms.Subscribers {
players = append(players, InitPlayer(userUUID))
}
ms.gameCtxMu.Lock()
ms.gameCtx = InitCtx(ms.randSeed, players)
ms.gameCtx.logGameCtx()
ms.gameCtxMu.Unlock()
ms.broadcastMsg(MsgStart)
}
func (ms *MServer) roll() {
ms.gameCtx.RollDice()
ms.gameCtx.ProcessMovement()
ms.gameCtx.logGameCtx()
ms.broadcastLog()
}
func (ms *MServer) buy() {
ms.gameCtx.Buy()
ms.gameCtx.logGameCtx()
ms.broadcastLog()
}
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