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islands_engine
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Models the Game of Islands.
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lib/islands/engine/game_server.ex
defmodule Islands.Engine.GameServer do
@moduledoc """
A server process that holds a `game` struct as its state.
"""
use GenServer, restart: :transient
use PersistConfig
alias __MODULE__
alias __MODULE__.{
AddPlayer,
GuessCoord,
PositionAllIslands,
PositionIsland,
ReplyTuple,
SetIslands,
Stop
}
alias Islands.Engine.Log
alias Islands.{Game, Player, Request}
@ets get_env(:ets_name)
# @reg get_env(:registry)
@timeout get_env(:timeout)
@wait 50
@spec start_link({Game.name(), Player.name(), Player.gender(), pid}) ::
GenServer.on_start()
def start_link({game_name, player1_name, gender, pid} = _init_arg) do
GenServer.start_link(
GameServer,
{game_name, player1_name, gender, pid},
name: via(game_name)
)
end
# @spec via(Game.name()) :: {:via, module, {atom, tuple}}
# def via(game_name), do: {:via, Registry, {@reg, key(game_name)}}
@spec via(Game.name()) :: {:global, tuple}
def via(game_name), do: {:global, key(game_name)}
@spec save(Game.t()) :: Game.t()
def save(game) do
:ok = Log.info(:save, {game})
true = :ets.insert(@ets, {key(game.name), game})
game
end
## Private functions
@spec key(Game.name()) :: tuple
defp key(game_name), do: {GameServer, game_name}
@spec game(Game.name(), Player.name(), Player.gender(), pid) :: Game.t()
defp game(game_name, player1_name, gender, pid) do
case :ets.lookup(@ets, key(game_name)) do
[] ->
:ok = Log.info(:spawned, {game_name, player1_name})
Game.new(game_name, player1_name, gender, pid) |> save()
[{_key, game}] ->
:ok = Log.info(:restarted, {game_name, player1_name})
game
end
end
## Callbacks
@spec init({Game.name(), Player.name(), Player.gender(), pid}) ::
{:ok, Game.t(), timeout}
def init({game_name, player1_name, gender, pid} = _init_arg),
do: {:ok, game(game_name, player1_name, gender, pid), @timeout}
@spec handle_call(Request.t(), GenServer.from(), Game.t()) :: ReplyTuple.t()
def handle_call({:add_player, _, _, _} = request, from, game),
do: AddPlayer.handle_call(request, from, game)
def handle_call({:position_island, _, _, _, _} = request, from, game),
do: PositionIsland.handle_call(request, from, game)
def handle_call({:position_all_islands, _} = request, from, game),
do: PositionAllIslands.handle_call(request, from, game)
def handle_call({:stop, _} = request, from, game),
do: Stop.handle_call(request, from, game)
def handle_call({:set_islands, _} = request, from, game),
do: SetIslands.handle_call(request, from, game)
def handle_call({:guess_coord, _, _, _} = request, from, game),
do: GuessCoord.handle_call(request, from, game)
def handle_call({:tally, player_id}, _from, game),
do: ReplyTuple.new(game, player_id)
@spec handle_info(term, Game.t()) ::
{:stop, reason :: tuple, Game.t()} | {:noreply, Game.t()}
def handle_info(:timeout, game) do
:ok = Log.info(:timeout, {@timeout, game})
{:stop, {:shutdown, :timeout}, game}
end
def handle_info(_message, game), do: {:noreply, game}
@spec terminate(term, Game.t()) :: :ok
def terminate(:shutdown = reason, game) do
:ok = Log.info(:terminate, {reason, game})
true = :ets.delete(@ets, key(game.name))
# Ensure message logged before exiting...
Process.sleep(@wait)
end
def terminate(reason, game) do
:ok = Log.error(:terminate, {reason, game})
true = :ets.delete(@ets, key(game.name))
# Ensure message logged before exiting...
Process.sleep(@wait)
end
end