refactor Gateway out
parent
9824fecaa2
commit
d006c992ec
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@ -72,9 +72,11 @@ type gameWorldServer struct {
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proto.UnimplementedGameWorldServer
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db db.DB
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mu sync.Mutex // for msgRouter
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msgRouterMutex sync.Mutex
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msgRouter map[string]func(*proto.ClientMessage) error
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Gateway *witch.Gateway
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scripts map[int]*witch.ScriptContext
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scriptsMutex sync.RWMutex
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}
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func newServer() (*gameWorldServer, error) {
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@ -95,13 +97,37 @@ func newServer() (*gameWorldServer, error) {
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s := &gameWorldServer{
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msgRouter: make(map[string]func(*proto.ClientMessage) error),
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db: db,
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scripts: make(map[int]*witch.ScriptContext),
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scriptsMutex: sync.RWMutex{},
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}
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gw := witch.NewGateway(s.HandleCmd)
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s.Gateway = gw
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return s, nil
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}
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func (s *gameWorldServer) verbHandler(verb, rest string, sender, target db.Object) error {
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/*
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So right here is a problem: we are definitely making >1 LuaState per
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goroutine. Top priority before anything else is getting a goroutine made
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for the script contexts
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*/
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s.scriptsMutex.RLock()
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sc, ok := s.scripts[target.ID]
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s.scriptsMutex.RUnlock()
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if !ok || sc.NeedsRefresh(target) {
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sc, err := witch.NewScriptContext(target)
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if err != nil {
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return err
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}
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s.scriptsMutex.Lock()
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s.scripts[target.ID] = sc
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s.scriptsMutex.Unlock()
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}
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return sc.Handle(verb, rest, sender, target)
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}
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func (s *gameWorldServer) HandleCmd(verb, rest string, sender *db.Object) {
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// TODO
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}
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@ -213,9 +239,9 @@ func (s *gameWorldServer) Ping(ctx context.Context, _ *proto.SessionInfo) (*prot
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}
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func (s *gameWorldServer) Messages(si *proto.SessionInfo, stream proto.GameWorld_MessagesServer) error {
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s.mu.Lock()
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s.msgRouterMutex.Lock()
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s.msgRouter[si.SessionID] = stream.Send
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s.mu.Unlock()
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s.msgRouterMutex.Unlock()
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// TODO this is clearly bad but it works. I should refactor this so that messages are received on a channel.
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for {
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@ -1,8 +1,6 @@
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package witch
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import (
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"sync"
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"github.com/vilmibm/hermeticum/server/db"
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lua "github.com/yuin/gopher-lua"
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)
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@ -15,14 +13,14 @@ import (
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*/
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type scriptContext struct {
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type ScriptContext struct {
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script string
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l *lua.LState
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incoming chan string
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// TODO whatever is needed to support calling a Go API
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}
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func (sc *scriptContext) NeedsRefresh(obj db.Object) bool {
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func (sc *ScriptContext) NeedsRefresh(obj db.Object) bool {
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return sc.script != obj.Script
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}
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@ -62,7 +60,7 @@ end)
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// - do i inject from Go or prepend some Lua code?
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// TODO figure out how the Lua code can affect Go and thus the database
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func newScriptContext(obj db.Object) (*scriptContext, error) {
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func NewScriptContext(obj db.Object) (*ScriptContext, error) {
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l := lua.NewState()
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l.SetGlobal("has", l.NewFunction(hasWrapper(obj)))
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@ -73,49 +71,10 @@ func newScriptContext(obj db.Object) (*scriptContext, error) {
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return nil, err
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}
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return &scriptContext{}, nil
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return &ScriptContext{}, nil
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}
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func (sc *scriptContext) Handle(verb, rest string, sender, target *db.Object) error {
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func (sc *ScriptContext) Handle(verb, rest string, sender, target db.Object) error {
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// TODO call _handle function from the Lstate
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return nil
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}
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type Gateway struct {
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// maps game object IDs to script contexts
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m map[int]*scriptContext
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mu sync.RWMutex
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cb func(string, string, *db.Object)
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}
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func NewGateway(cb func(string, string, *db.Object)) *Gateway {
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return &Gateway{
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m: map[int]*scriptContext{},
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mu: sync.RWMutex{},
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// TODO use cb from scriptContext
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cb: cb,
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}
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}
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func (g *Gateway) VerbHandler(verb, rest string, sender, target db.Object) error {
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var sc *scriptContext
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g.mu.RLock()
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sc, ok := g.m[target.ID]
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g.mu.RUnlock()
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if !ok || sc.NeedsRefresh(target) {
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sc, err := newScriptContext(target)
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if err != nil {
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return err
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}
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g.mu.Lock()
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g.m[target.ID] = sc
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g.mu.Unlock()
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}
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sc.Handle(verb, rest, &sender, &target)
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return nil
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}
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