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package gameServer
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import (
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"fmt"
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"log"
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"daydev.org/shipsgs/internal/config"
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"daydev.org/shipsgs/internal/player"
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"daydev.org/shipsgs/internal/utils"
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)
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type GameServer struct {
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Logger *utils.Logger
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Config *config.S_Config
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maxLobbies int
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currentLobbies int
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maxPlayers int
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currentPlayers int
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// Storing connected Players
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playerConns map[*player.Player]bool
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// Notify Game Server a New Player
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connection chan *player.Player
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//Quit the loops correctly and shut down the Game Server
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Shutdown chan bool
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}
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func (m *GameServer) Init(logger *utils.Logger, config *config.S_Config) {
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m.Logger = logger
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m.Config = config
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m.maxLobbies = m.Config.MaxLobbies
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m.maxPlayers = m.Config.MaxPlayers
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m.currentLobbies = 0
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m.currentPlayers = 0
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}
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func (m *GameServer) Update() {
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for {
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// select - go through the messages
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select {
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case c := <-m.connection:
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fmt.Println("a new connection", c)
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}
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//default shutdown
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if m.Shutdown == nil {
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m.ShutdownServer()
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break
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}
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}
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}
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func (m *GameServer) Scheduled1S() {
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}
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func (m *GameServer) Scheduled10S() {
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}
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func (m *GameServer) ShutdownServer() {
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fmt.Println("shutting down the GameServer")
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}
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func (m *GameServer) CreateLobby() {
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if m.currentLobbies >= m.maxLobbies {
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log.Fatal("Server cannot spawn more lobbies than it already has")
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return
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}
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}
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