implement game turn logic
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@@ -23,6 +23,7 @@ var (
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ErrUnexpectedState = errors.New("unexpected state for placing ships")
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ErrShipsAlreadyPlaced = errors.New("ships already placed")
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ErrInvalidSlot = errors.New("invalid slot index")
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ErrNotYourTurn = errors.New("not your turn")
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)
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// BoardSize is the width and height of the Sea Battle board.
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@@ -99,9 +100,11 @@ type PlayerSlot struct {
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lastState int // last state sent to this player, 0 if none
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everConnected bool // true after the first successful join
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ships []protocol.Ship
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board Board
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shipsPlaced bool
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ships []protocol.Ship
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board Board
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shipsPlaced bool
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struck [BoardSize][BoardSize]bool
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shipsRemaining int
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}
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// Match is the state of a single game of sea battle.
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@@ -156,6 +159,26 @@ func (m *Match) Board(slotIdx int) (Board, bool) {
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return m.slots[slotIdx].board, m.slots[slotIdx].shipsPlaced
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}
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// Struck returns a copy of the struck grid for the player in slotIdx.
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func (m *Match) Struck(slotIdx int) ([BoardSize][BoardSize]bool, bool) {
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m.mu.Lock()
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defer m.mu.Unlock()
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if slotIdx < 0 || slotIdx >= len(m.slots) {
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return [BoardSize][BoardSize]bool{}, false
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}
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return m.slots[slotIdx].struck, true
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}
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// ShipsRemaining returns the number of unsunk ships for the player in slotIdx.
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func (m *Match) ShipsRemaining(slotIdx int) int {
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m.mu.Lock()
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defer m.mu.Unlock()
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if slotIdx < 0 || slotIdx >= len(m.slots) {
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return -1
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}
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return m.slots[slotIdx].shipsRemaining
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}
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func (m *Match) slotIndex(userID int64) int {
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switch userID {
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case m.playerIDs[0]:
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@@ -395,11 +418,119 @@ func (m *Manager) PlaceShips(ctx context.Context, match *Match, slotIdx int, shi
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copy(slot.ships, ships)
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slot.board = NewBoard(ships)
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slot.shipsPlaced = true
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slot.shipsRemaining = len(ships)
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slot.struck = [BoardSize][BoardSize]bool{}
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m.setStateLocked(ctx, match, nextState)
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return nil
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}
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// Fire processes a shot from the player at slotIdx towards opponent's board (1 - slotIdx).
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// If the player does not have the right of turn, the message is ignored and ErrNotYourTurn is returned.
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// If the position is out of bounds or already struck, FireResultInvalidPosition is sent to the shooter.
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// Otherwise:
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// - Miss: marks cell as struck, sends FireResultMiss to shooter, turn passes to opponent.
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// - Hit: marks cell as struck, sends FireResultHit to shooter, turn does not pass.
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// - Sunk: marks ship and all surrounding cells (including diagonals) as struck, sends FireResultSunk to shooter.
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// If all opponent ships are destroyed, match finishes: END messages (victory/defeat) are sent to both players,
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// and connections are closed immediately.
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// Otherwise, turn does not pass.
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func (m *Manager) Fire(ctx context.Context, match *Match, slotIdx int, x, y int) (int, error) {
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res, won, matchID, err := m.fireLocked(ctx, match, slotIdx, x, y)
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if won {
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// TODO: Report match result to main-server once endpoint is ready.
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m.finishGame(matchID, slotIdx)
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}
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return res, err
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}
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func (m *Manager) fireLocked(ctx context.Context, match *Match, slotIdx int, x, y int) (res int, won bool, matchID string, err error) {
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match.mu.Lock()
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defer match.mu.Unlock()
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if match.ended {
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return 0, false, "", ErrMatchFinished
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}
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if !match.started {
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return 0, false, "", ErrMatchNotStarted
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}
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if slotIdx < 0 || slotIdx >= len(match.slots) {
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return 0, false, "", ErrInvalidSlot
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}
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var isTurn bool
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switch match.state {
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case StatePlayer1Turn:
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isTurn = (slotIdx == 0)
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case StatePlayer2Turn:
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isTurn = (slotIdx == 1)
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}
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if !isTurn {
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return 0, false, "", ErrNotYourTurn
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}
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shooter := match.slots[slotIdx]
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target := match.slots[1-slotIdx]
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if x < 0 || x >= BoardSize || y < 0 || y >= BoardSize || target.struck[y][x] {
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m.queueFireResultLocked(ctx, shooter, protocol.FireResultInvalidPosition)
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return protocol.FireResultInvalidPosition, false, "", nil
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}
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shipID := target.board[y][x]
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if shipID == 0 {
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target.struck[y][x] = true
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m.queueFireResultLocked(ctx, shooter, protocol.FireResultMiss)
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var nextState int
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if slotIdx == 0 {
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nextState = StatePlayer2Turn
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} else {
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nextState = StatePlayer1Turn
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}
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m.setStateLocked(ctx, match, nextState)
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return protocol.FireResultMiss, false, "", nil
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}
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target.struck[y][x] = true
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shipIdx := int(shipID - 1)
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ship := target.ships[shipIdx]
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sunk := true
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for _, c := range ship.Cells() {
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if !target.struck[c.Y][c.X] {
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sunk = false
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break
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}
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}
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if !sunk {
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m.queueFireResultLocked(ctx, shooter, protocol.FireResultHit)
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return protocol.FireResultHit, false, "", nil
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}
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for _, c := range ship.Cells() {
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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nx, ny := c.X+dx, c.Y+dy
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if nx >= 0 && nx < BoardSize && ny >= 0 && ny < BoardSize {
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target.struck[ny][nx] = true
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}
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}
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}
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}
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target.shipsRemaining--
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m.queueFireResultLocked(ctx, shooter, protocol.FireResultSunk)
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if target.shipsRemaining == 0 {
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match.state = 0
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return protocol.FireResultSunk, true, match.ID, nil
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}
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return protocol.FireResultSunk, false, "", nil
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}
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// SetState moves the match into a new server-side state and notifies both players.
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func (m *Manager) SetState(ctx context.Context, match *Match, state int) {
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match.mu.Lock()
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@@ -433,6 +564,18 @@ func (m *Manager) queueStateLocked(ctx context.Context, slot *PlayerSlot, state
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}
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}
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// queueFireResultLocked appends a FIRE_RESULT message to the player's unacknowledged
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// queue and sends it right away if the player is connected.
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// match.mu must be held.
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func (m *Manager) queueFireResultLocked(ctx context.Context, slot *PlayerSlot, result int) {
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slot.seq++
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data := protocol.BuildFireResult(slot.seq, result)
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slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
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if slot.conn != nil {
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_ = slot.conn.Send(ctx, data)
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}
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}
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// replayLocked re-sends everything the connected player has not
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// acknowledged yet; if there is nothing pending, the current state is sent
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// anew so a reconnected client can catch up.
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@@ -483,10 +626,25 @@ func (m *Manager) onJoinTimeout(matchID string) {
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m.finishMatchLocked(match, protocol.EndCodeJoinTimeout, "join timeout exceeded")
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}
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type playerEnd struct {
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code int
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reason string
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}
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// finishMatchLocked tears down a match, removes it from m.matches, records it in m.finished,
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// and sends END notifications to connected players. Both m.mu and match.mu must be held
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// and sends identical END notifications to all players. Both m.mu and match.mu must be held
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// upon entry; both are unlocked by this function.
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func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
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m.finishMatchWithEndsLocked(match, [2]playerEnd{
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{code: code, reason: reason},
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{code: code, reason: reason},
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})
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}
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// finishMatchWithEndsLocked tears down a match, removes it from m.matches, records it in m.finished,
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// and sends per-player END notifications to connected players. Both m.mu and match.mu must be held
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// upon entry; both are unlocked by this function.
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func (m *Manager) finishMatchWithEndsLocked(match *Match, endsPerSlot [2]playerEnd) {
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match.ended = true
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if match.joinTimer != nil {
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match.joinTimer.Stop()
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@@ -499,9 +657,10 @@ func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
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data []byte
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}
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var notify []notification
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for _, slot := range match.slots {
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for i, slot := range match.slots {
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slot.seq++
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data := protocol.BuildEnd(slot.seq, code, reason)
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end := endsPerSlot[i]
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data := protocol.BuildEnd(slot.seq, end.code, end.reason)
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slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
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ends[slot.UserID] = data
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if slot.conn != nil {
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@@ -529,8 +688,43 @@ func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
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// Network I/O happens outside of any lock.
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for _, n := range notify {
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_ = n.conn.Send(context.Background(), n.data)
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_ = n.conn.Close(protocol.CloseCodeNormal, "match ended")
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}
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var wg sync.WaitGroup
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for _, n := range notify {
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wg.Add(1)
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go func(c Sender) {
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defer wg.Done()
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_ = c.Close(protocol.CloseCodeNormal, "match ended")
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}(n.conn)
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}
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wg.Wait()
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}
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// finishGame completes a match due to all opponent ships being sunk.
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// winnerSlot is the slot index of the winning player (0 or 1).
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func (m *Manager) finishGame(matchID string, winnerSlot int) {
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m.mu.Lock()
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match, ok := m.matches[matchID]
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if !ok {
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m.mu.Unlock()
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return
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}
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match.mu.Lock()
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if match.ended {
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match.mu.Unlock()
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m.mu.Unlock()
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return
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}
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endsPerSlot := [2]playerEnd{
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{code: protocol.EndCodeVictory, reason: "victory"},
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{code: protocol.EndCodeDefeat, reason: "defeat"},
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}
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if winnerSlot == 1 {
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endsPerSlot[0], endsPerSlot[1] = endsPerSlot[1], endsPerSlot[0]
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}
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m.finishMatchWithEndsLocked(match, endsPerSlot)
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}
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// Shutdown closes all active player connections across all matches with code 1001 (going away)
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