bugfixes and refactoring in game-server
This commit is contained in:
@@ -4,9 +4,9 @@ package ws
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import (
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"context"
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"errors"
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"log/slog"
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"net/http"
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"sync"
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"time"
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"github.com/coder/websocket"
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@@ -24,22 +24,109 @@ const (
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pingTimeout = 10 * time.Second
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)
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// Conn adapts a websocket connection to the game.Sender interface.
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type Conn struct {
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ws *websocket.Conn
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wmu sync.Mutex // serializes writes
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type writeOp struct {
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data []byte
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isClose bool
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code websocket.StatusCode
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reason string
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}
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func (c *Conn) Send(_ context.Context, data []byte) error {
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ctx, cancel := context.WithTimeout(context.Background(), writeTimeout)
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defer cancel()
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c.wmu.Lock()
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defer c.wmu.Unlock()
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return c.ws.Write(ctx, websocket.MessageText, data)
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// Conn adapts a websocket connection to the game.Sender interface,
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// delegating all writes to a dedicated goroutine to prevent locking
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// game mutexes during write timeouts.
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type Conn struct {
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ws *websocket.Conn
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sendCh chan writeOp
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done chan struct{} // closed to abort writeLoop
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closed chan struct{} // closed when writeLoop exits
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}
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func newConn(ws *websocket.Conn) *Conn {
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c := &Conn{
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ws: ws,
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sendCh: make(chan writeOp, 64),
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done: make(chan struct{}),
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closed: make(chan struct{}),
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}
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go c.writeLoop()
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return c
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}
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func (c *Conn) writeLoop() {
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defer close(c.closed)
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for {
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select {
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case <-c.done:
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return
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case op, ok := <-c.sendCh:
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if !ok {
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return
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}
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if op.isClose {
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_ = c.ws.Close(op.code, op.reason)
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return
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}
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ctx, cancel := context.WithTimeout(context.Background(), writeTimeout)
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err := c.ws.Write(ctx, websocket.MessageText, op.data)
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cancel()
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if err != nil {
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_ = c.ws.Close(websocket.StatusGoingAway, "write error")
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return
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}
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}
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}
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}
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func (c *Conn) Send(ctx context.Context, data []byte) error {
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select {
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case <-c.done:
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return errors.New("connection closed")
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default:
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}
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msg := make([]byte, len(data))
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copy(msg, data)
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select {
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case <-c.done:
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return errors.New("connection closed")
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case <-ctx.Done():
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return ctx.Err()
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case c.sendCh <- writeOp{data: msg}:
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return nil
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}
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}
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func (c *Conn) Close(code int, reason string) error {
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return c.ws.Close(websocket.StatusCode(code), reason)
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select {
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case <-c.closed:
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return nil
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default:
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}
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op := writeOp{
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isClose: true,
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code: websocket.StatusCode(code),
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reason: reason,
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}
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select {
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case c.sendCh <- op:
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select {
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case <-c.closed:
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case <-time.After(writeTimeout):
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_ = c.ws.Close(websocket.StatusCode(code), reason)
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}
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default:
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select {
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case <-c.done:
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default:
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close(c.done)
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}
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_ = c.ws.Close(websocket.StatusCode(code), reason)
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}
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return nil
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}
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// Handler is the http.Handler of the websocket endpoint.
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@@ -104,22 +191,40 @@ func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
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return
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}
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// Validate the game token and make sure the token was issued for this
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// particular server instance (strict comparison with the public address).
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gc, err := auth.ParseGameToken(h.JWTSecret, gameToken)
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if err != nil {
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h.log.Debug("bad game token", "err", err)
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid game token")
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return
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// If player is reconnecting with the same game token used when creating the match,
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// skip token validation completely.
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var gc *auth.GameClaims
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unverified, _ := auth.ParseGameTokenUnverified(gameToken)
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if unverified != nil {
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if existing := h.Manager.GetMatch(unverified.MatchID); existing != nil && existing.GameToken() == gameToken {
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gc = &auth.GameClaims{
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MatchID: existing.ID,
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Player1ID: existing.PlayerIDs()[0],
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Player2ID: existing.PlayerIDs()[1],
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RawToken: gameToken,
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}
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}
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}
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if gc.GameServer != h.PublicAddr {
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h.log.Debug("game token issued for another server", "want", h.PublicAddr, "got", gc.GameServer)
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wsc.Close(protocol.CloseCodeBadGameToken, "game server mismatch")
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return
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}
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if gc.Player1ID == gc.Player2ID {
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid match")
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return
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if gc == nil {
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// Validate the game token and make sure the token was issued for this
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// particular server instance (strict comparison with the public address).
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var err error
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gc, err = auth.ParseGameToken(h.JWTSecret, gameToken)
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if err != nil {
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h.log.Debug("bad game token", "err", err)
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid game token")
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return
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}
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if gc.GameServer != h.PublicAddr {
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h.log.Debug("game token issued for another server", "want", h.PublicAddr, "got", gc.GameServer)
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wsc.Close(protocol.CloseCodeBadGameToken, "game server mismatch")
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return
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}
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if gc.Player1ID <= 0 || gc.Player2ID <= 0 || gc.Player1ID == gc.Player2ID {
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wsc.Close(protocol.CloseCodeBadGameToken, "invalid match")
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return
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}
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}
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// Validate the user token and make sure the user is a participant.
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@@ -129,12 +234,12 @@ func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
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wsc.Close(protocol.CloseCodeBadUserToken, "invalid user token")
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return
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}
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if uc.UserID != gc.Player1ID && uc.UserID != gc.Player2ID {
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if uc.UserID <= 0 || (uc.UserID != gc.Player1ID && uc.UserID != gc.Player2ID) {
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wsc.Close(protocol.CloseCodeBadUserToken, "not a participant of this match")
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return
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}
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conn := &Conn{ws: wsc}
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conn := newConn(wsc)
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match, slotIdx, err := h.Manager.Join(ctx, conn, gc, uc.UserID)
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if err != nil {
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// ErrMatchFinished: the END message has already been replayed and
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@@ -160,13 +265,18 @@ func (h *Handler) ServeHTTP(w http.ResponseWriter, r *http.Request) {
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continue
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}
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switch opcode {
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case protocol.OpJoin:
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// Duplicate JOIN on an established connection is ignored.
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case protocol.OpAck:
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seq, err := protocol.ParseAck(args)
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if err != nil {
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h.log.Debug("malformed ACK", "match", match.ID, "user", uc.UserID, "err", err)
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continue
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}
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h.Manager.Ack(match, slotIdx, seq)
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if err := h.Manager.Ack(match, slotIdx, seq); err != nil {
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h.log.Debug("invalid ACK seq", "match", match.ID, "user", uc.UserID, "seq", seq, "err", err)
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continue
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}
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default:
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// Unknown opcodes are ignored for forward compatibility.
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h.log.Debug("unknown opcode", "match", match.ID, "user", uc.UserID, "opcode", opcode)
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