defmodule Islands.Engine.Server do @moduledoc false use GenServer, restart: :transient use PersistConfig alias __MODULE__ alias Islands.Engine.{Board, Coord, Error, Game, Island, State, Tally} require Logger @typep from :: GenServer.from() @ets Application.get_env(@app, :ets_name) @phrase "saving..." # @reg Application.get_env(@app, :registry) @spec start_link({String.t(), pid}) :: GenServer.on_start() def start_link({player1_name, pid}) do GenServer.start_link(Server, {player1_name, pid}, name: via(player1_name)) end # @spec via(String.t()) :: {:via, module, {atom, tuple}} # def via(player1_name), do: {:via, Registry, {@reg, key(player1_name)}} @spec via(String.t()) :: {:global, tuple} def via(player1_name), do: {:global, key(player1_name)} ## Private functions @spec key(String.t()) :: tuple defp key(player1_name), do: {Server, player1_name} @spec save(Game.t()) :: Game.t() defp save(game) do game |> text() |> Logger.info() true = :ets.insert(@ets, {key(game.player1.name), game}) game end @spec text(Game.t(), String.t()) :: String.t() defp text(game, phrase \\ @phrase) do """ #{game.player1.name |> key() |> inspect()} #{self() |> inspect()} #{phrase} #{inspect(game, pretty: true)} """ end @spec game(String.t(), pid) :: Game.t() defp game(player1_name, pid) do case :ets.lookup(@ets, key(player1_name)) do [] -> player1_name |> Game.new() |> Game.update_player_pid(:player1, pid) |> save() [{_key, game}] -> game end end @spec reply(Game.t(), Game.player_id()) :: {:reply, Tally.t(), Game.t()} defp reply(game, player_id), do: {:reply, Tally.new(game, player_id), game} ## Callbacks @spec init({String.t(), pid}) :: {:ok, Game.t()} def init({player1_name, pid}), do: {:ok, game(player1_name, pid)} # def handle_call({:add_player, _, _} = request, from, game) do # AddPlayer.handle_call(request, from, game) # end @spec handle_call(term, from, Game.t()) :: {:reply, Tally.t(), Game.t()} def handle_call({:add_player = action, name, pid} = request, _from, game) do with {:ok, state} <- State.check(game.state, action) do game |> Game.update_player2_name(name) |> Game.update_player_pid(:player2, pid) |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response({:ok, :player2_added}) |> Game.notify_player(:player1) |> save() |> reply(:player2) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :player2_already_added}) |> save() |> reply(:player2) end end # def handle_call({:position_island, _, _, _, _} = request, from, game) do # PositionIsland.handle_call(request, from, game) # end def handle_call( {:position_island = action, player_id, island_type, row, col} = request, _from, game ) do with {:ok, state} <- State.check(game.state, {action, player_id}), {:ok, origin} <- Coord.new(row, col), {:ok, island} <- Island.new(island_type, origin), %Board{} = board <- Game.player_board(game, player_id), %Board{} = board <- Board.position_island(board, island) do response = {:ok, if Board.all_islands_positioned?(board) do GenServer.cast(self(), {:persist_board, board}) :all_islands_positioned else :island_positioned end} game |> Game.update_board(player_id, board) |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response(response) |> save() |> reply(player_id) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :islands_already_set}) |> save() |> reply(player_id) {:error, reason} -> game |> Game.update_request(request) |> Game.update_response({:error, reason}) |> save() |> reply(player_id) non_matched_value -> Error.log(non_matched_value, request) game |> Game.update_request(request) |> Game.update_response({:error, :unknown}) |> save() |> reply(player_id) end end def handle_call( {:position_all_islands = action, player_id} = request, _from, game ) do with {:ok, state} <- State.check(game.state, {action, player_id}), %Board{} = board <- Board.restore() do game |> Game.update_board(player_id, board) |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response({:ok, :all_islands_positioned}) |> save() |> reply(player_id) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :islands_already_set}) |> save() |> reply(player_id) {:error, reason} -> game |> Game.update_request(request) |> Game.update_response({:error, reason}) |> save() |> reply(player_id) non_matched_value -> Error.log(non_matched_value, request) game |> Game.update_request(request) |> Game.update_response({:error, :unknown}) |> save() |> reply(player_id) end end def handle_call({:stop = action, player_id} = request, _from, game) do with {:ok, state} <- State.check(game.state, action) do opponent_id = Game.opponent(player_id) game |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response({:ok, :stopping}) |> Game.notify_player(opponent_id) |> save() |> reply(player_id) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :not_both_players_islands_set}) |> save() |> reply(player_id) end end def handle_call({:set_islands = action, player_id} = request, _from, game) do with {:ok, state} <- State.check(game.state, {action, player_id}), %Board{} = board <- Game.player_board(game, player_id), true <- Board.all_islands_positioned?(board) do opponent_id = Game.opponent(player_id) game |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response({:ok, :islands_set}) |> Game.notify_player(opponent_id) |> save() |> reply(player_id) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :both_players_islands_set}) |> save() |> reply(player_id) false -> game |> Game.update_request(request) |> Game.update_response({:error, :not_all_islands_positioned}) |> save() |> reply(player_id) _other -> game |> Game.update_request(request) |> Game.update_response({:error, :unknown}) |> save() |> reply(player_id) end end # def handle_call({:guess_coord, _, _, _} = request, from, game) do # GuessCoord.handle_call(request, from, game) # end def handle_call( {:guess_coord = action, player_id, row, col} = request, _from, game ) do with {:ok, state} <- State.check(game.state, {action, player_id}), {:ok, guess} <- Coord.new(row, col), opponent_id = Game.opponent(player_id), %Board{} = opponent_board <- Game.player_board(game, opponent_id), {hit_or_miss, forested_island_type, win_status, opponent_board} <- Board.guess(opponent_board, guess), {:ok, state} <- State.check(state, {:win_check, win_status}) do game |> Game.update_board(opponent_id, opponent_board) |> Game.update_guesses(player_id, hit_or_miss, guess) |> Game.update_state(state) |> Game.update_request(request) |> Game.update_response({hit_or_miss, forested_island_type, win_status}) |> Game.notify_player(opponent_id) |> save() |> reply(player_id) else :error -> game |> Game.update_request(request) |> Game.update_response({:error, :islands_not_set}) |> save() |> reply(player_id) {:error, reason} -> game |> Game.update_request(request) |> Game.update_response({:error, reason}) |> save() |> reply(player_id) _other -> game |> Game.update_request(request) |> Game.update_response({:error, :unknown}) |> save() |> reply(player_id) end end def handle_call({:tally, player_id}, _from, game) do reply(game, player_id) end @spec handle_cast(term, Game.t()) :: {:noreply, Game.t()} def handle_cast({:persist_board, board}, game) do :ok = Board.persist(board) {:noreply, game} end @spec terminate(term, Game.t()) :: true def terminate(:shutdown, game) do true = :ets.delete(@ets, key(game.player1.name)) end end