71 lines
1.6 KiB
Go
71 lines
1.6 KiB
Go
package server
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import (
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"container/list"
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"sync"
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)
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// PlayerList is a player list based on linked-list.
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// This struct should not be copied after used.
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type PlayerList struct {
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maxPlayer int
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players *list.List
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// Only the linked-list is protected by this Mutex.
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// Because others field never change after created.
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playersLock sync.Mutex
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}
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// NewPlayerList create a PlayerList which implement ListPingHandler.
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func NewPlayerList(maxPlayers int) *PlayerList {
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return &PlayerList{
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maxPlayer: maxPlayers,
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players: list.New(),
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}
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}
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// TryInsert trying to insert player into PlayerList.
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// Return nil if the server is full (length of list larger than maxPlayers),
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// otherwise return a function which is used to remove the player from PlayerList
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func (p *PlayerList) TryInsert(player PlayerSample) (remove func()) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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if p.players.Len() >= p.maxPlayer {
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return nil
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}
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elem := p.players.PushBack(player)
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return func() {
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p.playersLock.Lock()
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p.players.Remove(elem)
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p.playersLock.Unlock()
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}
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}
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func (p *PlayerList) MaxPlayer() int {
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return p.maxPlayer
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}
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func (p *PlayerList) OnlinePlayer() int {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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return p.players.Len()
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}
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func (p *PlayerList) PlayerSamples() (sample []PlayerSample) {
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p.playersLock.Lock()
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defer p.playersLock.Unlock()
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// Up to 10 players can be returned
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length := p.players.Len()
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if length > 10 {
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length = 10
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}
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sample = make([]PlayerSample, length)
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v := p.players.Front()
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for i := 0; i < length; i++ {
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sample[i] = v.Value.(PlayerSample)
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v = v.Next()
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}
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return
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}
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