feat: game session, turn system, lobby, and room events
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
94
game/lobby.go
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94
game/lobby.go
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@@ -0,0 +1,94 @@
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package game
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import (
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"fmt"
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"math/rand"
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"sync"
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)
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type RoomStatus int
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const (
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RoomWaiting RoomStatus = iota
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RoomPlaying
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)
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type LobbyRoom struct {
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Code string
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Name string
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Players []string
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Status RoomStatus
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Session *GameSession
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}
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type Lobby struct {
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mu sync.RWMutex
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rooms map[string]*LobbyRoom
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}
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func NewLobby() *Lobby {
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return &Lobby{rooms: make(map[string]*LobbyRoom)}
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}
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func (l *Lobby) CreateRoom(name string) string {
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l.mu.Lock()
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defer l.mu.Unlock()
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code := generateCode()
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for l.rooms[code] != nil {
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code = generateCode()
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}
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l.rooms[code] = &LobbyRoom{
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Code: code,
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Name: name,
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Status: RoomWaiting,
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}
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return code
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}
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func (l *Lobby) JoinRoom(code, playerName string) error {
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l.mu.Lock()
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defer l.mu.Unlock()
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room, ok := l.rooms[code]
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if !ok {
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return fmt.Errorf("room %s not found", code)
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}
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if len(room.Players) >= 4 {
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return fmt.Errorf("room %s is full", code)
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}
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if room.Status != RoomWaiting {
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return fmt.Errorf("room %s already in progress", code)
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}
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room.Players = append(room.Players, playerName)
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return nil
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}
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func (l *Lobby) GetRoom(code string) *LobbyRoom {
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l.mu.RLock()
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defer l.mu.RUnlock()
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return l.rooms[code]
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}
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func (l *Lobby) ListRooms() []*LobbyRoom {
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l.mu.RLock()
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defer l.mu.RUnlock()
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result := make([]*LobbyRoom, 0, len(l.rooms))
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for _, r := range l.rooms {
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result = append(result, r)
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}
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return result
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}
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func (l *Lobby) RemoveRoom(code string) {
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l.mu.Lock()
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defer l.mu.Unlock()
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delete(l.rooms, code)
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}
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func generateCode() string {
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const letters = "ABCDEFGHJKLMNPQRSTUVWXYZ"
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b := make([]byte, 4)
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for i := range b {
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b[i] = letters[rand.Intn(len(letters))]
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}
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return string(b)
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}
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