351 lines
14 KiB
C++
351 lines
14 KiB
C++
/*
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* Copyright (c) 2015 Cryptonomex, Inc., and contributors.
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*
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* The MIT License
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <graphene/chain/database.hpp>
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#include <graphene/chain/tournament_object.hpp>
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#include <graphene/chain/match_object.hpp>
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#include <graphene/chain/game_object.hpp>
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#include <boost/msm/back/state_machine.hpp>
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#include <boost/msm/front/state_machine_def.hpp>
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#include <boost/msm/back/tools.hpp>
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#include <boost/range/algorithm/copy.hpp>
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namespace graphene { namespace chain {
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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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namespace
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{
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// Events
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struct initiate_match
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{
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database& db;
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initiate_match(database& db) :
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db(db)
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{}
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};
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struct game_complete
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{
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database& db;
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const game_object& game;
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game_complete(database& db, const game_object& game) : db(db), game(game) {};
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};
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struct match_state_machine_ : public msm::front::state_machine_def<match_state_machine_>
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{
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// disable a few state machine features we don't use for performance
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typedef int no_exception_thrown;
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typedef int no_message_queue;
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// States
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struct waiting_on_previous_matches : public msm::front::state<>{};
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struct match_in_progress : public msm::front::state<>
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{
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void on_entry(const game_complete& event, match_state_machine_& fsm)
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{
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fc_ilog(fc::logger::get("tournament"),
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"Game ${game_id} in match ${id} is complete",
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("game_id", event.game.id)("id", fsm.match_obj->id));
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}
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void on_entry(const initiate_match& event, match_state_machine_& fsm)
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{
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match_object& match = *fsm.match_obj;
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fc_ilog(fc::logger::get("tournament"),
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"Match ${id} is now in progress",
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("id", match.id));
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match.number_of_wins.resize(match.players.size());
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match.start_time = event.db.head_block_time();
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fsm.start_next_game(event.db);
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}
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};
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struct match_complete : public msm::front::state<>
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{
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void on_entry(const game_complete& event, match_state_machine_& fsm)
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{
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match_object& match = *fsm.match_obj;
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//wdump((match));
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fc_ilog(fc::logger::get("tournament"),
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"Match ${id} is complete",
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("id", match.id));
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optional<account_id_type> last_game_winner;
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std::map<account_id_type, unsigned> scores_by_player;
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for (const flat_set<account_id_type>& game_winners : match.game_winners)
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for (const account_id_type& account_id : game_winners)
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{
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++scores_by_player[account_id];
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last_game_winner = account_id;
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}
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bool all_scores_same = true;
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optional<account_id_type> high_scoring_account;
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unsigned high_score = 0;
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for (const auto& value : scores_by_player)
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if (value.second > high_score)
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{
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if (high_scoring_account)
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all_scores_same = false;
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high_score = value.second;
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high_scoring_account = value.first;
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}
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if (high_scoring_account)
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{
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if (all_scores_same && last_game_winner)
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match.match_winners.insert(*last_game_winner);
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else
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match.match_winners.insert(*high_scoring_account);
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}
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else
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{
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// III. Rock Paper Scissors Game Need to review how Ties are dealt with.
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short i = match.number_of_ties == match.games.size() ? 0 : event.db.get_random_bits(match.players.size()) ;
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match.match_winners.insert(match.players[i]);
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++match.number_of_wins[i];
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if (match.number_of_ties == match.games.size())
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match.game_winners[match.game_winners.size()-1].insert(match.players[i]);
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}
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match.end_time = event.db.head_block_time();
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const tournament_object& tournament_obj = match.tournament_id(event.db);
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event.db.modify(tournament_obj, [&](tournament_object& tournament) {
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tournament.on_match_completed(event.db, match);
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});
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}
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void on_entry(const initiate_match& event, match_state_machine_& fsm)
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{
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match_object& match = *fsm.match_obj;
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fc_ilog(fc::logger::get("tournament"),
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"Match ${id} is complete, it was a buy",
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("id", match));
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match.number_of_wins.resize(match.players.size());
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boost::copy(match.players, std::inserter(match.match_winners, match.match_winners.end()));
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match.start_time = event.db.head_block_time();
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match.end_time = event.db.head_block_time();
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// NOTE: when the match is a buy, we don't send a match completed event to
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// the tournament_obj, because it is already in the middle of handling
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// an event; it will figure out that the match has completed on its own.
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}
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};
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typedef waiting_on_previous_matches initial_state;
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typedef match_state_machine_ x; // makes transition table cleaner
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bool was_final_game(const game_complete& event)
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{
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const tournament_object& tournament_obj = match_obj->tournament_id(event.db);
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if (match_obj->games.size() >= tournament_obj.options.number_of_wins * 4)
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{
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wdump((match_obj->games.size()));
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return true;
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}
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for (unsigned i = 0; i < match_obj->players.size(); ++i)
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{
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// this guard is called before the winner of the current game factored in to our running totals,
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// so we must add the current game to our count
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uint32_t win_for_this_game = event.game.winners.find(match_obj->players[i]) != event.game.winners.end() ? 1 : 0;
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if (match_obj->number_of_wins[i] + win_for_this_game >= tournament_obj.options.number_of_wins)
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return true;
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}
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return false;
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}
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bool match_is_a_buy(const initiate_match& event)
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{
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return match_obj->players.size() < 2;
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}
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void record_completed_game(const game_complete& event)
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{
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if (event.game.winners.empty())
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++match_obj->number_of_ties;
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else
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for (unsigned i = 0; i < match_obj->players.size(); ++i)
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if (event.game.winners.find(match_obj->players[i]) != event.game.winners.end())
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++match_obj->number_of_wins[i];
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match_obj->game_winners.emplace_back(event.game.winners);
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}
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void start_next_game(database& db)
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{
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fc_ilog(fc::logger::get("tournament"),
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"In start_next_game");
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const game_object& game =
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db.create<game_object>( [&]( game_object& game ) {
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game.match_id = match_obj->id;
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game.players = match_obj->players;
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game.game_details = rock_paper_scissors_game_details();
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game.start_game(db, game.players);
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});
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match_obj->games.push_back(game.id);
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}
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void record_and_start_next_game(const game_complete& event)
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{
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record_completed_game(event);
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start_next_game(event.db);
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}
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// Transition table for tournament
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struct transition_table : mpl::vector<
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// Start Event Next Action Guard
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
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_row < waiting_on_previous_matches, initiate_match, match_in_progress >,
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g_row < waiting_on_previous_matches, initiate_match, match_complete, &x::match_is_a_buy >,
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
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a_row < match_in_progress, game_complete, match_in_progress, &x::record_and_start_next_game >,
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row < match_in_progress, game_complete, match_complete, &x::record_completed_game, &x::was_final_game >
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// +---------------------------+-----------------------------+----------------------------+---------------------+----------------------+
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> {};
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match_object* match_obj;
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match_state_machine_(match_object* match_obj) : match_obj(match_obj) {}
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};
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typedef msm::back::state_machine<match_state_machine_> match_state_machine;
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}
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class match_object::impl {
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public:
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match_state_machine state_machine;
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impl(match_object* self) : state_machine(self) {}
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};
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match_object::match_object() :
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number_of_ties(0),
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my(new impl(this))
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{
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}
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match_object::match_object(const match_object& rhs) :
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graphene::db::abstract_object<match_object>(rhs),
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tournament_id(rhs.tournament_id),
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players(rhs.players),
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games(rhs.games),
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game_winners(rhs.game_winners),
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number_of_wins(rhs.number_of_wins),
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number_of_ties(rhs.number_of_ties),
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match_winners(rhs.match_winners),
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start_time(rhs.start_time),
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end_time(rhs.end_time),
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my(new impl(this))
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{
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my->state_machine = rhs.my->state_machine;
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my->state_machine.match_obj = this;
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}
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match_object& match_object::operator=(const match_object& rhs)
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{
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//graphene::db::abstract_object<match_object>::operator=(rhs);
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id = rhs.id;
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tournament_id = rhs.tournament_id;
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players = rhs.players;
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games = rhs.games;
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game_winners = rhs.game_winners;
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number_of_wins = rhs.number_of_wins;
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number_of_ties = rhs.number_of_ties;
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match_winners = rhs.match_winners;
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start_time = rhs.start_time;
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end_time = rhs.end_time;
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my->state_machine = rhs.my->state_machine;
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my->state_machine.match_obj = this;
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return *this;
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}
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match_object::~match_object()
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{
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}
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bool verify_match_state_constants()
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{
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unsigned error_count = 0;
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typedef msm::back::generate_state_set<match_state_machine::stt>::type all_states;
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static char const* filled_state_names[mpl::size<all_states>::value];
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mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >
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(msm::back::fill_state_names<match_state_machine::stt>(filled_state_names));
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for (unsigned i = 0; i < mpl::size<all_states>::value; ++i)
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{
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try
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{
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// this is an approximate test, the state name provided by typeinfo will be mangled, but should
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// at least contain the string we're looking for
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const char* fc_reflected_value_name = fc::reflector<match_state>::to_string((match_state)i);
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if (!strcmp(fc_reflected_value_name, filled_state_names[i]))
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fc_elog(fc::logger::get("match"),
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"Error, state string mismatch between fc and boost::msm for int value ${int_value}: boost::msm -> ${boost_string}, fc::reflect -> ${fc_string}",
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("int_value", i)("boost_string", filled_state_names[i])("fc_string", fc_reflected_value_name));
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}
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catch (const fc::bad_cast_exception&)
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{
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fc_elog(fc::logger::get("match"),
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"Error, no reflection for value ${int_value} in enum match_state",
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("int_value", i));
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++error_count;
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}
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}
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return error_count == 0;
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}
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match_state match_object::get_state() const
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{
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static bool state_constants_are_correct = verify_match_state_constants();
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(void)&state_constants_are_correct;
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match_state state = (match_state)my->state_machine.current_state()[0];
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return state;
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}
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void match_object::on_initiate_match(database& db)
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{
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my->state_machine.process_event(initiate_match(db));
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}
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void match_object::on_game_complete(database& db, const game_object& game)
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{
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my->state_machine.process_event(game_complete(db, game));
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}
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#if 0
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game_id_type match_object::start_next_game(database& db, match_id_type match_id)
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{
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const game_object& game =
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db.create<game_object>( [&]( game_object& game ) {
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game.match_id = match_id;
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game.players = players;
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});
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return game.id;
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}
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#endif
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} } // graphene::chain
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