peerplays_migrated/libraries/chain/match_object.cpp
2019-08-28 15:42:21 +02:00

406 lines
17 KiB
C++

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