2024-01-16 19:59:01 +00:00
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defmodule ServerMacros do
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2024-01-16 20:42:57 +00:00
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def create_create_loop(name, do: match_exp, else: process_exp, after: after_exp) do
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function_name = :"#{name}_loop"
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ast1 = quote do
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{:timeout} -> :timeout
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end
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ast2 = quote do
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value ->
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log("Got unexpected value: #{inspect(value)}")
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Process.send_after(self(), value, t + 2000)
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unquote(function_name)(v, t)
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end
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ast3 = ast1 ++ match_exp ++ ast2
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if after_exp != nil do
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quote do
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def unquote(function_name)(v, t) do
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var!(v) = v
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unquote(process_exp)
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receive do
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unquote(ast3)
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after
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unquote(after_exp)
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end
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end
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end
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else
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quote do
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def unquote(function_name)(v, t) do
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var!(v) = v
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unquote(process_exp)
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receive do
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unquote(ast3)
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after
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t -> :timeout
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end
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2024-01-16 19:59:01 +00:00
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end
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end
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end
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end
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2024-01-16 20:42:57 +00:00
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def create_create_loop(name, do: exp, else: else_exp) do
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create_create_loop(name, do: exp, else: else_exp, after: nil)
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end
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def create_create_loop(name, do: exp, after: after_exp) do
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create_create_loop(name, do: exp, else: nil, after: after_exp)
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end
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2024-01-16 19:59:01 +00:00
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def create_create_loop(name, do: exp) do
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create_create_loop(name, do: exp, else: nil, after: nil)
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2024-01-16 19:59:01 +00:00
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end
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defmacro create_loop(name, clauses) do
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create_create_loop(name, clauses)
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end
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defmacro try_propose(val, do: ready, else: recal_do) do
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ast1 = quote do
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{:timeout} -> unquote(recal_do)
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{:abort} -> unquote(recal_do)
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end
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ast2 = quote do
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{:decision, v} ->
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var!(state) = apply_game(var!(state), v)
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unquote(recal_do)
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v ->
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raise "Unknown message on try_propose #{inspect(v)}"
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end
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ast3 = ast1 ++ ready ++ ast2
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quote do
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v = Paxos.propose(var!(state).paxos, var!(state).instance, unquote(val), 1000)
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case v do
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unquote(ast3)
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end
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end
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end
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end
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defmodule Server do
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require ServerMacros
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import ServerMacros
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require Utils
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import Utils
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create_log 3
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def start(name, participants) do
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log("starting server")
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pid = spawn(Server, :init, [name, participants])
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register_name(name, pid, false)
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end
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def init(name, participants) do
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paxos = Paxos.start(alter_name(name, "_paxos"), Enum.map(participants, fn name -> alter_name(name, "_paxos") end), true)
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state = %{
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name: name,
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procs: participants,
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games: %{},
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paxos: paxos,
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instance: 0,
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}
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run(state)
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end
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runfn do
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{:start_game, participants, pid_to_inform} ->
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{state, game_id} = try_to_create_game(state, participants)
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safecast(pid_to_inform, {:start_game_ans, game_id})
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state
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{:get_game_state, game_id, pid_to_inform} ->
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get_game_state(state, game_id, pid_to_inform)
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end
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def get_game_state(state, game_id, pid_to_inform, repeat \\ false) do
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cond do
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state.games[game_id] == :not_playing_in_game ->
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safecast(pid_to_inform, {:game_state, game_id, :not_playing})
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state
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state.games[game_id] == nil ->
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if repeat do
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safecast(pid_to_inform, {:game_state, game_id, :game_does_not_exist})
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state
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else
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state = qurey_status(state)
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get_game_state(state, game_id, pid_to_inform, true)
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end
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true ->
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state = qurey_status(state)
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safecast(pid_to_inform, {:game_state, game_id, state.games[game_id].game_state, state.games[game_id].hand})
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state
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end
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end
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2024-01-16 22:06:10 +00:00
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def try_to_create_game(state, participants) do
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game_ids = Map.keys(state.games)
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latest = Enum.at(Enum.sort(game_ids), length(game_ids) - 1)
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new_game_id = if latest do latest else 0 end + 1
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# TODO: randomize game state
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new_game_state = [1, 1]
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# TODO: randomize Initial hand value
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hand = Enum.reduce(participants, %{}, fn p, acc -> Map.put(acc, p, 1) end)
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try_propose {:start_game, new_game_id, participants, new_game_state, hand}
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do
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{:decision, {:start_game, ^new_game_id, ^participants, ^new_game_state, ^hand}} ->
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state = apply_game(state, {:start_game, new_game_id, participants, new_game_state, hand})
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{state, new_game_id}
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else
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try_to_create_game(state, participants)
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end
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end
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#
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# Utils
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#
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def qurey_status(state) do
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v = Paxos.get_decision(state.paxos, state.instance, 100)
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or_state v != nil do
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state = apply_game(state, v)
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qurey_status(state)
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end
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end
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#
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# Apply Game States
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#
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def apply_game(state, {:start_game, game_id, participants, new_game_state, hand}) do
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cond do
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state.games[game_id] ->
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raise :game_already_exists
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state.name in participants ->
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%{state |
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games: Map.put(state.games, game_id, %{
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game_state: new_game_state,
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participants: participants,
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hand: hand[state.name],
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}),
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instance: state.instance + 1
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}
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true ->
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%{state |
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games: Map.put(state.games, game_id, :not_playing_in_game),
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instance: state.instance + 1,
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}
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end
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end
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def apply_game(_, _), do: raise :do_not_know_how_to_apply_game_state
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############
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# Interface
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############
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create_loop :start_game do
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{:start_game_ans, game_id} ->
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log("Started a game #{game_id}")
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{:start_game, game_id}
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end
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def start_game(name, participants) do
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safecast(name, {:start_game, participants, self()})
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start_game_loop(nil, 1000)
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end
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create_loop :get_game_state do
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{:game_state, ^v, :not_playing} ->
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IO.puts("Not Playing in that game")
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:not_playing
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{:game_state, ^v, game_state, hand} ->
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IO.puts("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}")
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{game_state, hand}
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{:game_state, ^v, :game_does_not_exist} ->
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IO.puts("Got game does not exist")
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nil
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end
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def get_game_state(name, game_id) do
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safecast(name, {:get_game_state, game_id, self()})
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get_game_state_loop(game_id, 1000)
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end
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2024-01-16 19:59:01 +00:00
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############
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# Debug
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############
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def spinup(number_of_participants) do
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procs = Enum.to_list(0..number_of_participants) |> Enum.map(fn n -> :"p#{n}" end)
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Enum.map(procs, fn proc -> Server.start(proc, procs) end)
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end
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def kill (pids) do
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pids |> Enum.map(fn m -> Process.exit(m, :kill) end)
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end
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end
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