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19
lib/paxos.ex
19
lib/paxos.ex
@ -228,9 +228,7 @@ defmodule Paxos do
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safecast(proc, {:prepared, inst, ballot, state.instmap[inst].accepted_ballot, state.instmap[inst].accepted_value});
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set_instmap do
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%{ map
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| ballot: ballot
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}
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%{ map | ballot: ballot }
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end
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Ballot.compare(ballot, &>/2, state.instmap[inst].ballot) ->
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@ -240,9 +238,7 @@ defmodule Paxos do
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)
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set_instmap do
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%{ map
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| ballot: ballot
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}
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%{ map | ballot: ballot }
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end
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true ->
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@ -257,7 +253,7 @@ defmodule Paxos do
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has_finished(state, inst) ->
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state
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state.leader == state.name and Ballot.compare(state.instmap[inst].ballot, &==/2, ballot) ->
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state.leader == state.name and state.instmap[inst].ballot == ballot ->
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if Map.has_key?(state.instmap, inst) and state.instmap[inst].pid_to_inform != nil do
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send(state.instmap[inst].pid_to_inform, {:abort, inst})
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end
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@ -300,10 +296,9 @@ defmodule Paxos do
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has_finished(state, inst) ->
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state
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Ballot.compare(ballot, &==/2, state.instmap[inst].ballot) ->
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ballot == state.instmap[inst].ballot ->
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set_instmap do
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%{
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map
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%{ map
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| prepared_values: map.prepared_values ++ [{accepted_ballot, accepted_value}]
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}
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end
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@ -354,9 +349,7 @@ defmodule Paxos do
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state.leader == state.name and state.instmap[inst].ballot == ballot ->
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set_instmap do
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%{ map |
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accepted: map.accepted + 1
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}
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%{ map | accepted: map.accepted + 1 }
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end
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accepted( state, inst)
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126
lib/server.ex
126
lib/server.ex
@ -8,15 +8,16 @@ defmodule ServerMacros do
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end
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ast2 = quote do
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value ->
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Process.send_after(self(), value, 100)
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unquote(function_name)(v)
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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) 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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@ -28,11 +29,13 @@ defmodule ServerMacros do
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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) 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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end
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end
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@ -63,7 +66,6 @@ defmodule ServerMacros do
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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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var!(res) = v
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unquote(recal_do)
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v ->
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@ -88,7 +90,7 @@ defmodule Server do
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require Utils
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import Utils
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create_log 2
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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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@ -115,56 +117,91 @@ defmodule Server do
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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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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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log("#{inspect(latest)}")
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new_game_id = if latest do latest else 0 end + 1
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log("#{inspect(new_game_id)}")
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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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res = nil
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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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log("HERE #{inspect(res)}")
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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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if state.name in participants do
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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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else
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%{state |
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games: Map.put(state.games, game_id, :not_playing_in_it),
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instance: state.instance + 1,
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}
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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(state, _), do: raise :do_not_know_how_to_apply_game_state
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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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@ -174,28 +211,31 @@ defmodule Server 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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after
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1000 -> :timeout
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end
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def start_game_loop() do
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receive 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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v ->
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Process.send_after(self(), v, 1000)
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start_game_loop()
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after
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1000 -> :timeout
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end
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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)
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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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############
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# Debug
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############
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