package network import ( "github.com/tiennm99/gomoku/server/lobby" "github.com/tiennm99/gomoku/server/pkg/log" "github.com/tiennm99/gomoku/server/protocol" ) // Dispatch routes an incoming Request to the appropriate handler. // // Stateless requests (heartbeat, get_rooms, set_nickname, set_client_info, // client_exit) are handled inline on the reader goroutine — they must return fast. // // Stateful requests (create_room, join_room, game_move, etc.) are pushed onto // player.CmdCh for the state machine goroutine (phase-06) to consume in order. // // Overflow policy: if CmdCh is full, the request is logged and dropped rather // than blocking the reader goroutine (prevents backpressure deadlocks). func Dispatch(player *lobby.Player, req *protocol.Request) { switch req.Payload.(type) { // --- Stateless handlers (inline) --- case *protocol.Request_Heartbeat: handleHeartbeat(player, req) case *protocol.Request_SetNickname: handleSetNickname(player, req) case *protocol.Request_GetRooms: handleGetRooms(player, req) case *protocol.Request_SetClientInfo: handleSetClientInfo(player, req) case *protocol.Request_ClientExit: handleClientExit(player, req) // --- Stateful handlers (pushed to cmdCh for state machine) --- case *protocol.Request_CreateRoom, *protocol.Request_CreatePveRoom, *protocol.Request_JoinRoom, *protocol.Request_GameStarting, *protocol.Request_GameMove, *protocol.Request_GameReset, *protocol.Request_WatchGame, *protocol.Request_WatchGameExit: pushToCmdCh(player, req) default: log.Errorf("[dispatch] player %d: unhandled request type %T, dropping\n", player.ID, req.Payload) } } // pushToCmdCh enqueues req on player.CmdCh without blocking. // If the channel is full or nil, the request is dropped with a warning. func pushToCmdCh(player *lobby.Player, req *protocol.Request) { if player.CmdCh == nil { log.Errorf("[dispatch] player %d: CmdCh is nil, dropping %T\n", player.ID, req.Payload) return } select { case player.CmdCh <- req: default: log.Errorf("[dispatch] player %d: CmdCh full (cap %d), dropping %T\n", player.ID, cap(player.CmdCh), req.Payload) } }