Files
gomoku/server/network/dispatch.go
T
tiennm99 4c068849c4 refactor(server): rename database package to lobby, drop ratel legacy files
Rename
- server/database/ → server/lobby/ (17 import sites + qualified references)
- Package was named "database" but there is no database — it's in-memory
  hashmaps for players/rooms/spectators. "lobby" accurately names its role:
  the multiplayer game lobby state (who is in what room, joining/leaving,
  spectating).

Ratel-online legacy cleanup
- Delete server/README.md — 100% Chinese, entirely about ratel card games
  (斗地主/跑得快/德州扑克/麻将/骗子酒馆/Uno). Zero relevance to gomoku.
- Delete server/build.sh + server/build.ps1 — multi-platform ratel-server
  build scripts with mixed Chinese comments, superseded by Makefile +
  Dockerfile.
- Delete server/docs/ — Chinese Docker deployment guide + quickstart,
  superseded by root docs/deployment-guide.md and root README.md.
- Delete server/demo.gif — ratel card-game demo screenshot.

Comment fixes: update "database" references in consts/const.go and
game/board.go package docs to point at "lobby" instead.

go vet + go test ./... green.
2026-04-11 16:08:46 +07:00

67 lines
2.1 KiB
Go

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)
}
}