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Hangman - GenServer

platzi/hangman/10-gen_server.livemd

Hangman - GenServer

Modulos requeridos

defmodule Hangman.State do
  @moduledoc """
  The Hangman game state
  """

  @enforce_keys [:word, :goal]
  defstruct [
    :word,
    :goal,
    misses: MapSet.new(),
    matches: MapSet.new(),
    limit: 5,
    mask: "_",
    completed?: false
  ]

  @type t :: %__MODULE__{
          word: String.t(),
          goal: MapSet.t(),
          misses: MapSet.t(),
          matches: MapSet.t(),
          limit: pos_integer(),
          mask: String.t(),
          completed?: boolean()
        }

  @doc """
  Creates the initial game state
  """
  @spec new(String.t()) :: t()
  def new(word) when is_binary(word) do
    word = String.downcase(word)
    goal = word |> String.codepoints() |> MapSet.new()
    struct!(__MODULE__, word: word, goal: goal)
  end
end
defmodule Hangman.GameLogic do
  @moduledoc """
  Main logic for the game
  """

  alias Hangman.State

  @doc """
  Returns the game state after the user takes a guess

  ## Examples

      iex> state = Hangman.State.new("hangman")
      iex> guess("a", state)
      %Hangman.State{matches: MapSet.new(["a"]), word: "hangman", goal: MapSet.new(["a", "g", "h", "m", "n"])}

  """
  @spec guess(String.t(), State.t()) :: State.t()
  def guess(letter, %State{} = state) do
    %{goal: goal, matches: matches, misses: misses, limit: limit} = state

    if MapSet.member?(goal, letter) do
      matches = MapSet.put(matches, letter)
      completed? = MapSet.equal?(matches, goal)
      %{state | matches: matches, completed?: completed?}
    else
      %{state | misses: MapSet.put(misses, letter), limit: limit - 1}
    end
  end
end
defmodule Hangman.Goal.Api do
  @moduledoc """
  Word generator API
  """

  @doc """
  Generates a word, phrase, or sentence.
  """
  @callback generate() :: String.t()
end
defmodule Hangman.Goal do
  @moduledoc """
  Goal (word, phrase, sentence) generator entry point
  """
  @behaviour Hangman.Goal.Api

  @impl true
  def generate do
    client = Application.get_env(:hangman, :goal_generator, Hangman.Goal.DummyGenerator)
    client.generate()
  end
end
defmodule Hangman.Goal.DummyGenerator do
  @behaviour Hangman.Goal.Api

  @impl true
  def generate do
    Enum.random(["hangman", "letterbox", "wheel of fortune"])
  end
end
defmodule Hangman.View do
  @moduledoc """
  Presentation layer for the Hangman game
  """

  alias Hangman.State

  @doc """
  Returns a human-friendly response
  """
  @spec format_response(State.t()) :: String.t()
  def format_response(%State{limit: limit, completed?: false} = state) when limit > 0 do
    mask_word(state)
  end

  def format_response(%State{limit: limit, word: word}) when limit > 0 do
    "You won, word was: #{word}"
  end

  def format_response(%State{word: word}) do
    "Game Over, word was: #{word}"
  end

  ## Helpers
  defp mask_word(%{matches: matches, mask: mask, word: word} = _state) do
    if MapSet.size(matches) > 0 do
      matches = Enum.join(matches)
      String.replace(word, ~r/[^#{matches}]/, mask)
    else
      String.replace(word, ~r/./, mask)
    end
  end
end

GenServer

Introducción a GenServer

TODO

defmodule Hangman do
  @moduledoc """
  The famous Hangman game
  """
  use GenServer

  alias Hangman.GameLogic
  alias Hangman.Goal
  alias Hangman.State
  alias Hangman.View

  ## Client
  @doc """
  Starts the game
  """
  @spec start_link(atom()) :: GenServer.on_start()
  def start_link(player) when is_atom(player) do
    GenServer.start_link(__MODULE__, player, name: player)
  end

  @doc """
  Returns the masked word
  """
  @spec get(atom() | pid()) :: String.t()
  def get(player) do
    player
    |> GenServer.call(:get)
    |> View.format_response()
  end

  @doc """
  Lets the user to take a guess
  """
  @spec take_a_guess(atom() | pid(), String.t()) :: String.t()
  def take_a_guess(player, letter) do
    player
    |> GenServer.call({:guess, letter})
    |> View.format_response()
  end

  @doc """
  Stops the game for the given player
  """
  def stop(player), do: GenServer.stop(player)

  ## Callbacks
  @impl GenServer
  def init(_player) do
    {:ok, State.new(Goal.generate())}
  end

  @impl GenServer
  def handle_call(:get, _from, state) do
    {:reply, state, state}
  end

  def handle_call({:guess, letter}, _from, state) do
    new_state =
      letter
      |> String.downcase()
      |> GameLogic.guess(state)

    {:reply, new_state, new_state}
  end
end
player = :milton
{:ok, pid} = Hangman.start_link(player)
Hangman.get(player)
for letter <- ["h", "a", "n", "g", "m"] do
  Hangman.take_a_guess(player, letter)
end
if Process.alive?(pid), do: Hangman.stop(player)
Hangman.start_link(player)

for letter <- ["z", "q", "p", "r", "y"] do
  Hangman.take_a_guess(player, letter)
end
Hangman.stop(player)

Hasta ahora solo hemos demostrado que Agent es una abstracción construida encima de GenServer, pero no hemos aplicado los cambios sugeridos en el reto anterior, veamos si ahora podemos añadir soporte para expirar un sesión de juego.

defmodule Hangman do
  @moduledoc """
  The famous Hangman game
  """
  use GenServer

  alias Hangman.GameLogic
  alias Hangman.Goal
  alias Hangman.State
  alias Hangman.View

  require Logger

  @idle_timeout :timer.seconds(15)

  ## Client
  @doc """
  Starts the game
  """
  @spec start_link(atom()) :: GenServer.on_start()
  def start_link(player) when is_atom(player) do
    GenServer.start_link(__MODULE__, player, name: player)
  end

  @doc """
  Returns the masked word
  """
  @spec get(atom() | pid()) :: String.t()
  def get(player) do
    player
    |> GenServer.call(:get)
    |> View.format_response()
  end

  @doc """
  Lets the user to take a guess
  """
  @spec take_a_guess(atom() | pid(), String.t()) :: String.t()
  def take_a_guess(player, letter) do
    player
    |> GenServer.call({:guess, letter})
    |> View.format_response()
  end

  @doc """
  Stops the game for the given player
  """
  def stop(player), do: GenServer.stop(player)

  ## Callbacks
  @impl GenServer
  def init(player) do
    game_state = State.new(Goal.generate())
    {:ok, %{name: player, game_state: game_state}, @idle_timeout}
  end

  @impl GenServer
  def handle_call(:get, _from, state) do
    {:reply, Map.get(state, :game_state), state, @idle_timeout}
  end

  def handle_call({:guess, letter}, _from, %{game_state: game_state} = state) do
    new_game_state =
      letter
      |> String.downcase()
      |> GameLogic.guess(game_state)

    {:reply, new_game_state, %{state | game_state: new_game_state}, @idle_timeout}
  end

  @impl GenServer
  def handle_info(:timeout, %{name: player} = state) do
    Logger.info("Stopping game session for #{player}")
    {:stop, :normal, state}
  end
end

Ahora comencemos un nuevo juego y esperemos unos 15 segundos sin pasar ningún mensaje al proceso.

Hangman.start_link(player)

Si después de recibir el mensaje Stopping game session for… decidimos intentar jugando vamos a recibir un error porque el proceso ya no se encuentra activo.

Hangman.get(player)

Retos

Con los cambios previos demostramos que podemos expirar sesiones de juego. Sin embargo, podríamos mejorar la experiencia de usuario si guardamos el estado del juego en un medio persistente, de modo que si el jugador decide interactuar de nuevo con el servidor, el modulo Hangman verifica primero si tiene una sesión previa sin terminar, de existir dicha sesión, podríamos preguntarle al jugador si desea continuarla o si desea iniciar un nuevo juego. Si por el contrario, dicha sesión no existe, procedemos de inmediato a crear un nuevo juego.

Si quisieras evitarte tener que preguntarle al jugador si desea continuar o no con la sesión previa sin terminar, podrías cambiar el argumento esperado por Hangman.start_link/1. En vez de aceptar un átomo como argumento, podrías espera un keyword list de la siguiente manera:

Hangman.start_link(player: :my_name, recover_session: true)

Si el jugador no indica el valor para recover_session, su valor por omisión será false. Recuerda que independientemente de la decisión del jugador, de existir, debes eliminar la sesión no concluida del medio persistente. Solo puede haber una sesión no concluida por jugador en el medio persistente, y debe ser la más reciente.