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path: root/main.go
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package main

import (
	"flag"
	"fmt"
	"log"
	"sync"
	"time"
)

type Ball struct{ hits int }

func main() {
	numSecs := flag.Int("s", 1, "Number of seconds game should last")
	flag.Parse()

	game(*numSecs)
}

func game(numSecs int) {
	var wg sync.WaitGroup

	// FIXME: make this a flag.
	const numPlayers = 7
	players := make([]chan Ball, numPlayers+1)
	players[0] = make(chan Ball)

	for i := range numPlayers {
		players[i+1] = player(i+1, &wg, players[i])
	}

	t := time.Tick(time.Duration(numSecs) * time.Second)

	players[0] <- Ball{}

loop:
	for b := range players[len(players)-1] {
		select {
		case players[0] <- b:
		case <-t:
			break loop
		}
	}

	// This sets off a chain reaction that closes the other
	// p-channels (p1, p2, etc.)
	close(players[0])

	// Wait for all of the in-flight player goroutines to
	// finish. You need this!
	wg.Wait()

	// If any of these prints out, we know we did something wrong.
	for i, p := range players {
		for range p {
			log.Fatalf("P%d", i)
		}
	}

	fmt.Println("Done for real!")
}

// player spawns a new player goroutine that reads from the input
// channel. Player returns a channel for listening for the goroutine's
// output. Both channels are technically receive-only, but making them
// bidirectional simplifies making them members of a slice which
// contains a bidirectional channel.
func player(id int, wg *sync.WaitGroup, input chan Ball) chan Ball {
	out := make(chan Ball)

	wg.Go(func() {
		defer func() {
			close(out)
			fmt.Printf("(%d) finished\n", id)
		}()

		fmt.Printf("(%d) started\n", id)

		for b := range input {
			b.hits++
			fmt.Printf("(%d) %d\n", id, b.hits)
			time.Sleep(100 * time.Millisecond)

			out <- b
		}
	})

	return out
}