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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
}
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