feat: impl release hand & next speaker selection
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147
rooms/room.go
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147
rooms/room.go
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@@ -0,0 +1,147 @@
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package rooms
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import (
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"log"
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"slices"
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)
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type Room struct {
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Name string // will be unique ID
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AdminIds []PersonId
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PasswordHash string
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CurrentSpeaker PersonId // i guess let's set to zero value when it's noone from the room
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Paricipants []Person
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// TODO hands, for each type of hand?
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// i guess participants order fixed for now?
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// and i'll still need 'current' for each hand level
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ParticipantHands map[PersonId]HandGesture
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Marks map[HandGesture]PersonId
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}
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func (r *Room)InitMaps() {
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if r.ParticipantHands == nil {
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r.ParticipantHands = make(map[PersonId]HandGesture)
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}
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if r.Marks == nil {
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r.Marks = make(map[HandGesture]PersonId)
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}
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}
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// and how would i organize?
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// i should have map[HandGesture]ParticipantId as mark. for 'from where to go clockwise if returning a level lover'
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// now i want methods that for some person raise some hand, so i guess it adds what? to map[ParticipantId]HandGesture
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// i suppose methods should be on a room, in a session i'd have ParticipantId to pass in, and would load room
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// and i want all parts of room in same struct, because i'd want to subscribe to changes to all of them
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// i suppose raising a hand could be just in place adding PersonId->HandGesture,
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// but releasing hand should have additional logic
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func (r *Room) ReleaseHand(p PersonId) {
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// releasing a hand of a current speaker should result in selection of a new speaker
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log.Printf("about to release hand of %d in %s", p, r.Name)
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// first remove hand of the requested person
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currentSpeakerGesture, currentSpeakerHandFound := r.ParticipantHands[p]
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if !currentSpeakerHandFound {
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return
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}
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delete(r.ParticipantHands, p)
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// if not a current speaker, no complicated logic required to release a hand
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if r.CurrentSpeaker != p {
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return
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}
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// if a current speaker - after removing the hand, we need to find next speaker
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// from highest hand gesture to lowest, until one is found
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gestures := [...]HandGesture{Meta, ClarifyingQ, Expand, ProbingQ, ChangeTopic}
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var nextSpeakerId PersonId
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var nextSpeakerFound bool
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gestureIteration:
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for _, gesture := range gestures {
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log.Printf("searching for gesture %s", gesture.String())
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startIndex := r.gestureSearchStartIndex(gesture, currentSpeakerGesture)
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participantsCount := len(r.Paricipants)
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for i := 1; i < participantsCount; i++ {
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checkIndex := startIndex + i%participantsCount
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checkPerson := r.Paricipants[checkIndex]
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checkGesture, isFound := r.ParticipantHands[checkPerson.Id]
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if isFound && checkGesture == gesture {
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nextSpeakerId, nextSpeakerFound = checkPerson.Id, true
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break gestureIteration
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}
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}
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}
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if !nextSpeakerFound {
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log.Printf("there is not next speaker, that's ok")
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}
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nextSpeakerGesture := r.ParticipantHands[nextSpeakerId]
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log.Printf("found next speaker %+v", nextSpeakerId)
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if nextSpeakerGesture > currentSpeakerGesture {
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// raising the level of the speaker, need to save mark
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log.Printf("we do have nextSpeaker of priority %s higher than current %s", nextSpeakerGesture.String(), currentSpeakerGesture.String())
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r.Marks[currentSpeakerGesture] = p
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}
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// also we need to remove marks from top to current speaker level
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for _, gesture := range gestures {
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if gesture < nextSpeakerGesture {
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break
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}
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delete(r.Marks, gesture)
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}
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r.CurrentSpeaker = nextSpeakerId
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}
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// find place to start - separate function
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// current speaker level, searched gesture level, room marks
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// if search level >= current speaker start from speaker
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// if search level < current speaekr look for mark, start from mark of that level,
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//
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// if no mark - from speaker
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func (r *Room) gestureSearchStartIndex(gesture, curSpeakerGesture HandGesture) int {
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if r.CurrentSpeaker == PersonId(0) {
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// nobody is actully a speaker
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return 0
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}
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var personFromWhichToStartSearch PersonId
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// if searched guesture is higher or same as current speaker, start from speaker
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if gesture >= curSpeakerGesture {
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personFromWhichToStartSearch = r.CurrentSpeaker
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}
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// if searched gesture is of lower priority from current speaker, check marks to return to, or use speaker level
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gestureMark, found := r.Marks[gesture]
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if found {
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personFromWhichToStartSearch = gestureMark
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}
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// if no mark found - count from the speaker
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personFromWhichToStartSearch = r.CurrentSpeaker
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indexFromWhichToStart := slices.IndexFunc(r.Paricipants, func(p Person) bool {
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return p.Id == personFromWhichToStartSearch
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})
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return indexFromWhichToStart
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}
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// sooooooo. i need hand types. are there enums in go?
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type HandGesture uint8
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const (
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ChangeTopic HandGesture = iota
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ProbingQ
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Expand
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ClarifyingQ
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Meta
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)
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// String() method to print the name of the days
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func (g HandGesture) String() string {
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return [...]string{"Change Topic", "Probing Quesion", "Expand", "Clarifying Quesion", "Meta"}[g]
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}
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@@ -5,25 +5,28 @@ import (
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"encoding/json"
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"errors"
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"fmt"
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"math/rand"
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"log"
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"github.com/redis/go-redis/v9"
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)
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type Person struct {
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PersonId int
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Name string
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PasswordHash string
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type PersonId int
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// TODO move to rooms i guess
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func RandomPersonId() PersonId {
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randInt := rand.Int()
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if randInt == 0 {
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randInt = 1
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}
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return PersonId(randInt)
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}
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type Room struct {
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Name string // will be unique ID
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AdminIds []int
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type Person struct {
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Id PersonId
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Name string
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PasswordHash string
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Paricipants []Person
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// TODO hands, for each type of hand?
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// i guess participants order fixed for now?
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// and i'll still need 'current' for each hand level
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}
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// well, it seems that i'd better do marshalling into bytes then
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