some-automoderation/rooms/room.go

148 lines
4.7 KiB
Go

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