Source file refutation_player.ml
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open Refutation_player_types
open Refutation_game
module Types = struct
type state = {
node_ctxt : Node_context.rw;
self : Signature.public_key_hash;
opponent : Signature.public_key_hash;
mutable last_move_cache :
(Octez_smart_rollup.Game.game_state * int32) option;
}
type parameters = {
node_ctxt : Node_context.rw;
self : Signature.public_key_hash;
conflict : Octez_smart_rollup.Game.conflict;
}
end
module Name = struct
let base = Refutation_game_event.Player.section @ ["worker"]
include Signature.Public_key_hash
end
module Worker = Worker.MakeSingle (Name) (Request) (Types)
type worker = Worker.infinite Worker.queue Worker.t
let table = Worker.create_table Queue
let on_play game Types.{node_ctxt; self; opponent; _} =
play node_ctxt ~self game opponent
let on_play_opening conflict (Types.{node_ctxt; self; _} : Types.state) =
play_opening_move node_ctxt self conflict
module Handlers = struct
type self = worker
let on_request :
type r request_error.
worker -> (r, request_error) Request.t -> (r, request_error) result Lwt.t
=
fun w request ->
let state = Worker.state w in
match request with
| Request.Play game -> protect @@ fun () -> on_play game state
| Request.Play_opening conflict ->
protect @@ fun () -> on_play_opening conflict state
type launch_error = error trace
let on_launch _w _name Types.{node_ctxt; self; conflict} =
Lwt_result.return
Types.{node_ctxt; self; opponent = conflict.other; last_move_cache = None}
let on_error (type a b) _w st (r : (a, b) Request.t) (errs : b) :
unit tzresult Lwt.t =
let open Lwt_result_syntax in
let request_view = Request.view r in
let emit_and_return_errors errs =
let*! () =
Refutation_game_event.Player.request_failed request_view st errs
in
return_unit
in
match r with
| Request.Play _ -> emit_and_return_errors errs
| Request.Play_opening _ -> emit_and_return_errors errs
let on_completion _w r _ st =
Refutation_game_event.Player.request_completed (Request.view r) st
let on_no_request _ = Lwt.return_unit
let on_close w =
let open Lwt_syntax in
let state = Worker.state w in
let* () = Refutation_game_event.Player.stopped state.opponent in
return_unit
end
let init node_ctxt ~self ~conflict =
let open Lwt_result_syntax in
let*! () =
Refutation_game_event.Player.started
conflict.Game.other
conflict.Game.our_commitment
in
let worker_promise, worker_waker = Lwt.task () in
let* worker =
trace Rollup_node_errors.Refutation_player_failed_to_start
@@ Worker.launch
table
conflict.other
{node_ctxt; self; conflict}
(module Handlers)
in
let () = Lwt.wakeup worker_waker worker in
let worker =
let open Result_syntax in
match Lwt.state worker_promise with
| Lwt.Return worker -> return worker
| Lwt.Fail _ | Lwt.Sleep ->
tzfail Rollup_node_errors.Refutation_player_failed_to_start
in
Lwt.return worker
let should_move ~level game last_move_cache =
match last_move_cache with
| None -> true
| Some (last_move_game_state, last_move_level) ->
(not (Game.game_state_equal game.Game.game_state last_move_game_state))
|| Int32.(
sub level last_move_level
> of_int Configuration.refutation_player_buffer_levels)
let play w game ~(level : int32) =
let open Lwt_syntax in
let state = Worker.state w in
if should_move ~level game state.last_move_cache then (
let* pushed = Worker.Queue.push_request w (Request.Play game) in
if pushed then state.last_move_cache <- Some (game.Game.game_state, level) ;
return_unit)
else return_unit
let play_opening w conflict =
let open Lwt_syntax in
let* (_pushed : bool) =
Worker.Queue.push_request w (Request.Play_opening conflict)
in
return_unit
let init_and_play node_ctxt ~self ~conflict ~game ~level =
let open Lwt_result_syntax in
let* worker = init node_ctxt ~self ~conflict in
let*! () =
match game with
| None -> play_opening worker conflict
| Some game -> play worker game ~level
in
return_unit
let current_games () =
List.map
(fun (_name, worker) -> ((Worker.state worker).opponent, worker))
(Worker.list table)
let shutdown = Worker.shutdown