package server import ( "sync" ) // SinkName represents one of the registered sinks for a server. type SinkName string const ( // LogSink handles console output for game servers, including messages being // sent via Wings to the console instance. LogSink SinkName = "log" // InstallSink handles installation output for a server. InstallSink SinkName = "install" ) // sinkPool represents a pool with sinks. type sinkPool struct { mu sync.RWMutex sinks []chan []byte } // newSinkPool returns a new empty sinkPool. A sink pool generally lives with a // server instance for it's full lifetime. func newSinkPool() *sinkPool { return &sinkPool{} } // On adds a channel to the sink pool instance. func (p *sinkPool) On(c chan []byte) { p.mu.Lock() p.sinks = append(p.sinks, c) p.mu.Unlock() } // Off removes a given channel from the sink pool. If no matching sink is found // this function is a no-op. If a matching channel is found, it will be removed. func (p *sinkPool) Off(c chan []byte) { p.mu.Lock() defer p.mu.Unlock() sinks := p.sinks for i, sink := range sinks { if c != sink { continue } // We need to maintain the order of the sinks in the slice we're tracking, // so shift everything to the left, rather than changing the order of the // elements. copy(sinks[i:], sinks[i+1:]) sinks[len(sinks)-1] = nil sinks = sinks[:len(sinks)-1] // Update our tracked sinks, and close the matched channel. p.sinks = sinks close(c) return } } // Destroy destroys the pool by removing and closing all sinks and destroying // all of the channels that are present. func (p *sinkPool) Destroy() { p.mu.Lock() defer p.mu.Unlock() for _, c := range p.sinks { close(c) } p.sinks = nil } // Push sends a given message to each of the channels registered in the pool. func (p *sinkPool) Push(data []byte) { p.mu.RLock() for _, c := range p.sinks { select { // Send the event data over to the channels. case c <- data: } } p.mu.RUnlock() } // Sink returns the instantiated and named sink for a server. If the sink has // not been configured yet this function will cause a panic condition. func (s *Server) Sink(name SinkName) *sinkPool { sink, ok := s.sinks[name] if !ok { s.Log().Fatalf("attempt to access nil sink: %s", name) } return sink } // DestroyAllSinks iterates over all of the sinks configured for the server and // destroys their instances. Note that this will cause a panic if you attempt // to call Server.Sink() again after. This function is only used when a server // is being deleted from the system. func (s *Server) DestroyAllSinks() { s.Log().Info("destroying all registered sinks for server instance") for _, sink := range s.sinks { sink.Destroy() } }