quirk0o
I’m implementing a game server that tracks questions and answers. Once the game is started, a timer starts running, and after it’s done, the game process will exit. A user can also stop the game before the timer is done. Since I already had the game server implemented for tracking the game state and the module was getting pretty complex, I’ve added the timer as a separate GenServer.
defmodule Qotd.Games.GameSession do
use GenServer
# skipped most of the module and GenServer and Supervisor glue code for brevity
def handle_call(:start, _from, game) do
game = Game.start(game)
{:ok, _} = start_timer()
{:reply, {:ok, game}, game}
end
def handle_info({:EXIT, _from, :normal}, game) do
game = Game.close(game)
{:stop, :normal, game}
end
def handle_info({:EXIT, _from, reason}, game) do
{:stop, reason, game}
end
defp start_timer(game) do
Process.flag(:trap_exit, true)
Timer.start_link(id: {__MODULE__, game.id}, ends_at: timer_ends_at())
end
end
defmodule Qotd.Timer do
use GenServer
alias Qotd.Timer.Timer
defp via(id), do: {:via, Registry, {Qotd.Registry.Timer, id}}
def start_link(opts) do
GenServer.start_link(__MODULE__, opts, name: via(opts[:id]))
end
@impl true
def init(opts) do
timer = Timer.new(opts[:ends_at])
ref = :timer.send_interval(opts[:interval], :tick)
{:ok, {ref, timer}}
end
def handle_info(:tick, {ref, timer}) do
tick({ref, timer})
end
@impl true
def handle_call(:check, _from, {ref, timer}) do
{:reply, timer, {ref, timer}}
end
def handle_call(:check, _from, {ref, timer}) do
{:reply, timer, {ref, timer}}
end
def handle_call(:stop, _from, state) do
{:stop, :normal, state}
end
defp tick({ref, timer}) do
case Timer.tick(timer) do
%{remaining: 0} = timer ->
{:stop, :normal, timer}
timer ->
{:noreply, {ref, timer}}
end
end
end
My question is: is this a reasonable approach for running the timer? And if it is, how would I handle the timer process crashing without also killing the game session? Ideally, I would like to restart the timer several times before giving up.
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dimitarvp
A good OTP way of doing it would be to have the timer not being linked to the game process but to a dedicated supervisor just for the timers. And you can then have yet another (3rd) process that monitors the game process, depending on your requirements.
al2o3cr
Beware this kind of pattern with that kind of motivation - GenServers are a bad fit for code-organization duties.
For instance, putting the
Timerin a separate process means that any call to the:checkhandler could crash if it arrives in the mailbox after the:tickmessage that stops the timer!An alternative approach would be keeping the implementation code separate (treat the
{ref, timer}tuple as an opaque thing inGameSession) but the implementation runtime together (invoke plain functions inGameSessionto interact with the timer data).