cards/server/src/api/message_handler.rs

228 lines
5.7 KiB
Rust
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use crate::api::*;
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use crate::AppState;
use crate::Arc;
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use anyhow::Result;
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use axum::extract::ws::CloseFrame;
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use serde_json::{from_str, to_string};
use tokio::sync::broadcast::Sender;
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/// Handle incoming messages over the WebSocket
pub async fn message_handler(
state: Arc<AppState>,
addr: SocketAddr,
message: Message,
) -> Result<()> {
let tx = &state.tx;
match message {
Message::Text(text) => match text {
_new_game if let Ok(_new_game) = from_str::<NewGameRequest>(&text) => {
tracing::debug!("New game request received.");
handle_new_game(_new_game, &state, tx, addr)?;
}
_chat_message if let Ok(_chat_message) = from_str::<ChatMessage>(&text) => {
handle_chat_message(_chat_message, &state, tx, addr)?;
}
_user_log_in if let Ok(_user_log_in) = from_str::<UserLogIn>(&text) => {
handle_user_log_in(_user_log_in, &state, tx, addr)?;
}
_ => {
tracing::debug!("Unhandled text message: {}", &text);
}
},
Message::Binary(data) => {
tracing::debug!("Binary: {:?}", data)
}
Message::Close(close_frame) => {
handle_close(close_frame, &state, tx, addr)?;
}
Message::Pong(ping) => {
tracing::debug!("Pong received with: {:?}", ping);
}
Message::Ping(pong) => {
tracing::debug!("Pong received with: {:?}", pong);
}
}
Ok(())
}
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/// This runs when a NewGameRequest is received
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fn handle_new_game(
new_game: NewGameRequest,
state: &Arc<AppState>,
tx: &Sender<String>,
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addr: SocketAddr,
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) -> Result<()> {
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let manifest = NewGameManifest {
name: new_game.name,
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host: state
.online_users
.lock()
.unwrap()
.get(&addr)
.unwrap()
.clone(),
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};
// create game
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if let Ok(new_game_object) = Game::new(manifest) {
state.games.lock().unwrap().push(new_game_object);
tx.send(games_update(state))?;
tx.send(server_summary_update(state))?;
}
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Ok(())
}
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/// This runs when a ChatMessage is received
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fn handle_chat_message(
chat_message: ChatMessage,
state: &Arc<AppState>,
tx: &Sender<String>,
addr: SocketAddr,
) -> Result<()> {
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let msg = format! {"{0}: {1}", state.online_users.lock().unwrap().get(&addr).unwrap().lock().unwrap().name, chat_message.text};
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tracing::debug!("{msg}");
tx.send(to_string::<ChatMessage>(&ChatMessage { text: msg })?)?;
Ok(())
}
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/// This runs when a UserLogIn is received
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fn handle_user_log_in(
user_log_in: UserLogIn,
state: &Arc<AppState>,
tx: &Sender<String>,
addr: SocketAddr,
) -> Result<()> {
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let old_name = state
.online_users
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.lock()
.unwrap()
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.get(&addr)
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.unwrap()
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.lock()
.unwrap()
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.name
.clone();
let new_name = user_log_in.username.clone();
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if state.offline_users.lock().unwrap().contains_key(&new_name) {
state
.online_users
.lock()
.unwrap()
.insert(
addr,
state
.offline_users
.lock()
.unwrap()
.remove(&new_name)
.unwrap(),
)
.unwrap();
let msg = format! {
"{0} changed name to {1}. Welcome back!",
old_name,
new_name
};
tracing::debug!("{msg}");
} else {
state
.online_users
.lock()
.unwrap()
.get_mut(&addr)
.unwrap()
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.lock()
.unwrap()
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.change_name(user_log_in.username);
let msg = format! {
"{0} changed name to {1}.",
old_name,
new_name
};
tracing::debug!("{msg}");
tx.send(to_string::<ChatMessage>(&ChatMessage { text: msg })?)?;
}
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tracing::debug!(
"Online Users: {} Offline Users: {}",
state.online_users.lock().unwrap().len(),
state.offline_users.lock().unwrap().len()
);
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Ok(())
}
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/// This runs when a connection closes
fn handle_close(
close_frame: Option<CloseFrame>,
state: &Arc<AppState>,
tx: &Sender<String>,
addr: SocketAddr,
) -> Result<()> {
if let Some(cf) = close_frame {
tracing::debug!(
"Close received from {0} with code: {1} and reason: {2}",
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state
.online_users
.lock()
.unwrap()
.get(&addr)
.unwrap()
.lock()
.unwrap()
.name,
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cf.code,
cf.reason
)
} else {
tracing::debug!("close received without close frame")
}
let msg = ChatMessage {
text: format!(
"{0} left.",
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state
.online_users
.lock()
.unwrap()
.get(&addr)
.unwrap()
.lock()
.unwrap()
.name
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),
};
tracing::debug!("{}", msg.text);
tx.send(to_string::<ChatMessage>(&msg)?)?;
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let name = state
.online_users
.lock()
.unwrap()
.get(&addr)
.unwrap()
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.lock()
.unwrap()
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.name
.clone();
state.offline_users.lock().unwrap().insert(
name.clone(),
state.online_users.lock().unwrap().remove(&addr).unwrap(),
);
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tx.send(server_summary_update(state))?;
tx.send(chat_meta_update(state))?;
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Ok(())
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}