cards/server/src/api.rs

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Rust
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use crate::AppState;
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use anyhow::Result;
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use axum::{
extract::{
ws::{Message, WebSocket},
ConnectInfo, State, WebSocketUpgrade,
},
response::IntoResponse,
};
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use futures::stream::SplitSink;
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use futures::{SinkExt, StreamExt};
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use lib::models::*;
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use rand::seq::SliceRandom;
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use serde_json::to_string;
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use std::{net::SocketAddr, sync::Arc};
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pub mod message_handler;
use crate::message_handler::*;
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fn motd() -> String {
to_string::<ChatMessage>(&ChatMessage {
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text: "Greetings from the game server!".to_string(),
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})
.unwrap()
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}
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fn server_summary_update(state: &Arc<AppState>) -> String {
to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users: state.users.lock().unwrap().len(),
active_games: state.games.lock().unwrap().len(),
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})
.unwrap()
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}
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fn chat_update(state: &Arc<AppState>) -> String {
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let mut names = vec![];
for user in state.users.lock().unwrap().iter() {
names.push(user.1.name.clone());
}
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to_string::<ChatUpdate>(&ChatUpdate {
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room: "Lobby".to_string(),
users: names,
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})
.unwrap()
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}
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fn games_update(state: &Arc<AppState>) -> String {
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let mut names = vec![];
for game in state.games.lock().unwrap().iter() {
names.push(game.name.clone());
}
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to_string::<GamesUpdate>(&GamesUpdate { games: names }).unwrap()
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}
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fn announce_join(state: &Arc<AppState>, addr: &SocketAddr) -> String {
let msg = format!(
"{} joined.",
state.users.lock().unwrap().get(addr).unwrap().name
);
tracing::debug!("{}", &msg);
to_string::<ChatMessage>(&ChatMessage { text: msg }).unwrap()
}
fn generate_new_user(state: &Arc<AppState>) -> User {
User {
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name: format!(
"{} {}",
state.first_names.choose(&mut rand::thread_rng()).unwrap(),
state.last_names.choose(&mut rand::thread_rng()).unwrap(),
),
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}
}
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fn client_self_user_update(new_user: &User) -> String {
to_string::<UserUpdate>(&UserUpdate {
username: new_user.name.clone(),
})
.unwrap()
}
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/// Create, Register, and Hydrate new user
async fn handle_new_user(
sender: &mut SplitSink<WebSocket, Message>,
state: &Arc<AppState>,
addr: &SocketAddr,
) -> Result<()> {
// Create
let new_user = generate_new_user(state);
// Notify client of new username
sender
.send(Message::Text(client_self_user_update(&new_user)))
.await?;
// Register using `addr` as key until something longer lived exists
state.users.lock().unwrap().insert(*addr, new_user);
// Hydrate client
sender.send(Message::Text(chat_update(state))).await?;
sender.send(Message::Text(motd())).await?;
sender
.send(Message::Text(server_summary_update(state)))
.await?;
sender.send(Message::Text(games_update(state))).await?;
state.tx.send(announce_join(state, addr))?;
state.tx.send(server_summary_update(state))?;
state.tx.send(chat_update(state))?;
Ok(())
}
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pub async fn on_websocket_connection(stream: WebSocket, state: Arc<AppState>, addr: SocketAddr) {
// Split channels to send and receive asynchronously.
let (mut sender, mut receiver) = stream.split();
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handle_new_user(&mut sender, &state, &addr)
.await
.expect("Error creating new user!");
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// Subscribe to global broadcast channel
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let mut rx = state.tx.subscribe();
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// Submit new messages from this client to broadcast
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let mut send_task = tokio::spawn(async move {
while let Ok(msg) = rx.recv().await {
if sender.send(Message::Text(msg)).await.is_err() {
break;
}
}
});
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// Send messages from broadcast down to this client
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let mut recv_task = tokio::spawn(async move {
while let Some(Ok(message)) = receiver.next().await {
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message_handler(message, &state, addr).await
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}
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});
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// If either task completes then abort the other
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tokio::select! {
_ = (&mut send_task) => recv_task.abort(),
_ = (&mut recv_task) => send_task.abort(),
};
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}
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pub async fn websocket_connection_handler(
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ws: WebSocketUpgrade,
// user_agent: Option<TypedHeader<headers::UserAgent>>,
ConnectInfo(addr): ConnectInfo<SocketAddr>,
State(state): State<Arc<AppState>>,
) -> impl IntoResponse {
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tracing::debug!("New connection from {}", &addr);
ws.on_upgrade(move |socket| on_websocket_connection(socket, state, addr))
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}