2024-08-08 05:29:32 -04:00
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use crate::user_handler::*;
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use crate::AppState;
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2024-08-09 01:21:04 -04:00
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use crate::User;
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2024-08-12 15:10:48 -04:00
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use anyhow::Result;
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2024-08-09 02:57:27 -04:00
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use lib::*;
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2024-08-12 15:10:48 -04:00
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use rand::prelude::IteratorRandom;
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use rand::thread_rng;
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use serde::Deserialize;
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use std::{
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collections::HashMap,
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net::SocketAddr,
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sync::{Arc, RwLock},
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};
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use uuid::Uuid;
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2024-08-08 05:29:32 -04:00
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2024-08-10 19:50:26 -04:00
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// This file is disgusting, don't look at it
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2024-08-08 05:29:32 -04:00
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2024-08-12 15:10:48 -04:00
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/// Card Set
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#[derive(Debug)]
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pub struct CardSet {
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pub white: Option<Vec<CardWhite>>,
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pub black: Option<Vec<CardBlack>>,
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}
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/// Card Packs
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#[derive(Debug)]
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pub struct CardPacks {
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pub official: HashMap<u8, CardSet>,
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pub unofficial: HashMap<u8, CardSet>,
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}
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/// A white card
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#[derive(Debug, Deserialize)]
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pub struct CardWhite {
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/// Card text
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pub text: String,
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/// ID of the pack it came from
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pub pack: u8,
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}
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/// A black card
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#[derive(Debug, Deserialize)]
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pub struct CardBlack {
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/// Card text
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pub text: String,
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/// Amount of cards to submit for judging
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pub pick: u8,
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/// ID of the pack it came from
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pub pack: u8,
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}
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/// A card pack
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#[derive(Debug, Deserialize)]
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pub struct CardPack {
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/// Name of the pack
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pub name: String,
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/// Whether or not this is an official card pack
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pub official: bool,
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/// White card data
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pub white: Option<Vec<CardWhite>>,
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/// Black card data
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pub black: Option<Vec<CardBlack>>,
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}
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/// New game request structure
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#[derive(Debug)]
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pub struct NewGameManifest {
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/// Game name
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pub name: String,
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/// Game host
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pub host: Arc<RwLock<User>>,
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/// Selected game packs
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pub packs: Vec<u8>,
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}
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/// A struct that represents a player
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#[derive(Debug)]
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pub struct Player {
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/// Player's user's uuid
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pub user_uuid: Uuid,
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/// The player's hand
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pub white: Vec<CardWhite>,
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/// The player's wins
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pub black: Vec<CardBlack>,
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}
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/// The game master
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#[derive(Debug)]
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pub struct Game {
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/// The name of the game
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pub name: String,
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/// The host user of the game
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pub host: Arc<RwLock<User>>,
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/// White draw pile
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pub white: Vec<CardWhite>,
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/// Black draw pile
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pub black: Vec<CardBlack>,
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/// White discard pile
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pub white_discard: Vec<CardWhite>,
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/// Black discard pile
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pub black_discard: Vec<CardBlack>,
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/// List of current players
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pub players: HashMap<Uuid, Player>,
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// /// Reference to current card czar
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// czar: &Player,
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/// Black card for the current round
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pub current_black: Option<CardBlack>,
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}
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impl Game {
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/// Build game decks from input data for game start.
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/// This should only run once and at startup.
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fn build_decks(&mut self, selected_packs: Vec<u8>) -> Result<()> {
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// for pack in selected_packs {
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// for pack in card_packs {
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// if let Some(white) = pack.white {
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// self.white.extend(white)
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// }
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// if let Some(black) = pack.black {
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// self.black.extend(black)
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// }
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// }
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// }
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Ok(())
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}
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pub fn new(request: NewGameManifest) -> Result<Self> {
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let mut game = Game {
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name: request.host.read().unwrap().name.clone(),
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host: request.host.clone(),
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white: vec![],
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black: vec![],
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white_discard: vec![],
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black_discard: vec![],
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players: HashMap::new(),
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current_black: Option::None,
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};
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tracing::debug!(
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"Creating game {} with {} as host",
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&request.name,
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request.host.read().unwrap().name
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);
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game.name = request.name;
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game.host = request.host.clone();
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game.build_decks(request.packs)?;
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game.create_player(request.host)?;
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game.deal_black()?;
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Ok(game)
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}
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// pub fn join(request:GameJoinRequest)
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/// Log counts of current drawable cards
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/// For testing
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pub fn deck_counts(&self) {
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tracing::debug!(
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"Deck Counts:\n {} White cards\n {} Black cards",
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self.white.len(),
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self.black.len()
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);
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}
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/// Draw one white card at random from play deck.
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fn draw_one_white(&mut self) -> Result<CardWhite> {
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let deck = &mut self.white;
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// this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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Ok(deck.swap_remove(index))
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} else {
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Ok(CardWhite {
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text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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pack: 0,
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})
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}
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}
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/// Draw one black card at random from play deck.
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fn draw_one_black(&mut self) -> Result<CardBlack> {
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let deck = &mut self.black;
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// this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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Ok(deck.swap_remove(index))
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} else {
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Ok(CardBlack {
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text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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pick: 0,
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pack: 0,
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})
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}
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}
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/// Deal a black card and use it for the current round
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fn deal_black(&mut self) -> Result<()> {
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self.current_black = Some(self.draw_one_black()?);
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Ok(())
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}
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/// Create a new player and add them to the game.
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pub fn create_player(&mut self, user: Arc<RwLock<User>>) -> Result<()> {
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let mut new_player = Player {
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user_uuid: user.read().unwrap().uuid.clone(),
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white: vec![],
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black: vec![],
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};
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let new_player_name = user.read().unwrap().name.clone();
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tracing::debug!("Creating player for {}", &new_player_name);
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let mut hand_buf = vec![];
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for _ in 0..10 {
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hand_buf.push(self.draw_one_white()?);
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}
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tracing::debug!("Dealing hand to {}", &new_player_name);
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new_player.white.extend(hand_buf);
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self.players
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.insert(user.read().unwrap().uuid.clone(), new_player);
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Ok(())
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}
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pub fn game_start(&mut self) -> Result<()> {
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if let Some(black) = &self.current_black {
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tracing::debug!("{}", black.text);
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} else {
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tracing::debug!("YOU DONE FUCKED UP (no current black card)");
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}
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Ok(())
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}
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}
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2024-08-09 01:21:04 -04:00
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pub enum GameHandlerMessage {
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NewGame {
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addr: SocketAddr,
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new_game: NewGameRequest,
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},
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JoinGame {
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user: Arc<User>,
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game_name: String,
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},
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}
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2024-08-08 05:29:32 -04:00
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pub struct GameHandler {
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state: Arc<AppState>,
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}
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impl GameHandler {
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pub fn new(state: Arc<AppState>) -> Self {
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GameHandler { state }
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}
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2024-08-09 01:21:04 -04:00
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pub async fn handle(&self, message: GameHandlerMessage) {
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match message {
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GameHandlerMessage::NewGame { addr, new_game } => self.new_game(addr, new_game).await,
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_ => {
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tracing::debug!("Unhandled at game handler");
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}
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}
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}
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async fn new_game(&self, addr: SocketAddr, new_game: NewGameRequest) {
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if new_game.packs.is_empty() {
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tracing::debug!("Cards are empty");
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return;
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} else if new_game.name.is_empty() {
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tracing::debug!("Name are empty");
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return;
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}
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2024-08-08 05:29:32 -04:00
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let manifest = NewGameManifest {
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2024-08-09 01:21:04 -04:00
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name: new_game.name,
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2024-08-08 05:29:32 -04:00
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host: self
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.state
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.online_users
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.read()
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.unwrap()
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.get(&addr)
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.unwrap()
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.clone(),
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packs: new_game.packs,
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2024-08-08 05:29:32 -04:00
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};
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// create game
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if let Ok(new_game_object) = Game::new(manifest) {
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2024-08-09 02:57:27 -04:00
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let tx = self
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.state
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.online_users
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.read()
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.unwrap()
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.get(&addr)
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.unwrap()
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.read()
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.unwrap()
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.tx
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.clone();
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2024-08-10 19:50:26 -04:00
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let mut black_text = "Error".to_string();
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if let Some(ref current_black) = new_game_object.current_black {
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black_text = current_black.text.to_owned()
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}
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let meta = GameMeta {
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name: new_game_object.name.clone(),
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host: new_game_object.host.read().unwrap().name.clone(),
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players: new_game_object
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.players
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.iter()
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2024-08-11 19:51:30 -04:00
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.map(|player| {
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self.state
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.user_uuid
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.read()
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.unwrap()
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.get(&player.0)
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.unwrap()
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.read()
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.unwrap()
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.name
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.clone()
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})
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2024-08-10 19:50:26 -04:00
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.collect(),
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czar: new_game_object.host.read().unwrap().name.clone(),
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black: black_text,
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white: new_game_object
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2024-08-11 19:51:30 -04:00
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.players
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.get(&new_game_object.host.read().unwrap().uuid)
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.unwrap()
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2024-08-10 19:50:26 -04:00
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.white
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.iter()
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.map(|card| card.text.clone())
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.collect(),
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};
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tx.send(serde_json::to_string(&meta).unwrap())
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.await
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.unwrap();
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2024-08-09 01:21:04 -04:00
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self.state.games.write().unwrap().insert(
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new_game_object.name.clone(),
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Arc::new(RwLock::new(new_game_object)),
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);
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2024-08-08 05:29:32 -04:00
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self.state
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.broadcast_tx
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.send(meta_games_browser_update(&self.state))
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.unwrap();
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self.state
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.broadcast_tx
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.send(meta_server_summary_update(&self.state))
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.unwrap();
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}
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}
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}
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