cards/server/src/game_handler.rs

646 lines
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Rust
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use crate::user_handler::*;
use crate::AppState;
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use crate::User;
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use anyhow::{Context, Result};
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use lib::*;
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use rand::prelude::IteratorRandom;
use rand::thread_rng;
use serde::Deserialize;
use std::{
collections::HashMap,
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fs::read_to_string,
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net::SocketAddr,
sync::{Arc, RwLock},
};
use uuid::Uuid;
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/// Parse json for card data
pub fn load_cards_from_json(path: &str) -> Result<(CardPacks, CardPacksMeta)> {
// TODO: Repack these cards so every card is stored once and pointers are passed around instead of
// cloning stuff
let data: String =
read_to_string(path).with_context(|| format!("Invalid JSON path: \"{}\"", path))?;
let jayson: Vec<CardPack> = serde_json::from_str(&data)
.with_context(|| format!("The contents of \"{path}\" is not valid JSON."))?;
let mut official: HashMap<u8, CardSet> = HashMap::new();
let mut unofficial: HashMap<u8, CardSet> = HashMap::new();
let mut official_meta: Vec<CardPackMeta> = vec![];
let mut unofficial_meta: Vec<CardPackMeta> = vec![];
for set in jayson {
let mut num_white = 0;
let mut num_black = 0;
let mut newset = CardSet {
white: Option::None,
black: Option::None,
};
// No safe default for this so make it an Option
let mut pack: Option<u8> = Option::None;
if let Some(ref white) = set.white {
num_white = white.len();
if num_white > 0 {
pack = Some(white[0].pack);
newset.white = Some(set.white.unwrap());
}
}
if let Some(ref black) = set.black {
num_black = black.len();
if num_black > 0 {
pack = Some(black[0].pack);
newset.black = Some(set.black.unwrap());
}
}
let meta = CardPackMeta {
name: set.name,
pack: pack.expect("No card pack number!"),
num_white,
num_black,
};
if set.official {
official_meta.push(meta);
official.insert(pack.unwrap(), newset);
} else {
unofficial_meta.push(meta);
unofficial.insert(pack.unwrap(), newset);
}
}
official.shrink_to_fit();
unofficial.shrink_to_fit();
official_meta.shrink_to_fit();
unofficial_meta.shrink_to_fit();
tracing::debug!("{} official", official.len());
tracing::debug!("{} official meta", official_meta.len());
tracing::debug!("{} unofficial", unofficial.len());
tracing::debug!("{} unofficial meta", unofficial_meta.len());
tracing::debug!("{:#?}", official_meta[0]);
tracing::debug!("{:#?}", unofficial_meta[0]);
let packs = CardPacks {
official,
unofficial,
};
let packs_meta = CardPacksMeta {
official_meta,
unofficial_meta,
};
Ok((packs, packs_meta))
}
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/// Card Set
#[derive(Debug)]
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struct CardSet {
white: Option<Vec<CardWhite>>,
black: Option<Vec<CardBlack>>,
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}
/// Card Packs
#[derive(Debug)]
pub struct CardPacks {
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official: HashMap<u8, CardSet>,
unofficial: HashMap<u8, CardSet>,
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}
/// A white card
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// TODO: Remove this clone!
#[derive(Debug, Deserialize, Clone)]
struct CardWhite {
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/// Card text
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text: String,
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/// ID of the pack it came from
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pack: u8,
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}
/// A black card
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// TODO: Remove this clone!
#[derive(Debug, Deserialize, Clone)]
struct CardBlack {
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/// Card text
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text: String,
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/// Amount of cards to submit for judging
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pick: u8,
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/// ID of the pack it came from
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pack: u8,
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}
/// A card pack
#[derive(Debug, Deserialize)]
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struct CardPack {
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/// Name of the pack
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name: String,
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/// Whether or not this is an official card pack
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official: bool,
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/// White card data
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white: Option<Vec<CardWhite>>,
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/// Black card data
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black: Option<Vec<CardBlack>>,
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}
/// New game request structure
#[derive(Debug)]
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struct NewGameManifest {
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/// Game name
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name: String,
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/// Game host
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host: Arc<RwLock<User>>,
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/// Selected game packs
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packs: Vec<u8>,
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}
/// A struct that represents a player
#[derive(Debug)]
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pub struct Player {
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/// The player's hand
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white: Vec<CardWhite>,
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/// The player's wins
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black: Vec<CardBlack>,
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}
/// The game master
#[derive(Debug)]
pub struct Game {
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/// Game's UUID
pub uuid: Uuid,
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/// The name of the game
pub name: String,
/// The host user of the game
pub host: Arc<RwLock<User>>,
/// White draw pile
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white: Vec<CardWhite>,
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/// Black draw pile
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black: Vec<CardBlack>,
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pub players: HashMap<Uuid, Player>,
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/// Black card for the current round
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current_black: Option<CardBlack>,
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pub packs: Vec<u8>,
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}
impl Game {
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fn new(state: Arc<AppState>, request: NewGameManifest) -> Result<Self> {
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tracing::debug!("{:#?}", request.packs);
tracing::debug!("{:#?}", request.packs.len());
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let mut game = Game {
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uuid: Uuid::now_v7(),
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name: request.host.read().unwrap().name.clone(),
host: request.host.clone(),
white: vec![],
black: vec![],
players: HashMap::new(),
current_black: Option::None,
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packs: request.packs.clone(),
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};
tracing::debug!(
"Creating game {} with {} as host",
&request.name,
request.host.read().unwrap().name
);
game.name = request.name;
game.host = request.host.clone();
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game.build_decks(state, request.packs)?;
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game.create_player(request.host)?;
game.deal_black()?;
Ok(game)
}
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/// Build game decks from input data for game start.
/// This should only run once and at startup.
fn build_decks(&mut self, state: Arc<AppState>, selected_packs: Vec<u8>) -> Result<()> {
// TODO: Make this right -- remove the clones, use references to single cards
for pack_num in selected_packs {
if let Some(pack) = state.packs.official.get(&pack_num) {
if let Some(white) = &pack.white {
self.white.extend(white.clone())
}
if let Some(black) = &pack.black {
self.black.extend(black.clone())
}
} else if let Some(pack) = state.packs.unofficial.get(&pack_num) {
if let Some(white) = &pack.white {
self.white.extend(white.clone())
}
if let Some(black) = &pack.black {
self.black.extend(black.clone())
}
}
}
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Ok(())
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}
/// Draw one white card at random from play deck.
fn draw_one_white(&mut self) -> Result<CardWhite> {
let deck = &mut self.white;
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// TODO: this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
Ok(deck.swap_remove(index))
} else {
Ok(CardWhite {
text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
pack: 0,
})
}
}
/// Draw one black card at random from play deck.
fn draw_one_black(&mut self) -> Result<CardBlack> {
let deck = &mut self.black;
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// TODO: this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
Ok(deck.swap_remove(index))
} else {
Ok(CardBlack {
text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
pick: 0,
pack: 0,
})
}
}
/// Deal a black card and use it for the current round
fn deal_black(&mut self) -> Result<()> {
self.current_black = Some(self.draw_one_black()?);
Ok(())
}
/// 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 {
white: vec![],
black: vec![],
};
let new_player_name = user.read().unwrap().name.clone();
tracing::debug!("Creating player for {}", &new_player_name);
let mut hand_buf = vec![];
for _ in 0..10 {
hand_buf.push(self.draw_one_white()?);
}
tracing::debug!("Dealing hand to {}", &new_player_name);
new_player.white.extend(hand_buf);
self.players
.insert(user.read().unwrap().uuid.clone(), new_player);
Ok(())
}
}
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pub enum GameHandlerMessage {
NewGame {
addr: SocketAddr,
new_game: NewGameRequest,
},
JoinGame {
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addr: SocketAddr,
id: String,
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},
}
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pub struct GameHandler {
state: Arc<AppState>,
}
impl GameHandler {
pub fn new(state: Arc<AppState>) -> Self {
GameHandler { state }
}
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pub async fn handle(&self, message: GameHandlerMessage) {
match message {
GameHandlerMessage::NewGame { addr, new_game } => self.new_game(addr, new_game).await,
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GameHandlerMessage::JoinGame { addr, id } => self.join_game(addr, id).await,
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_ => {
tracing::debug!("Unhandled at game handler");
}
}
}
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async fn join_game(&self, addr: SocketAddr, id: String) {
// Create player
self.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.write()
.unwrap()
.create_player(
self.state
.online_users
.read()
.unwrap()
.get(&addr)
.unwrap()
.clone(),
)
.unwrap();
// Create update for user's game view
let mut black_card = ("Error".to_string(), 0u8);
if let Some(ref current_black) = self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.current_black
{
black_card = (current_black.text.to_owned(), current_black.pick)
}
let meta = GameStateMeta {
uuid: id.clone(),
name: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.name
.clone(),
host: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.host
.read()
.unwrap()
.name
.clone(),
players: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.players
.iter()
.map(|player| {
self.state
.user_uuid
.read()
.unwrap()
.get(player.0)
.unwrap()
.read()
.unwrap()
.name
.clone()
})
.collect(),
czar: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.host
.read()
.unwrap()
.name
.clone(),
black: black_card,
white: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.players
.get(
&self
.state
.online_users
.read()
.unwrap()
.get(&addr)
.unwrap()
.read()
.unwrap()
.uuid,
)
.unwrap()
.white
.iter()
.map(|card| card.text.clone())
.collect(),
packs: self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.packs
.clone(),
};
// Send updates for all players
for player in self
.state
.games
.read()
.unwrap()
.get(&id)
.unwrap()
.read()
.unwrap()
.players
.iter()
{
// // Send user's update
// self.state
// .user_uuid
// .read()
// .unwrap()
// .get(&player.0)
// .unwrap()
// .read()
// .unwrap()
// .tx
// .send(serde_json::to_string(&meta).unwrap())
// .await
// .unwrap();
tracing::debug! {"y"};
}
// let _ = self
// .state
// .games
// .read()
// .unwrap()
// .get(&id)
// .unwrap()
// .read()
// .unwrap()
// .players
// .iter()
// .map(async |player: (&Uuid, &Player)| {
// // Send user's update
// self.state
// .user_uuid
// .read()
// .unwrap()
// .get(player.0)
// .unwrap()
// .read()
// .unwrap()
// .tx
// .send(serde_json::to_string(&meta).unwrap())
// .await
// .unwrap();
// })
// .count();
// Broadcast game browser update
self.state
.broadcast_tx
.send(meta_games_browser_update(&self.state))
.unwrap();
// Broadcast server meta update
self.state
.broadcast_tx
.send(meta_server_summary_update(&self.state))
.unwrap();
}
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async fn new_game(&self, addr: SocketAddr, new_game: NewGameRequest) {
if new_game.packs.is_empty() {
tracing::debug!("Cards are empty");
return;
} else if new_game.name.is_empty() {
tracing::debug!("Name are empty");
return;
}
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let manifest = NewGameManifest {
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name: new_game.name,
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host: self
.state
.online_users
.read()
.unwrap()
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.get(&addr)
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.unwrap()
.clone(),
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packs: new_game.packs,
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};
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// Create game
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if let Ok(new_game_object) = Game::new(self.state.clone(), manifest) {
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let tx = self
.state
.online_users
.read()
.unwrap()
.get(&addr)
.unwrap()
.read()
.unwrap()
.tx
.clone();
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// Create update for user's game view
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let mut black_card = ("Error".to_string(), 0u8);
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if let Some(ref current_black) = new_game_object.current_black {
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black_card = (current_black.text.to_owned(), current_black.pick)
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}
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let meta = GameStateMeta {
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uuid: new_game_object.uuid.to_string(),
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name: new_game_object.name.clone(),
host: new_game_object.host.read().unwrap().name.clone(),
players: new_game_object
.players
.iter()
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.map(|player| {
self.state
.user_uuid
.read()
.unwrap()
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.get(player.0)
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.unwrap()
.read()
.unwrap()
.name
.clone()
})
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.collect(),
czar: new_game_object.host.read().unwrap().name.clone(),
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black: black_card,
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white: new_game_object
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.players
.get(&new_game_object.host.read().unwrap().uuid)
.unwrap()
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.white
.iter()
.map(|card| card.text.clone())
.collect(),
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packs: new_game_object.packs.clone(),
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};
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// Send user's update
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tx.send(serde_json::to_string(&meta).unwrap())
.await
.unwrap();
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// Add game to active list
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self.state.games.write().unwrap().insert(
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new_game_object.uuid.to_string(),
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Arc::new(RwLock::new(new_game_object)),
);
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// Broadcast game browser update
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self.state
.broadcast_tx
.send(meta_games_browser_update(&self.state))
.unwrap();
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// Broadcast server meta update
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self.state
.broadcast_tx
.send(meta_server_summary_update(&self.state))
.unwrap();
}
}
}