start cleaning up
This commit is contained in:
parent
d930583e12
commit
67e29f2a5d
6 changed files with 248 additions and 235 deletions
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@ -1,201 +0,0 @@
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use crate::AppState;
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use anyhow::Result;
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use axum::{
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extract::{
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ws::{Message, WebSocket},
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ConnectInfo, State, WebSocketUpgrade,
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},
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response::IntoResponse,
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};
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use futures::stream::SplitSink;
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use futures::{SinkExt, StreamExt};
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use lib::*;
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use rand::seq::SliceRandom;
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use serde_json::to_string;
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use server::*;
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use std::{
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net::SocketAddr,
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sync::{Arc, RwLock},
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};
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pub mod message_handler;
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use crate::message_handler::*;
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/// Establish the WebSocket connection
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pub async fn websocket_connection_handler(
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ws: WebSocketUpgrade,
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// user_agent: Option<TypedHeader<headers::UserAgent>>,
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ConnectInfo(addr): ConnectInfo<SocketAddr>,
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State(state): State<Arc<AppState>>,
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) -> impl IntoResponse {
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tracing::debug!("New connection from {}", &addr);
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ws.on_upgrade(move |socket| on_websocket_connection(socket, state, addr))
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}
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/// This runs right after a WebSocket connection is established
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pub async fn on_websocket_connection(stream: WebSocket, state: Arc<AppState>, addr: SocketAddr) {
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// Split channels to send and receive asynchronously.
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let (mut sender, mut receiver) = stream.split();
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// Set up new user
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handle_new_user(&mut sender, &state, &addr)
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.await
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.expect("Error creating new user!");
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// Subscribe to receive from global broadcast channel
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let mut rx = state.tx.subscribe();
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// Send messages to this client
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let mut send_task = tokio::spawn(async move {
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while let Ok(msg) = rx.recv().await {
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if sender.send(Message::Text(msg)).await.is_err() {
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break;
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}
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}
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});
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// Receive messages from this client
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let mut recv_task = tokio::spawn(async move {
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while let Some(Ok(message)) = receiver.next().await {
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message_handler(state.clone(), addr, message)
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.await
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.expect("Message Handler exploded!")
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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! {
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_ = (&mut send_task) => recv_task.abort(),
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_ = (&mut recv_task) => send_task.abort(),
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};
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}
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/// Create, Register, and Hydrate new user
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async fn handle_new_user(
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sender: &mut SplitSink<WebSocket, Message>,
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state: &Arc<AppState>,
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addr: &SocketAddr,
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) -> Result<()> {
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// Create
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let new_user = Arc::new(RwLock::new(generate_new_user(state)));
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// Notify client of new username
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sender
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.send(Message::Text(client_self_user_update(&new_user)))
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.await?;
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// Register using `addr` as key until something longer lived exists
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state.online_users.write().unwrap().insert(*addr, new_user);
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// Hydrate client
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// this should probably be combined and sent as one
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sender.send(Message::Text(chat_meta_update(state))).await?;
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sender.send(Message::Text(motd())).await?;
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sender
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.send(Message::Text(server_summary_update(state)))
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.await?;
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sender.send(Message::Text(games_update(state))).await?;
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sender.send(Message::Text(cards_meta_update(state))).await?;
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// Broadcast new user's existence
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// this should probably be combined and sent as one
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state.tx.send(announce_join(state, addr))?;
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state.tx.send(server_summary_update(state))?;
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state.tx.send(chat_meta_update(state))?;
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Ok(())
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}
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/// Create a new user object from incoming data
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fn generate_new_user(state: &Arc<AppState>) -> User {
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User {
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name: format!(
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"{} {}",
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state.first_names.choose(&mut rand::thread_rng()).unwrap(),
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state.last_names.choose(&mut rand::thread_rng()).unwrap(),
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),
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}
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}
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/// Generate message to notify client of user changes
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fn client_self_user_update(new_user: &Arc<RwLock<User>>) -> String {
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to_string::<UserUpdate>(&UserUpdate {
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username: new_user.read().unwrap().name.clone(),
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})
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.unwrap()
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}
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/// Generate chatroom metadata update
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fn chat_meta_update(state: &Arc<AppState>) -> String {
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// this may get expensive if there are many users
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let mut names = vec![];
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for user in state.online_users.read().unwrap().iter() {
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names.push(user.1.read().unwrap().name.clone());
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}
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to_string::<ChatUpdate>(&ChatUpdate {
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room: "Lobby".to_string(),
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users: names,
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})
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.unwrap()
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}
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/// Generage cards meta message
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fn cards_meta_update(state: &Arc<AppState>) -> String {
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tracing::debug!("sending cards meta");
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to_string::<CardPacksMeta>(&state.packs_meta).unwrap()
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}
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/// Generate message-of-the-day server greeting
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fn motd() -> String {
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to_string::<ChatMessage>(&ChatMessage {
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text: "Greetings from the game server!".to_string(),
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})
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.unwrap()
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}
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/// Generate server summary update - mostly debug stuff
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fn server_summary_update(state: &Arc<AppState>) -> String {
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let online_users = state.online_users.read().unwrap().len();
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let active_games = state.games.read().unwrap().len();
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to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users,
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active_games,
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})
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.unwrap()
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}
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/// Generate games list update
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fn games_update(state: &Arc<AppState>) -> String {
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// this may get expensive if there are many games
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let mut names = vec![];
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for game in state.games.read().unwrap().iter() {
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names.push(format!(
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"Name: {} Host: {}",
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game.name,
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game.host.read().unwrap().name
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));
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}
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to_string::<GamesUpdate>(&GamesUpdate { games: names }).unwrap()
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}
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/// Generate chatroom join announcement
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fn announce_join(state: &Arc<AppState>, addr: &SocketAddr) -> String {
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let msg = format!(
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"{} joined.",
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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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.name
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);
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tracing::debug!("{}", &msg);
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to_string::<ChatMessage>(&ChatMessage { text: msg }).unwrap()
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}
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@ -1,3 +1,5 @@
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#![feature(if_let_guard)]
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use anyhow::{Context, Result};
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use lib::*;
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use rand::prelude::IteratorRandom;
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@ -11,6 +13,10 @@ use std::{
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sync::{Arc, RwLock},
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};
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use tokio::sync::broadcast;
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pub mod websocket;
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pub mod meta;
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pub mod user;
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use crate::user::*;
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/// Card Set
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#[derive(Debug)]
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@ -68,18 +74,6 @@ pub struct NewGameManifest {
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pub host: Arc<RwLock<User>>,
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}
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/// User
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#[derive(Default, Debug, Eq, PartialEq, Hash)]
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pub struct User {
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pub name: String,
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}
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impl User {
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pub fn change_name(&mut self, new_name: String) {
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self.name = new_name;
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}
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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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@ -1,7 +1,8 @@
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#![feature(if_let_guard)]
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use crate::websocket::*;
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use anyhow::{Context, Result};
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use axum::{routing::get, Router};
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use server::user::*;
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use server::*;
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use std::{
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collections::{HashMap, HashSet},
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net::SocketAddr,
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use tokio::sync::broadcast;
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use tower_http::services::ServeDir;
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use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
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pub mod api;
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use crate::api::*;
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use server::*;
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#[tokio::main]
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async fn main() -> Result<()> {
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80
server/src/meta.rs
Normal file
80
server/src/meta.rs
Normal file
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use crate::AppState;
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use lib::*;
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use serde_json::to_string;
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use std::{net::SocketAddr, sync::Arc};
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/// Generate chatroom metadata update
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pub fn meta_chat_update(state: &Arc<AppState>) -> String {
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// this may get expensive if there are many users
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let mut names = vec![];
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for user in state.online_users.read().unwrap().iter() {
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names.push(user.1.read().unwrap().name.clone());
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}
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to_string::<ChatUpdate>(&ChatUpdate {
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room: "Lobby".to_string(),
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users: names,
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})
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.unwrap()
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}
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/// Generage cards meta message
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pub fn meta_new_game_card_packs(state: &Arc<AppState>) -> String {
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tracing::debug!("sending cards meta");
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to_string::<CardPacksMeta>(&state.packs_meta).unwrap()
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}
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/// Generate message-of-the-day server greeting
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pub fn meta_motd() -> String {
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to_string::<ChatMessage>(&ChatMessage {
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text: "Greetings from the game server!".to_string(),
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})
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.unwrap()
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}
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/// Generate server summary update - mostly debug stuff
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pub fn meta_server_summary_update(state: &Arc<AppState>) -> String {
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let online_users = state.online_users.read().unwrap().len();
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let active_games = state.games.read().unwrap().len();
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to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users,
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active_games,
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})
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.unwrap()
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}
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/// Generate games list update
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pub fn meta_games_browser_update(state: &Arc<AppState>) -> String {
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// this may get expensive if there are many games
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let mut names = vec![];
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for game in state.games.read().unwrap().iter() {
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names.push(format!(
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"Name: {} Host: {}",
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game.name,
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game.host.read().unwrap().name
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));
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}
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to_string::<GamesUpdate>(&GamesUpdate { games: names }).unwrap()
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}
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/// Generate chatroom join announcement
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pub fn meta_announce_user_join(state: &Arc<AppState>, addr: &SocketAddr) -> String {
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let msg = format!(
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"{} joined.",
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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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.name
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);
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tracing::debug!("{}", &msg);
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to_string::<ChatMessage>(&ChatMessage { text: msg }).unwrap()
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}
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37
server/src/user.rs
Normal file
37
server/src/user.rs
Normal file
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@ -0,0 +1,37 @@
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use crate::AppState;
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use lib::*;
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use rand::prelude::SliceRandom;
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use serde_json::to_string;
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use std::sync::Arc;
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use std::sync::RwLock;
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/// User
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#[derive(Default, Debug, Eq, PartialEq, Hash)]
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pub struct User {
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pub name: String,
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}
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impl User {
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/// Create a new user object from incoming data
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pub fn new(state: &Arc<AppState>) -> User {
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User {
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name: format!(
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"{} {}",
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state.first_names.choose(&mut rand::thread_rng()).unwrap(),
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state.last_names.choose(&mut rand::thread_rng()).unwrap(),
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),
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}
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}
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pub fn change_name(&mut self, new_name: String) {
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self.name = new_name;
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}
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}
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/// Generate message to notify client of user changes
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pub fn user_client_self_update(new_user: &Arc<RwLock<User>>) -> String {
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to_string::<UserUpdate>(&UserUpdate {
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username: new_user.read().unwrap().name.clone(),
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})
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.unwrap()
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}
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@ -1,13 +1,118 @@
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use crate::api::*;
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use crate::meta::*;
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use crate::user::*;
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use crate::AppState;
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use crate::Arc;
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use crate::Game;
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use crate::NewGameManifest;
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use anyhow::Result;
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use axum::extract::ws::CloseFrame;
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use axum::{
|
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extract::{
|
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ws::{Message, WebSocket},
|
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ConnectInfo, State, WebSocketUpgrade,
|
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},
|
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response::IntoResponse,
|
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};
|
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use futures::stream::SplitSink;
|
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use futures::{SinkExt, StreamExt};
|
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use lib::*;
|
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use serde_json::{from_str, to_string};
|
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use std::{
|
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net::SocketAddr,
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sync::{Arc, RwLock},
|
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};
|
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use tokio::sync::broadcast::Sender;
|
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|
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/// Establish the WebSocket connection
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pub async fn websocket_connection_handler(
|
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ws: WebSocketUpgrade,
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// user_agent: Option<TypedHeader<headers::UserAgent>>,
|
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ConnectInfo(addr): ConnectInfo<SocketAddr>,
|
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State(state): State<Arc<AppState>>,
|
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) -> impl IntoResponse {
|
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tracing::debug!("New connection from {}", &addr);
|
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ws.on_upgrade(move |socket| websocket_on_connection(socket, state, addr))
|
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}
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|
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/// This runs right after a WebSocket connection is established
|
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pub async fn websocket_on_connection(stream: WebSocket, state: Arc<AppState>, addr: SocketAddr) {
|
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// Split channels to send and receive asynchronously.
|
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let (mut sender, mut receiver) = stream.split();
|
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|
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// Set up new user
|
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user_handle_new(&mut sender, &state, &addr)
|
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.await
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.expect("Error creating new user!");
|
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|
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// Subscribe to receive from global broadcast channel
|
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let mut rx = state.tx.subscribe();
|
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|
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// Send messages to this client
|
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let mut send_task = tokio::spawn(async move {
|
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while let Ok(msg) = rx.recv().await {
|
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if sender.send(Message::Text(msg)).await.is_err() {
|
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break;
|
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}
|
||||
}
|
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});
|
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|
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// Receive messages from this client
|
||||
let mut recv_task = tokio::spawn(async move {
|
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while let Some(Ok(message)) = receiver.next().await {
|
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websocket_message_handler(state.clone(), addr, message)
|
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.await
|
||||
.expect("Message Handler exploded!")
|
||||
}
|
||||
});
|
||||
|
||||
// If either task completes then abort the other
|
||||
tokio::select! {
|
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_ = (&mut send_task) => recv_task.abort(),
|
||||
_ = (&mut recv_task) => send_task.abort(),
|
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};
|
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}
|
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|
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/// Create, Register, and Hydrate new user
|
||||
pub async fn user_handle_new(
|
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sender: &mut SplitSink<WebSocket, Message>,
|
||||
state: &Arc<AppState>,
|
||||
addr: &SocketAddr,
|
||||
) -> Result<()> {
|
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// Create
|
||||
let new_user = Arc::new(RwLock::new(User::new(state)));
|
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|
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// Notify client of new username
|
||||
sender
|
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.send(Message::Text(user_client_self_update(&new_user)))
|
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.await?;
|
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|
||||
// Register using `addr` as key until something longer lived exists
|
||||
state.online_users.write().unwrap().insert(*addr, new_user);
|
||||
|
||||
// Hydrate client
|
||||
// this should probably be combined and sent as one
|
||||
sender.send(Message::Text(meta_chat_update(state))).await?;
|
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sender.send(Message::Text(meta_motd())).await?;
|
||||
sender
|
||||
.send(Message::Text(meta_server_summary_update(state)))
|
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.await?;
|
||||
sender
|
||||
.send(Message::Text(meta_games_browser_update(state)))
|
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.await?;
|
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sender
|
||||
.send(Message::Text(meta_new_game_card_packs(state)))
|
||||
.await?;
|
||||
|
||||
// Broadcast new user's existence
|
||||
// this should probably be combined and sent as one
|
||||
state.tx.send(meta_announce_user_join(state, addr))?;
|
||||
state.tx.send(meta_server_summary_update(state))?;
|
||||
state.tx.send(meta_chat_update(state))?;
|
||||
|
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Ok(())
|
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}
|
||||
|
||||
/// Handle incoming messages over the WebSocket
|
||||
pub async fn message_handler(
|
||||
pub async fn websocket_message_handler(
|
||||
state: Arc<AppState>,
|
||||
addr: SocketAddr,
|
||||
message: Message,
|
||||
|
@ -18,13 +123,13 @@ pub async fn message_handler(
|
|||
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)?;
|
||||
game_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)?;
|
||||
websocket_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)?;
|
||||
websocket_handle_user_log_in(_user_log_in, &state, tx, addr)?;
|
||||
}
|
||||
_ => {
|
||||
tracing::debug!("Unhandled text message: {}", &text);
|
||||
|
@ -34,7 +139,7 @@ pub async fn message_handler(
|
|||
tracing::debug!("Binary: {:?}", data)
|
||||
}
|
||||
Message::Close(close_frame) => {
|
||||
handle_close(close_frame, &state, tx, addr)?;
|
||||
websocket_handle_close(close_frame, &state, tx, addr)?;
|
||||
}
|
||||
Message::Pong(ping) => {
|
||||
tracing::debug!("Pong received with: {:?}", ping);
|
||||
|
@ -48,7 +153,7 @@ pub async fn message_handler(
|
|||
}
|
||||
|
||||
/// This runs when a NewGameRequest is received
|
||||
fn handle_new_game(
|
||||
fn game_handle_new_game(
|
||||
new_game: NewGameRequest,
|
||||
state: &Arc<AppState>,
|
||||
tx: &Sender<String>,
|
||||
|
@ -69,15 +174,15 @@ fn handle_new_game(
|
|||
// create game
|
||||
if let Ok(new_game_object) = Game::new(manifest) {
|
||||
state.games.write().unwrap().push(new_game_object);
|
||||
tx.send(games_update(state))?;
|
||||
tx.send(server_summary_update(state))?;
|
||||
tx.send(meta_games_browser_update(state))?;
|
||||
tx.send(meta_server_summary_update(state))?;
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// This runs when a ChatMessage is received
|
||||
fn handle_chat_message(
|
||||
fn websocket_handle_chat_message(
|
||||
chat_message: ChatMessage,
|
||||
state: &Arc<AppState>,
|
||||
tx: &Sender<String>,
|
||||
|
@ -91,7 +196,7 @@ fn handle_chat_message(
|
|||
}
|
||||
|
||||
/// This runs when a UserLogIn is received
|
||||
fn handle_user_log_in(
|
||||
fn websocket_handle_user_log_in(
|
||||
user_log_in: UserLogIn,
|
||||
state: &Arc<AppState>,
|
||||
tx: &Sender<String>,
|
||||
|
@ -168,8 +273,8 @@ fn handle_user_log_in(
|
|||
state.online_users.read().unwrap().len(),
|
||||
state.offline_users.read().unwrap().len()
|
||||
);
|
||||
tx.send(games_update(state))?;
|
||||
tx.send(chat_meta_update(state))?;
|
||||
tx.send(meta_games_browser_update(state))?;
|
||||
tx.send(meta_chat_update(state))?;
|
||||
|
||||
// send the user their new name
|
||||
|
||||
|
@ -177,7 +282,7 @@ fn handle_user_log_in(
|
|||
}
|
||||
|
||||
/// This runs when a connection closes
|
||||
fn handle_close(
|
||||
fn websocket_handle_close(
|
||||
close_frame: Option<CloseFrame>,
|
||||
state: &Arc<AppState>,
|
||||
tx: &Sender<String>,
|
||||
|
@ -235,8 +340,8 @@ fn handle_close(
|
|||
state.online_users.write().unwrap().remove(&addr).unwrap(),
|
||||
);
|
||||
|
||||
tx.send(server_summary_update(state))?;
|
||||
tx.send(chat_meta_update(state))?;
|
||||
tx.send(meta_server_summary_update(state))?;
|
||||
tx.send(meta_chat_update(state))?;
|
||||
|
||||
Ok(())
|
||||
}
|
Loading…
Add table
Reference in a new issue