cleanup
This commit is contained in:
parent
c2897d5ec4
commit
7c10ab9370
2 changed files with 82 additions and 75 deletions
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@ -1,4 +1,5 @@
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use crate::AppState;
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use crate::AppState;
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use anyhow::Result;
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use axum::{
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use axum::{
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extract::{
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extract::{
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ws::{Message, WebSocket},
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ws::{Message, WebSocket},
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@ -6,6 +7,7 @@ use axum::{
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},
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},
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response::IntoResponse,
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response::IntoResponse,
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};
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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 futures::{SinkExt, StreamExt};
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use lib::models::*;
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use lib::models::*;
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use rand::seq::SliceRandom;
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use rand::seq::SliceRandom;
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@ -15,111 +17,116 @@ use std::{net::SocketAddr, sync::Arc};
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pub mod message_handler;
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pub mod message_handler;
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use crate::message_handler::*;
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use crate::message_handler::*;
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fn motd() -> ChatMessage {
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fn motd() -> String {
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ChatMessage {
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to_string::<ChatMessage>(&ChatMessage {
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text: "Greetings from the game server!".to_string(),
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text: "Greetings from the game server!".to_string(),
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}
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})
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.unwrap()
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}
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}
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fn server_sum_update(state: &Arc<AppState>) -> ServerStateSummary {
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fn server_summary_update(state: &Arc<AppState>) -> String {
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ServerStateSummary {
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to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users: state.users.lock().unwrap().len(),
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online_users: state.users.lock().unwrap().len(),
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active_games: state.games.lock().unwrap().len(),
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active_games: state.games.lock().unwrap().len(),
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}
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})
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.unwrap()
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}
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}
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fn generate_chat_update(state: &Arc<AppState>) -> ChatUpdate {
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fn chat_update(state: &Arc<AppState>) -> String {
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let mut names = vec![];
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let mut names = vec![];
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for user in state.users.lock().unwrap().iter() {
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for user in state.users.lock().unwrap().iter() {
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names.push(user.1.name.clone());
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names.push(user.1.name.clone());
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}
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}
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ChatUpdate {
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to_string::<ChatUpdate>(&ChatUpdate {
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room: "Lobby".to_string(),
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room: "Lobby".to_string(),
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users: names,
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users: names,
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}
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})
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.unwrap()
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}
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}
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fn generate_games_update(state: &Arc<AppState>) -> GamesUpdate {
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fn games_update(state: &Arc<AppState>) -> String {
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let mut names = vec![];
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let mut names = vec![];
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for game in state.games.lock().unwrap().iter() {
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for game in state.games.lock().unwrap().iter() {
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names.push(game.name.clone());
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names.push(game.name.clone());
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}
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}
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GamesUpdate { games: names }
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to_string::<GamesUpdate>(&GamesUpdate { games: names }).unwrap()
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}
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}
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pub async fn on_websocket_connection(stream: WebSocket, state: Arc<AppState>, addr: SocketAddr) {
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fn announce_join(state: &Arc<AppState>, addr: &SocketAddr) -> String {
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// Add User to users
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let msg = format!(
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let new_user = User {
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"{} joined.",
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state.users.lock().unwrap().get(addr).unwrap().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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fn generate_new_user(state: &Arc<AppState>) -> User {
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User {
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name: format!(
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name: format!(
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"{} {}",
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"{} {}",
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state.first_names.choose(&mut rand::thread_rng()).unwrap(),
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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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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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}
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}
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// By splitting, we can send and receive at the same time.
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fn client_self_user_update(new_user: &User) -> String {
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to_string::<UserUpdate>(&UserUpdate {
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username: new_user.name.clone(),
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})
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.unwrap()
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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 = 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.users.lock().unwrap().insert(*addr, new_user);
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// Hydrate client
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sender.send(Message::Text(chat_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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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_update(state))?;
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Ok(())
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}
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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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let (mut sender, mut receiver) = stream.split();
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let _ = &sender
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handle_new_user(&mut sender, &state, &addr)
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.send(Message::Text(
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.await
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to_string::<UserUpdate>(&UserUpdate {
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.expect("Error creating new user!");
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username: new_user.name.to_string(),
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})
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.unwrap(),
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))
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.await;
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// Add user to users using `addr` as key until something longer lived exists
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// Subscribe to global broadcast channel
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state.users.lock().unwrap().insert(addr, new_user);
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// hydrate user
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let _ = &sender
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.send(Message::Text(
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to_string::<ChatUpdate>(&generate_chat_update(&state)).unwrap(),
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))
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.await;
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let _ = &sender
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.send(Message::Text(to_string::<ChatMessage>(&motd()).unwrap()))
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.await;
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let _ = &sender
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.send(Message::Text(
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to_string(&server_sum_update(&state)).unwrap(),
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))
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.await;
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let _ = &sender
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.send(Message::Text(
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to_string(&generate_games_update(&state)).unwrap(),
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))
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.await;
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// ANNOUNCE THY PRESENCE
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let msg = ChatMessage {
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text: format!(
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"{} joined.",
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state.users.lock().unwrap().get(&addr).unwrap().name
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),
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};
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tracing::debug!("{}", msg.text);
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let _ = &state.tx.send(to_string::<ChatMessage>(&msg).unwrap());
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// Broadcast server state summary update
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let _ = &state
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.tx
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.send(to_string(&server_sum_update(&state)).unwrap());
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// Broadcast users update
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let _ = &state
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.tx
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.send(to_string(&generate_chat_update(&state)).unwrap());
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// subscribe to broadcast channel
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let mut rx = state.tx.subscribe();
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let mut rx = state.tx.subscribe();
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// handle broadcasting further awesome messages
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// Submit new messages from this client to broadcast
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let mut send_task = tokio::spawn(async move {
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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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while let Ok(msg) = rx.recv().await {
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if sender.send(Message::Text(msg)).await.is_err() {
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if sender.send(Message::Text(msg)).await.is_err() {
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}
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}
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});
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});
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// handle new incoming messages
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// Send messages from broadcast down to this client
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let mut recv_task = tokio::spawn(async move {
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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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while let Some(Ok(message)) = receiver.next().await {
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message_handler(message, &state, addr).await
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message_handler(message, &state, addr).await
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}
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}
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});
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});
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// if either task completes then abort the other
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// If either task completes then abort the other
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tokio::select! {
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tokio::select! {
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_ = (&mut send_task) => recv_task.abort(),
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_ = (&mut send_task) => recv_task.abort(),
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_ = (&mut recv_task) => send_task.abort(),
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_ = (&mut recv_task) => send_task.abort(),
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@ -21,8 +21,8 @@ pub async fn message_handler(message: Message, state: &Arc<AppState>, addr: Sock
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tracing::error!("Failed to convert Game object to JSON.")
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tracing::error!("Failed to convert Game object to JSON.")
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}
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}
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state.games.lock().unwrap().push(new_game_object);
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state.games.lock().unwrap().push(new_game_object);
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let _ = tx.send(to_string(&generate_games_update(state)).unwrap());
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let _ = tx.send(games_update(state));
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let _ = tx.send(to_string(&server_sum_update(state)).unwrap());
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let _ = tx.send(server_summary_update(state));
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// let _update = tx.send(motd());
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// let _update = tx.send(motd());
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} else {
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} else {
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let _res = tx.send(String::from("error creating game"));
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let _res = tx.send(String::from("error creating game"));
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tracing::debug!("{}", msg.text);
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tracing::debug!("{}", msg.text);
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let _ = tx.send(to_string::<ChatMessage>(&msg).unwrap());
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let _ = tx.send(to_string::<ChatMessage>(&msg).unwrap());
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state.users.lock().unwrap().remove(&addr).unwrap();
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state.users.lock().unwrap().remove(&addr).unwrap();
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let _ = tx.send(to_string(&server_sum_update(state)).unwrap());
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let _ = tx.send(server_summary_update(state));
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let _ = tx.send(to_string(&generate_chat_update(state)).unwrap());
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let _ = tx.send(chat_update(state));
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}
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}
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Message::Pong(ping) => {
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Message::Pong(ping) => {
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