organize a bit
This commit is contained in:
parent
d516f52c6f
commit
811e4a7708
2 changed files with 172 additions and 172 deletions
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@ -16,132 +16,23 @@ 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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/// Generate message-of-the-day server greeting
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/// Establish the WebSocket connection
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fn motd() -> String {
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pub async fn websocket_connection_handler(
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to_string::<ChatMessage>(&ChatMessage {
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ws: WebSocketUpgrade,
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text: "Greetings from the game server!".to_string(),
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// user_agent: Option<TypedHeader<headers::UserAgent>>,
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})
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ConnectInfo(addr): ConnectInfo<SocketAddr>,
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.unwrap()
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State(state): State<Arc<AppState>>,
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}
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) -> impl IntoResponse {
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tracing::debug!("New connection from {}", &addr);
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/// Generate server summary update - mostly debug stuff
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ws.on_upgrade(move |socket| on_websocket_connection(socket, state, addr))
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fn server_summary_update(state: &Arc<AppState>) -> String {
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to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users: state.online_users.lock().unwrap().len(),
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active_games: state.games.lock().unwrap().len(),
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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.lock().unwrap().iter() {
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names.push(user.1.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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/// 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.lock().unwrap().iter() {
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names.push(game.name.clone());
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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.online_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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/// 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: &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 = Box::pin(generate_new_user(state));
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tracing::debug!("User created at ptr: {:p}", new_user);
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tracing::debug!("User borrowed ptr: {:p}", *&new_user);
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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.lock().unwrap().insert(*addr, new_user);
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tracing::debug!(
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"New user inserted at ptr: {:p}",
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state.online_users.lock().unwrap().get(addr).unwrap()
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);
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tracing::debug!(
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"New user hashmap deref ptr: {:p}",
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*state.online_users.lock().unwrap().get(addr).unwrap()
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);
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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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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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}
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/// This runs right after a WebSocket connection is established
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/// This runs right after a WebSocket connection is established
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pub async fn on_websocket_connection(
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pub async fn on_websocket_connection(stream: WebSocket, state: Arc<AppState>, addr: SocketAddr) {
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stream: WebSocket,
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state: Arc<AppState>,
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addr: SocketAddr,
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) {
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// Split channels to send and receive asynchronously.
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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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// Set up new user
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handle_new_user(&mut sender, &state, &addr)
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handle_new_user(&mut sender, &state, &addr)
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.await
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.await
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.expect("Error creating new user!");
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.expect("Error creating new user!");
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@ -174,13 +65,122 @@ pub async fn on_websocket_connection(
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};
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};
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}
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}
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/// Establish the WebSocket connection
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/// Create, Register, and Hydrate new user
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pub async fn websocket_connection_handler(
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async fn handle_new_user(
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ws: WebSocketUpgrade,
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sender: &mut SplitSink<WebSocket, Message>,
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// user_agent: Option<TypedHeader<headers::UserAgent>>,
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state: &Arc<AppState>,
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ConnectInfo(addr): ConnectInfo<SocketAddr>,
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addr: &SocketAddr,
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State(state): State<Arc<AppState>>,
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) -> Result<()> {
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) -> impl IntoResponse {
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// Create
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tracing::debug!("New connection from {}", &addr);
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let new_user = Box::pin(generate_new_user(&state));
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ws.on_upgrade(move |socket| on_websocket_connection(socket, state, addr))
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tracing::debug!("User created at ptr: {:p}", new_user);
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tracing::debug!("User borrowed ptr: {:p}", *&new_user);
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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.lock().unwrap().insert(*addr, new_user);
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tracing::debug!(
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"New user inserted at ptr: {:p}",
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state.online_users.lock().unwrap().get(addr).unwrap()
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);
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tracing::debug!(
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"New user hashmap deref ptr: {:p}",
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*state.online_users.lock().unwrap().get(addr).unwrap()
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);
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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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// 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: &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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/// 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.lock().unwrap().iter() {
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names.push(user.1.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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/// 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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to_string::<ServerStateSummary>(&ServerStateSummary {
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online_users: state.online_users.lock().unwrap().len(),
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active_games: state.games.lock().unwrap().len(),
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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.lock().unwrap().iter() {
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names.push(game.name.clone());
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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.online_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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}
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@ -6,6 +6,47 @@ use axum::extract::ws::CloseFrame;
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use serde_json::{from_str, to_string};
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use serde_json::{from_str, to_string};
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use tokio::sync::broadcast::Sender;
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use tokio::sync::broadcast::Sender;
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/// Handle incoming messages over the WebSocket
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pub async fn message_handler(
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state: Arc<AppState>,
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addr: SocketAddr,
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message: Message,
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) -> Result<()> {
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let tx = &state.tx;
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match message {
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Message::Text(text) => match text {
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_new_game if let Ok(_new_game) = from_str::<NewGameRequest>(&text) => {
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tracing::debug!("New game request received.");
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handle_new_game(_new_game, &state, tx, addr)?;
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}
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_chat_message if let Ok(_chat_message) = from_str::<ChatMessage>(&text) => {
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handle_chat_message(_chat_message, &state, tx, addr)?;
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}
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_user_log_in if let Ok(_user_log_in) = from_str::<UserLogIn>(&text) => {
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handle_user_log_in(_user_log_in, &state, tx, addr)?;
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}
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_ => {
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tracing::debug!("Unhandled text message: {}", &text);
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}
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},
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Message::Binary(data) => {
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tracing::debug!("Binary: {:?}", data)
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}
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Message::Close(close_frame) => {
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handle_close(close_frame, &state, tx, addr)?;
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}
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Message::Pong(ping) => {
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tracing::debug!("Pong received with: {:?}", ping);
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}
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Message::Ping(pong) => {
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tracing::debug!("Pong received with: {:?}", pong);
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}
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}
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Ok(())
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}
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/// This runs when a NewGameRequest is received
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/// This runs when a NewGameRequest is received
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fn handle_new_game(
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fn handle_new_game(
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new_game: NewGameRequest,
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new_game: NewGameRequest,
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@ -181,49 +222,8 @@ fn handle_close(
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"User offline deref ptr: {:p}",
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"User offline deref ptr: {:p}",
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*state.offline_users.lock().unwrap().get(&name).unwrap()
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*state.offline_users.lock().unwrap().get(&name).unwrap()
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);
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);
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tx.send(server_summary_update(state))?;
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tx.send(server_summary_update(&state))?;
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tx.send(chat_meta_update(state))?;
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tx.send(chat_meta_update(&state))?;
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Ok(())
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}
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/// Handle incoming messages over the WebSocket
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pub async fn message_handler(
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state: Arc<AppState>,
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addr: SocketAddr,
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message: Message,
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) -> Result<()> {
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let tx = &state.tx;
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match message {
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Message::Text(text) => match text {
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_new_game if let Ok(_new_game) = from_str::<NewGameRequest>(&text) => {
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tracing::debug!("New game request received.");
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handle_new_game(_new_game, &state, tx, addr)?;
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}
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_chat_message if let Ok(_chat_message) = from_str::<ChatMessage>(&text) => {
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handle_chat_message(_chat_message, &state, tx, addr)?;
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}
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_user_log_in if let Ok(_user_log_in) = from_str::<UserLogIn>(&text) => {
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handle_user_log_in(_user_log_in, &state, tx, addr)?;
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}
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_ => {
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tracing::debug!("Unhandled text message: {}", &text);
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}
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},
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Message::Binary(data) => {
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tracing::debug!("Binary: {:?}", data)
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}
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Message::Close(close_frame) => {
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handle_close(close_frame, &state, tx, addr)?;
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}
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Message::Pong(ping) => {
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tracing::debug!("Pong received with: {:?}", ping);
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}
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Message::Ping(pong) => {
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tracing::debug!("Pong received with: {:?}", pong);
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}
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}
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Ok(())
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Ok(())
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}
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}
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