expand game browser
This commit is contained in:
parent
96bef78efb
commit
98dd4e85c2
6 changed files with 195 additions and 158 deletions
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@ -1,4 +1,5 @@
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use crate::components::websocket::WebSocketContext;
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use leptos::html::Input;
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use leptos::*;
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use leptos_use::core::ConnectionReadyState;
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use lib::models::*;
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@ -12,13 +13,17 @@ pub fn Browser() -> impl IntoView {
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let game_update_context = expect_context::<ReadSignal<Option<GamesUpdate>>>();
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let (active_games, set_active_games) = create_signal::<Vec<String>>(vec![]);
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let fake_new_game_request = NewGameRequest {
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name: String::from("Ligma"),
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};
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let new_game_input_ref = create_node_ref::<Input>();
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// Game stuff
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let new_game_test = move |_| {
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(websocket.send)(&to_string(&fake_new_game_request).unwrap());
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let new_game = move |_| {
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(websocket.send)(
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&to_string(&NewGameRequest {
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name: new_game_input_ref.get().unwrap().value(),
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})
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.unwrap(),
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);
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new_game_input_ref.get().unwrap().set_value("");
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};
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create_effect(move |_| {
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@ -42,9 +47,20 @@ pub fn Browser() -> impl IntoView {
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<h2 class="text-2xl">Game Browser</h2>
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{move || active_games().into_iter().map(|n| view! { <li>{n}</li> }).collect_view()}
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</ul>
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<button on:click=new_game_test disabled=move || !connected()>
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"Test New Game"
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</button>
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<form onsubmit="return false" on:submit=new_game>
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<input
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class="w-80 h-11 font-mono rounded-sm bg-slate-900 text-slate-200"
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placeholder="Name"
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disabled=move || !connected()
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node_ref=new_game_input_ref
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/>
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<input
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class="py-2 px-4 pl-4 font-bold text-white rounded border-b-4 bg-slate-600 border-slate-800 hover:bg-slate-700 hover:border-slate-500"
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type="submit"
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disabled=move || !connected()
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value="New Game"
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/>
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</form>
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</div>
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}
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}
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@ -69,13 +69,13 @@ pub fn Websocket() -> impl IntoView {
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// Contexts for message handler
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let (state_summary, set_state_summary) =
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create_signal::<Option<ServerStateSummary>>(Option::None);
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let (game_object, set_game_object) = create_signal::<Option<Game>>(Option::None);
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// let (game_object, set_game_object) = create_signal::<Option<Game>>(Option::None);
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let (user_update, set_user_update) = create_signal::<Option<UserUpdate>>(Option::None);
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let (chat_update, set_chat_update) = create_signal::<Option<ChatUpdate>>(Option::None);
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let (chat_message, set_chat_message) = create_signal::<Option<ChatMessage>>(Option::None);
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let (active_games, set_active_games) = create_signal::<Option<GamesUpdate>>(Option::None);
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provide_context::<ReadSignal<Option<Game>>>(game_object);
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// provide_context::<ReadSignal<Option<Game>>>(game_object);
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provide_context::<ReadSignal<Option<UserUpdate>>>(user_update);
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provide_context::<ReadSignal<Option<ChatUpdate>>>(chat_update);
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provide_context::<ReadSignal<Option<ChatMessage>>>(chat_message);
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@ -88,9 +88,10 @@ pub fn Websocket() -> impl IntoView {
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// Send all messages as strings into chat box
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if let Some(message) = message_raw {
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if let Ok(game) = from_str::<Game>(message) {
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set_game_object(Some(game));
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} else if let Ok(state_summary) = from_str::<ServerStateSummary>(message) {
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// if let Ok(game) = from_str::<Game>(message) {
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// set_game_object(Some(game));
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// }
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if let Ok(state_summary) = from_str::<ServerStateSummary>(message) {
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set_state_summary(Some(state_summary));
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} else if let Ok(chat_message) = from_str::<ChatMessage>(message) {
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set_chat_message(Some(chat_message));
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@ -1,115 +1,129 @@
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// use anyhow::Result;
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// use rand::prelude::IteratorRandom;
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// use rand::thread_rng;
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//
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// use crate::models::*;
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//
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// impl Game {
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// /// Build game decks from input data for game start.
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// /// This should only run once and at startup.
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// fn _build_decks(&mut self, cards_json: Vec<CardSet>) -> Result<()> {
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// for pack in cards_json {
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// if let Some(white) = pack.white {
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// self.white.extend(white)
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// }
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// if let Some(black) = pack.black {
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// self.black.extend(black)
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// }
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// }
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//
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// Ok(())
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// }
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//
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// pub fn new(request: NewGameRequest) -> Result<Self> {
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// let mut game = Game {
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// ..Default::default()
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// };
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// tracing::debug!("Creating game {}", &request.name);
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// game.name = request.name;
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//
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// // game.build_decks(request.packs)?;
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// game.create_player(request.host)?;
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// game.deal_black()?;
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//
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// Ok(game)
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// }
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//
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// // pub fn join(request:GameJoinRequest)
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//
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// /// Log counts of current drawable cards
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// /// For testing
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// pub fn deck_counts(&self) {
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// tracing::debug!(
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// "Deck Counts:\n {} White cards\n {} Black cards",
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// self.white.len(),
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// self.black.len()
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// );
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// }
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//
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// /// Draw one white card at random from play deck.
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// fn draw_one_white(&mut self) -> Result<CardWhite> {
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// let deck = &mut self.white;
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//
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// // this feels sloppy
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// if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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// Ok(deck.swap_remove(index))
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// } else {
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// Ok(CardWhite {
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// text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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// pack: 0,
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// })
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// }
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// }
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//
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// /// Draw one black card at random from play deck.
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// fn draw_one_black(&mut self) -> Result<CardBlack> {
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// let deck = &mut self.black;
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//
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// // this feels sloppy
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// if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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// Ok(deck.swap_remove(index))
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// } else {
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// Ok(CardBlack {
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// text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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// pick: 0,
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// pack: 0,
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// })
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// }
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// }
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//
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// /// Deal a black card and use it for the current round
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// fn deal_black(&mut self) -> Result<()> {
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// self.current_black = Some(self.draw_one_black()?);
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//
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// Ok(())
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// }
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//
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// /// Create a new player and add them to the game.
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// pub fn create_player(&mut self, mut player: Player) -> Result<()> {
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// tracing::debug!("Creating player {} as {:?}", &player.name, &player.role);
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//
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// let mut hand_buf = vec![];
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// for _ in 0..10 {
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// hand_buf.push(self.draw_one_white()?);
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// }
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// tracing::debug!("Dealing hand to {}", &player.name);
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// player.white.extend(hand_buf);
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//
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// self.players.push(player);
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//
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// Ok(())
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// }
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//
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// pub fn game_start(&mut self) -> Result<()> {
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// self.game_active = true;
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// tracing::debug!("Game Active!");
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//
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// if let Some(black) = &self.current_black {
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// tracing::debug!("{}", black.text);
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// } else {
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// tracing::debug!("YOU DONE FUCKED UP (no current black card)");
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// }
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//
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// Ok(())
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// }
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// }
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use anyhow::Result;
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use rand::prelude::IteratorRandom;
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use rand::thread_rng;
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use std::sync::{Arc, Mutex};
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use crate::models::*;
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impl Game {
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/// Build game decks from input data for game start.
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/// This should only run once and at startup.
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fn _build_decks(&mut self, cards_json: Vec<CardSet>) -> Result<()> {
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for pack in cards_json {
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if let Some(white) = pack.white {
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self.white.extend(white)
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}
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if let Some(black) = pack.black {
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self.black.extend(black)
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}
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}
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Ok(())
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}
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pub fn new(request: NewGameManifest) -> Result<Self> {
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let mut game = Game {
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..Default::default()
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};
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tracing::debug!(
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"Creating game {} with {} as host",
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&request.name,
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request.host.lock().unwrap().name
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);
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game.name = request.name;
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game.host = request.host.clone();
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// game.build_decks(request.packs)?;
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game.create_player(request.host)?;
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game.deal_black()?;
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Ok(game)
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}
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// pub fn join(request:GameJoinRequest)
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/// Log counts of current drawable cards
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/// For testing
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pub fn deck_counts(&self) {
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tracing::debug!(
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"Deck Counts:\n {} White cards\n {} Black cards",
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self.white.len(),
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self.black.len()
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);
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}
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/// Draw one white card at random from play deck.
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fn draw_one_white(&mut self) -> Result<CardWhite> {
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let deck = &mut self.white;
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// this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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Ok(deck.swap_remove(index))
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} else {
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Ok(CardWhite {
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text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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pack: 0,
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})
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}
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}
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/// Draw one black card at random from play deck.
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fn draw_one_black(&mut self) -> Result<CardBlack> {
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let deck = &mut self.black;
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// this feels sloppy
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if let Some(index) = (0..deck.len()).choose(&mut thread_rng()) {
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Ok(deck.swap_remove(index))
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} else {
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Ok(CardBlack {
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text: "Error.\n\nbtw if you see this tell me I'm lazy :)".to_string(),
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pick: 0,
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pack: 0,
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})
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}
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}
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/// Deal a black card and use it for the current round
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fn deal_black(&mut self) -> Result<()> {
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self.current_black = Some(self.draw_one_black()?);
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Ok(())
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}
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/// Create a new player and add them to the game.
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pub fn create_player(&mut self, user: Arc<Mutex<User>>) -> Result<()> {
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let mut new_player = Player {
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user: user.clone(),
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white: vec![],
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black: vec![],
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};
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let new_player_name = user.lock().unwrap().name.clone();
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tracing::debug!("Creating player for {}", &new_player_name);
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let mut hand_buf = vec![];
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for _ in 0..10 {
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hand_buf.push(self.draw_one_white()?);
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}
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tracing::debug!("Dealing hand to {}", &new_player_name);
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new_player.white.extend(hand_buf);
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self.players.push(new_player);
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Ok(())
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}
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pub fn game_start(&mut self) -> Result<()> {
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self.game_active = true;
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tracing::debug!("Game Active!");
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if let Some(black) = &self.current_black {
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tracing::debug!("{}", black.text);
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} else {
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tracing::debug!("YOU DONE FUCKED UP (no current black card)");
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}
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Ok(())
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}
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}
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@ -40,7 +40,7 @@ pub struct ServerStateSummary {
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}
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/// User
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#[derive(Debug, Eq, PartialEq, Hash)]
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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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@ -124,12 +124,10 @@ pub enum PlayerRole {
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}
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/// A struct that represents a player
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#[derive(Debug, Serialize, Deserialize)]
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#[derive(Debug)]
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pub struct Player {
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/// Player's username
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pub name: String,
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/// This player's role
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pub role: PlayerRole,
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pub user: Arc<Mutex<User>>,
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/// The player's hand
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pub white: Vec<CardWhite>,
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/// The player's wins
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@ -137,10 +135,12 @@ pub struct Player {
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}
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/// The game master
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#[derive(Default, Debug, Serialize, Deserialize)]
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#[derive(Default, Debug)]
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pub struct Game {
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/// The name of the game
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pub name: String,
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/// The host user of the game
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pub host: Arc<Mutex<User>>,
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/// White draw pile
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pub white: Vec<CardWhite>,
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/// Black draw pile
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@ -156,9 +156,11 @@ fn motd() -> String {
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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.lock().unwrap().len();
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let active_games = state.games.lock().unwrap().len();
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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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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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@ -169,7 +171,11 @@ fn games_update(state: &Arc<AppState>) -> String {
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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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names.push(format!(
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"Name: {} Host: {}",
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game.name,
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game.host.lock().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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@ -179,7 +185,15 @@ fn games_update(state: &Arc<AppState>) -> String {
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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().lock().unwrap().name
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state
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.online_users
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.lock()
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.unwrap()
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.get(addr)
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.unwrap()
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.lock()
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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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|
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@ -54,31 +54,23 @@ fn handle_new_game(
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tx: &Sender<String>,
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addr: SocketAddr,
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) -> Result<()> {
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let binding = state.online_users.lock().unwrap();
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let user = binding.get(&addr).unwrap();
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tracing::debug!("{:#?} from {}", new_game, user.lock().unwrap().name);
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let manifest = NewGameManifest {
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name: new_game.name,
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host: user.clone(),
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host: state
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.online_users
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.lock()
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.unwrap()
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.get(&addr)
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.unwrap()
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.clone(),
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};
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// create game
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// if let Ok(new_game_object) = Game::new(new_game) {
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// if let Ok(game_json) = to_string(&new_game_object) {
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// tracing::debug!("Sent new game JSON.");
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// // this is a broadcast
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// // change this
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// tx.send(game_json)?;
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// } else {
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// // change this
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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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// tx.send(games_update(state))?;
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// tx.send(server_summary_update(state))?;
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// }
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if let Ok(new_game_object) = Game::new(manifest) {
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state.games.lock().unwrap().push(new_game_object);
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tx.send(games_update(state))?;
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tx.send(server_summary_update(state))?;
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}
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Ok(())
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}
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