refactor(backend): split handle_socket and make rooms map async-safe
Replace std::sync::Mutex with tokio::sync::Mutex; extract try_join_room, register_player, spawn_forwarder, broadcast_room_state, spawn_message_handler, remove_player. Use Game::process_throw in the message handler. Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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@ -13,30 +13,35 @@ use axum::extract::ws::{Message, Utf8Bytes, WebSocket};
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use futures_util::{sink::SinkExt, stream::StreamExt};
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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use std::sync::{Arc, Mutex};
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use tokio::sync::Mutex as TokioMutex;
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use std::sync::Arc;
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use tokio::sync::Mutex;
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use tracing::{info, warn};
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use uuid::Uuid;
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use crate::game::{GamePhase, Room};
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use crate::game::{Room, ThrowOutcome};
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use crate::protocol::*;
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type WsSender = futures_util::stream::SplitSink<WebSocket, Message>;
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type WsReceiver = futures_util::stream::SplitStream<WebSocket>;
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#[derive(Clone)]
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struct AppState {
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rooms: Arc<Mutex<HashMap<String, Arc<TokioMutex<Room>>>>>,
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rooms: Arc<Mutex<HashMap<String, Arc<Mutex<Room>>>>>,
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}
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impl AppState {
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fn new() -> Self {
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Self { rooms: Arc::new(Mutex::new(HashMap::new())) }
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Self {
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rooms: Arc::new(Mutex::new(HashMap::new())),
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}
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}
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fn get_or_create_room(&self, room_id: &str) -> Arc<TokioMutex<Room>> {
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let mut rooms = self.rooms.lock().unwrap();
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async fn get_or_create_room(&self, room_id: &str) -> Arc<Mutex<Room>> {
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let mut rooms = self.rooms.lock().await;
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if let Some(room) = rooms.get(room_id).cloned() {
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return room;
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}
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let room = Arc::new(TokioMutex::new(Room::new(room_id)));
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let room = Arc::new(Mutex::new(Room::new(room_id)));
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rooms.insert(room_id.to_string(), room.clone());
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room
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}
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@ -81,7 +86,7 @@ async fn health() -> impl IntoResponse {
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async fn new_room(State(state): State<Arc<AppState>>) -> impl IntoResponse {
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let room_id = generate_room_code();
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state.get_or_create_room(&room_id);
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state.get_or_create_room(&room_id).await;
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(StatusCode::OK, axum::Json(NewRoomResponse { room: room_id }))
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}
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@ -93,50 +98,78 @@ async fn ws_handler(
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ws.on_upgrade(move |socket| handle_socket(socket, state, query.room, query.team))
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}
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async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String, preferred_team: Option<Team>) {
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let room_arc = state.get_or_create_room(&room_id);
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let player_id = Uuid::new_v4().to_string();
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let player_id_for_recv = player_id.clone();
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async fn handle_socket(
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socket: WebSocket,
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state: Arc<AppState>,
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room_id: String,
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preferred_team: Option<Team>,
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) {
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let room = state.get_or_create_room(&room_id).await;
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let (mut sender, receiver) = socket.split();
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let (mut sender, mut receiver) = socket.split();
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// Reject room-full before subscribing so the error goes only to the joining socket.
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{
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let room = room_arc.lock().await;
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if room.game.can_start() {
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if try_join_room(&room).await.is_err() {
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let err = serde_json::to_string(&ServerMessage::Error {
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message: "Room is full".to_string(),
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}).unwrap();
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})
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.unwrap();
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let _ = sender.send(Message::Text(Utf8Bytes::from(err))).await;
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return;
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}
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}
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// Add the player to the room and tell only this socket its assigned team.
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let team = {
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let mut room = room_arc.lock().await;
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let team = room.game.add_player(player_id.clone(), preferred_team)
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.unwrap_or(Team::Red);
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if room.game.can_start() {
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room.game.start();
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}
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team
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};
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let player_id = Uuid::new_v4().to_string();
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let team = register_player(&room, &player_id, preferred_team).await;
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let joined_msg = serde_json::to_string(&ServerMessage::Joined {
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let joined = serde_json::to_string(&ServerMessage::Joined {
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room: room_id.clone(),
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team,
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}).unwrap();
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let _ = sender.send(Message::Text(Utf8Bytes::from(joined_msg))).await;
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})
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.unwrap();
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let _ = sender.send(Message::Text(Utf8Bytes::from(joined))).await;
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// Subscribe to broadcast and spawn the forwarding task.
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let tx = {
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let room = room_arc.lock().await;
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room.tx.clone()
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};
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let mut rx = tx.subscribe();
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let tx = { room.lock().await.tx.clone() };
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let send_task = tokio::spawn(async move {
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let send_task = spawn_forwarder(sender, tx.subscribe());
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broadcast_room_state(&room, &tx).await;
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let recv_task = spawn_message_handler(room.clone(), player_id.clone(), tx, receiver);
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tokio::select! {
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_ = send_task => {}
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_ = recv_task => {}
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}
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remove_player(&room, &player_id).await;
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}
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async fn try_join_room(room: &Arc<Mutex<Room>>) -> Result<(), ()> {
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let room_guard = room.lock().await;
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if room_guard.game.can_start() {
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return Err(());
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}
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Ok(())
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}
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async fn register_player(
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room: &Arc<Mutex<Room>>,
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player_id: &str,
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preferred_team: Option<Team>,
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) -> Team {
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let mut room_guard = room.lock().await;
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let team = room_guard
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.game
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.add_player(player_id.to_string(), preferred_team)
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.unwrap_or(Team::Red);
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if room_guard.game.can_start() {
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room_guard.game.start();
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}
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team
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}
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fn spawn_forwarder(
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mut sender: WsSender,
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mut rx: tokio::sync::broadcast::Receiver<ServerMessage>,
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) -> tokio::task::JoinHandle<()> {
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tokio::spawn(async move {
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loop {
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match rx.recv().await {
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Ok(msg) => {
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@ -151,49 +184,59 @@ async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String,
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Err(_) => break,
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}
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}
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});
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})
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}
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// Broadcast waiting/game state to everyone in the room.
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{
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let room = room_arc.lock().await;
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if room.game.can_start() {
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let state_msg = room.game.game_state_message();
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let _ = room.tx.send(state_msg);
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async fn broadcast_room_state(
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room: &Arc<Mutex<Room>>,
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tx: &tokio::sync::broadcast::Sender<ServerMessage>,
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) {
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let room_guard = room.lock().await;
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let msg = if room_guard.game.can_start() {
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room_guard.game.game_state_message()
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} else {
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let _ = room.tx.send(ServerMessage::Waiting { message: "Waiting for other player".to_string() });
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ServerMessage::Waiting {
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message: "Waiting for other player".to_string(),
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}
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};
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let _ = tx.send(msg);
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}
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let recv_room = room_arc.clone();
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let recv_id = player_id_for_recv;
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let recv_task = tokio::spawn(async move {
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fn spawn_message_handler(
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room: Arc<Mutex<Room>>,
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player_id: String,
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tx: tokio::sync::broadcast::Sender<ServerMessage>,
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mut receiver: WsReceiver,
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) -> tokio::task::JoinHandle<()> {
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tokio::spawn(async move {
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while let Some(Ok(msg)) = receiver.next().await {
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let Message::Text(text) = msg else { continue; };
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let text_ref = text.as_str();
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let parsed: Result<ClientMessage, _> = serde_json::from_str(text_ref);
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match parsed {
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Ok(ClientMessage::Throw { broom_x, broom_y, weight, curl, friction }) => {
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let room = recv_room.clone();
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let mut room = room.lock().await;
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if room.game.current_team_for_player(&recv_id) != Some(team) {
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let _ = room.tx.send(ServerMessage::Error { message: "Not your turn".to_string() });
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continue;
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let mut room_guard = room.lock().await;
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match room_guard
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.game
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.process_throw(&player_id, broom_x, broom_y, weight, curl, friction)
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{
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Ok(ThrowOutcome {
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trajectory,
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end_scored,
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state_message,
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game_over,
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}) => {
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let _ = tx.send(ServerMessage::Trajectory { path: trajectory });
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if let Some(scored) = end_scored {
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let _ = tx.send(scored);
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}
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match room.game.handle_throw(&recv_id, broom_x, broom_y, weight, curl, friction) {
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Ok(path) => {
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room.tx.send(ServerMessage::Trajectory { path }).ok();
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room.game.finish_simulation();
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if let Some(scored) = room.game.take_last_end_scored() {
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room.tx.send(scored).ok();
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}
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let after = room.game.game_state_message();
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room.tx.send(after).ok();
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if room.game.phase() == GamePhase::GameComplete {
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room.tx.send(room.game.game_over_message()).ok();
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let _ = tx.send(state_message);
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if let Some(over) = game_over {
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let _ = tx.send(over);
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}
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}
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Err(e) => {
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room.tx.send(ServerMessage::Error { message: e }).ok();
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let _ = tx.send(ServerMessage::Error { message: e });
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}
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}
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}
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@ -202,16 +245,10 @@ async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String,
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}
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}
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}
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});
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tokio::select! {
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_ = send_task => {}
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_ = recv_task => {}
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})
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}
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// On disconnect, free the team slot so refreshes and new tabs can rejoin.
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{
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let mut room = room_arc.lock().await;
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let _ = room.game.remove_player(&player_id);
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}
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async fn remove_player(room: &Arc<Mutex<Room>>, player_id: &str) {
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let mut room_guard = room.lock().await;
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room_guard.game.remove_player(player_id);
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}
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