jasonlooked #1

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eros merged 21 commits from jasonlooked into main 2026-07-11 10:13:09 -07:00
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@ -13,30 +13,35 @@ use axum::extract::ws::{Message, Utf8Bytes, WebSocket};
use futures_util::{sink::SinkExt, stream::StreamExt};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::{Arc, Mutex};
use tokio::sync::Mutex as TokioMutex;
use std::sync::Arc;
use tokio::sync::Mutex;
use tracing::{info, warn};
use uuid::Uuid;
use crate::game::{GamePhase, Room};
use crate::game::{Room, ThrowOutcome};
use crate::protocol::*;
type WsSender = futures_util::stream::SplitSink<WebSocket, Message>;
type WsReceiver = futures_util::stream::SplitStream<WebSocket>;
#[derive(Clone)]
struct AppState {
rooms: Arc<Mutex<HashMap<String, Arc<TokioMutex<Room>>>>>,
rooms: Arc<Mutex<HashMap<String, Arc<Mutex<Room>>>>>,
}
impl AppState {
fn new() -> Self {
Self { rooms: Arc::new(Mutex::new(HashMap::new())) }
Self {
rooms: Arc::new(Mutex::new(HashMap::new())),
}
}
fn get_or_create_room(&self, room_id: &str) -> Arc<TokioMutex<Room>> {
let mut rooms = self.rooms.lock().unwrap();
async fn get_or_create_room(&self, room_id: &str) -> Arc<Mutex<Room>> {
let mut rooms = self.rooms.lock().await;
if let Some(room) = rooms.get(room_id).cloned() {
return room;
}
let room = Arc::new(TokioMutex::new(Room::new(room_id)));
let room = Arc::new(Mutex::new(Room::new(room_id)));
rooms.insert(room_id.to_string(), room.clone());
room
}
@ -81,7 +86,7 @@ async fn health() -> impl IntoResponse {
async fn new_room(State(state): State<Arc<AppState>>) -> impl IntoResponse {
let room_id = generate_room_code();
state.get_or_create_room(&room_id);
state.get_or_create_room(&room_id).await;
(StatusCode::OK, axum::Json(NewRoomResponse { room: room_id }))
}
@ -93,50 +98,78 @@ async fn ws_handler(
ws.on_upgrade(move |socket| handle_socket(socket, state, query.room, query.team))
}
async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String, preferred_team: Option<Team>) {
let room_arc = state.get_or_create_room(&room_id);
let player_id = Uuid::new_v4().to_string();
let player_id_for_recv = player_id.clone();
async fn handle_socket(
socket: WebSocket,
state: Arc<AppState>,
room_id: String,
preferred_team: Option<Team>,
) {
let room = state.get_or_create_room(&room_id).await;
let (mut sender, receiver) = socket.split();
let (mut sender, mut receiver) = socket.split();
// Reject room-full before subscribing so the error goes only to the joining socket.
{
let room = room_arc.lock().await;
if room.game.can_start() {
let err = serde_json::to_string(&ServerMessage::Error {
message: "Room is full".to_string(),
}).unwrap();
let _ = sender.send(Message::Text(Utf8Bytes::from(err))).await;
return;
}
if try_join_room(&room).await.is_err() {
let err = serde_json::to_string(&ServerMessage::Error {
message: "Room is full".to_string(),
})
.unwrap();
let _ = sender.send(Message::Text(Utf8Bytes::from(err))).await;
return;
}
// Add the player to the room and tell only this socket its assigned team.
let team = {
let mut room = room_arc.lock().await;
let team = room.game.add_player(player_id.clone(), preferred_team)
.unwrap_or(Team::Red);
if room.game.can_start() {
room.game.start();
}
team
};
let player_id = Uuid::new_v4().to_string();
let team = register_player(&room, &player_id, preferred_team).await;
let joined_msg = serde_json::to_string(&ServerMessage::Joined {
let joined = serde_json::to_string(&ServerMessage::Joined {
room: room_id.clone(),
team,
}).unwrap();
let _ = sender.send(Message::Text(Utf8Bytes::from(joined_msg))).await;
})
.unwrap();
let _ = sender.send(Message::Text(Utf8Bytes::from(joined))).await;
// Subscribe to broadcast and spawn the forwarding task.
let tx = {
let room = room_arc.lock().await;
room.tx.clone()
};
let mut rx = tx.subscribe();
let tx = { room.lock().await.tx.clone() };
let send_task = tokio::spawn(async move {
let send_task = spawn_forwarder(sender, tx.subscribe());
broadcast_room_state(&room, &tx).await;
let recv_task = spawn_message_handler(room.clone(), player_id.clone(), tx, receiver);
tokio::select! {
_ = send_task => {}
_ = recv_task => {}
}
remove_player(&room, &player_id).await;
}
async fn try_join_room(room: &Arc<Mutex<Room>>) -> Result<(), ()> {
let room_guard = room.lock().await;
if room_guard.game.can_start() {
return Err(());
}
Ok(())
}
async fn register_player(
room: &Arc<Mutex<Room>>,
player_id: &str,
preferred_team: Option<Team>,
) -> Team {
let mut room_guard = room.lock().await;
let team = room_guard
.game
.add_player(player_id.to_string(), preferred_team)
.unwrap_or(Team::Red);
if room_guard.game.can_start() {
room_guard.game.start();
}
team
}
fn spawn_forwarder(
mut sender: WsSender,
mut rx: tokio::sync::broadcast::Receiver<ServerMessage>,
) -> tokio::task::JoinHandle<()> {
tokio::spawn(async move {
loop {
match rx.recv().await {
Ok(msg) => {
@ -151,49 +184,59 @@ async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String,
Err(_) => break,
}
}
});
})
}
// Broadcast waiting/game state to everyone in the room.
{
let room = room_arc.lock().await;
if room.game.can_start() {
let state_msg = room.game.game_state_message();
let _ = room.tx.send(state_msg);
} else {
let _ = room.tx.send(ServerMessage::Waiting { message: "Waiting for other player".to_string() });
async fn broadcast_room_state(
room: &Arc<Mutex<Room>>,
tx: &tokio::sync::broadcast::Sender<ServerMessage>,
) {
let room_guard = room.lock().await;
let msg = if room_guard.game.can_start() {
room_guard.game.game_state_message()
} else {
ServerMessage::Waiting {
message: "Waiting for other player".to_string(),
}
}
};
let _ = tx.send(msg);
}
let recv_room = room_arc.clone();
let recv_id = player_id_for_recv;
let recv_task = tokio::spawn(async move {
fn spawn_message_handler(
room: Arc<Mutex<Room>>,
player_id: String,
tx: tokio::sync::broadcast::Sender<ServerMessage>,
mut receiver: WsReceiver,
) -> tokio::task::JoinHandle<()> {
tokio::spawn(async move {
while let Some(Ok(msg)) = receiver.next().await {
let Message::Text(text) = msg else { continue; };
let text_ref = text.as_str();
let parsed: Result<ClientMessage, _> = serde_json::from_str(text_ref);
match parsed {
Ok(ClientMessage::Throw { broom_x, broom_y, weight, curl, friction }) => {
let room = recv_room.clone();
let mut room = room.lock().await;
if room.game.current_team_for_player(&recv_id) != Some(team) {
let _ = room.tx.send(ServerMessage::Error { message: "Not your turn".to_string() });
continue;
}
match room.game.handle_throw(&recv_id, broom_x, broom_y, weight, curl, friction) {
Ok(path) => {
room.tx.send(ServerMessage::Trajectory { path }).ok();
room.game.finish_simulation();
if let Some(scored) = room.game.take_last_end_scored() {
room.tx.send(scored).ok();
let mut room_guard = room.lock().await;
match room_guard
.game
.process_throw(&player_id, broom_x, broom_y, weight, curl, friction)
{
Ok(ThrowOutcome {
trajectory,
end_scored,
state_message,
game_over,
}) => {
let _ = tx.send(ServerMessage::Trajectory { path: trajectory });
if let Some(scored) = end_scored {
let _ = tx.send(scored);
}
let after = room.game.game_state_message();
room.tx.send(after).ok();
if room.game.phase() == GamePhase::GameComplete {
room.tx.send(room.game.game_over_message()).ok();
let _ = tx.send(state_message);
if let Some(over) = game_over {
let _ = tx.send(over);
}
}
Err(e) => {
room.tx.send(ServerMessage::Error { message: e }).ok();
let _ = tx.send(ServerMessage::Error { message: e });
}
}
}
@ -202,16 +245,10 @@ async fn handle_socket(socket: WebSocket, state: Arc<AppState>, room_id: String,
}
}
}
});
tokio::select! {
_ = send_task => {}
_ = recv_task => {}
}
// On disconnect, free the team slot so refreshes and new tabs can rejoin.
{
let mut room = room_arc.lock().await;
let _ = room.game.remove_player(&player_id);
}
})
}
async fn remove_player(room: &Arc<Mutex<Room>>, player_id: &str) {
let mut room_guard = room.lock().await;
room_guard.game.remove_player(player_id);
}