jasonlooked #1
@ -50,7 +50,6 @@ impl AppState {
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#[derive(Deserialize)]
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struct RoomQuery {
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room: String,
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team: Option<Team>,
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}
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#[derive(Serialize)]
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@ -95,74 +94,43 @@ async fn ws_handler(
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Query(query): Query<RoomQuery>,
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State(state): State<Arc<AppState>>,
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) -> impl IntoResponse {
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ws.on_upgrade(move |socket| handle_socket(socket, state, query.room, query.team))
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ws.on_upgrade(move |socket| handle_socket(socket, state, query.room))
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}
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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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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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})
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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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let mut room_guard = room.lock().await;
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if matches!(room_guard.game.game_state_message(), ServerMessage::GameState { phase: Phase::Waiting, .. }) {
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room_guard.game.start();
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}
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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 = serde_json::to_string(&ServerMessage::Joined {
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room: room_id.clone(),
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team,
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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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if sender.send(Message::Text(Utf8Bytes::from(joined))).await.is_err() {
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return;
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}
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let tx = { room.lock().await.tx.clone() };
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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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let recv_task = spawn_message_handler(room.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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@ -192,33 +160,25 @@ async fn broadcast_room_state(
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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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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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let _ = tx.send(room_guard.game.game_state_message());
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}
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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 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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Ok(ClientMessage::Throw { team, broom_x, broom_y, weight, curl, friction }) => {
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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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.process_throw(team, 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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@ -226,7 +186,7 @@ fn spawn_message_handler(
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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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let _ = tx.send(ServerMessage::Trajectory { paths: 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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@ -247,8 +207,3 @@ fn spawn_message_handler(
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}
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})
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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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Reference in New Issue
Block a user
remove this, there should not be a way to have a full room. all anyone to join and choose a team. teams may have multiple clients