eros 5e0c188d9b feat: add Rust Axum backend with WebSocket game server
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-06-24 08:18:07 -07:00

218 lines
6.9 KiB
Rust

mod protocol;
mod physics;
mod game;
use axum::{
extract::{Query, State, WebSocketUpgrade},
http::StatusCode,
response::IntoResponse,
routing::{get, post},
Router,
};
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 tracing::{info, warn};
use uuid::Uuid;
use crate::game::{GamePhase, Room};
use crate::protocol::*;
#[derive(Clone)]
struct AppState {
rooms: Arc<Mutex<HashMap<String, Arc<TokioMutex<Room>>>>>,
}
impl AppState {
fn new() -> Self {
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();
if let Some(room) = rooms.get(room_id).cloned() {
return room;
}
let room = Arc::new(TokioMutex::new(Room::new(room_id)));
rooms.insert(room_id.to_string(), room.clone());
room
}
}
#[derive(Deserialize)]
struct RoomQuery {
room: String,
team: Option<Team>,
}
#[derive(Serialize)]
struct NewRoomResponse {
room: String,
}
fn generate_room_code() -> String {
let s = Uuid::new_v4().to_string().replace("-", "");
s.chars().take(6).collect::<String>().to_uppercase()
}
#[tokio::main]
async fn main() {
tracing_subscriber::fmt::init();
let state = Arc::new(AppState::new());
let app = Router::new()
.route("/", get(health))
.route("/room", post(new_room))
.route("/ws", get(ws_handler))
.with_state(state);
let listener = tokio::net::TcpListener::bind("0.0.0.0:3000").await.unwrap();
info!("Server listening on 0.0.0.0:3000");
axum::serve(listener, app).await.unwrap();
}
async fn health() -> impl IntoResponse {
"curltastic ok"
}
async fn new_room(State(state): State<Arc<AppState>>) -> impl IntoResponse {
let room_id = generate_room_code();
state.get_or_create_room(&room_id);
(StatusCode::OK, axum::Json(NewRoomResponse { room: room_id }))
}
async fn ws_handler(
ws: WebSocketUpgrade,
Query(query): Query<RoomQuery>,
State(state): State<Arc<AppState>>,
) -> impl IntoResponse {
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();
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;
}
}
// 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 joined_msg = serde_json::to_string(&ServerMessage::Joined {
room: room_id.clone(),
team,
}).unwrap();
let _ = sender.send(Message::Text(Utf8Bytes::from(joined_msg))).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 send_task = tokio::spawn(async move {
loop {
match rx.recv().await {
Ok(msg) => {
let text = match serde_json::to_string(&msg) {
Ok(t) => t,
Err(_) => continue,
};
if sender.send(Message::Text(Utf8Bytes::from(text))).await.is_err() {
break;
}
}
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() });
}
}
let recv_room = room_arc.clone();
let recv_id = player_id_for_recv;
let recv_task = 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 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();
}
}
Err(e) => {
room.tx.send(ServerMessage::Error { message: e }).ok();
}
}
}
Err(e) => {
warn!("Invalid message: {}", e);
}
}
}
});
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);
}
}