Refactor so game loop can hold "player" objects
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@ -57,7 +57,7 @@
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break;
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case "CHAT":
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let text = $("textarea").val();
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text = text += `\n${args[0]}`;
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text = text += `${args[0]}\n`;
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$("textarea").val(text);
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default:
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console.log("Unhandled message", msg);
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@ -1,5 +1,6 @@
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use std::sync::Arc;
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use tokio::sync::Mutex;
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use futures::{select, FutureExt};
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use crate::{msg, GlobalState};
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@ -44,18 +45,23 @@ impl Client {
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match msg.command.as_str() {
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"HOST" => {
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let room_code = self.global_state.code_generator.lock().await.generate();
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let game_controller = GameController::default();
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let game_controller = Arc::new(Mutex::new(GameController::default()));
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let (client_channel, server_channel) = channel_pair();
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self.channel = Some(client_channel);
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game_controller.channels.lock().await.push(server_channel);
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game_controller.lock().await.push(server_channel);
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self.global_state
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.rooms
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.lock()
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.await
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.insert(room_code.clone(), game_controller.clone());
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tokio::spawn(async move { game_controller.run_loop().await });
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.insert(room_code.clone(), Arc::clone(&game_controller));
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tokio::spawn(async move {
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loop {
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game_controller.lock().await.poll().await;
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tokio::task::yield_now().await;
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}
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});
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self.ws.send(msg!(ROOM_CODE, room_code)).await.unwrap();
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}
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"JOIN" => {
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@ -67,8 +73,9 @@ impl Client {
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Some(room) => {
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let (client_channel, server_channel) = channel_pair();
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self.channel = Some(client_channel);
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room.channels.lock().await.push(server_channel);
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room.lock().await.push(server_channel);
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self.ws.send(msg!(JOIN_OK)).await.unwrap();
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}
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None => {
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self.ws.send(msg!(JOIN_INVALID)).await.unwrap();
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69
src/game.rs
69
src/game.rs
@ -1,20 +1,17 @@
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use std::sync::Arc;
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use tokio::sync::{ mpsc, Mutex };
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use tokio::sync::mpsc;
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use tokio::sync::mpsc::error::TryRecvError;
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use crate::message::Message;
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#[derive(Clone)]
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pub struct GameController {
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pub channels: Arc<Mutex<Channels>>,
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struct Player {
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name: String,
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channel: Option<Channel>,
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seat: Option<usize>,
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}
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impl std::default::Default for GameController {
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fn default() -> Self {
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let channels = Arc::new(Mutex::new(Channels::default()));
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GameController { channels }
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}
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#[derive(Default)]
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pub struct GameController {
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players: Vec<Player>,
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}
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pub struct Channel {
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@ -22,26 +19,32 @@ pub struct Channel {
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pub rx: mpsc::Receiver<Message>,
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}
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#[derive(Default)]
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pub struct Channels(Vec<Channel>);
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impl Channels {
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impl GameController {
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pub fn try_recv(&mut self) -> Result<Message, TryRecvError> {
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for channel in self.0.iter_mut() {
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let res = channel.rx.try_recv();
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if !(res == Err(TryRecvError::Empty)) {
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return res
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for player in self.players.iter_mut() {
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if let Some(channel) = &mut player.channel {
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let res = channel.rx.try_recv();
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if !(res == Err(TryRecvError::Empty)) {
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return res
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}
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}
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}
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Err(TryRecvError::Empty)
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}
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pub async fn broadcast(&mut self, msg: Message) {
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for channel in self.0.iter_mut() {
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channel.tx.send(msg.clone()).await.unwrap();
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for player in self.players.iter() {
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if let Some(channel) = &player.channel {
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channel.tx.send(msg.clone()).await.unwrap();
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}
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}
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}
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pub fn push(&mut self, channel: Channel) {
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self.0.push(channel);
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let player = Player {
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name: "Guest".to_string(),
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channel: Some(channel),
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seat: None, // TODO
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};
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self.players.push(player);
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}
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}
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@ -52,19 +55,15 @@ pub fn channel_pair() -> (Channel, Channel) {
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}
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impl GameController {
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pub async fn run_loop(&self) {
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loop {
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let mut channels = self.channels.lock().await;
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if let Ok(msg) = channels.try_recv() {
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dispatch(&mut channels, msg).await;
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}
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pub async fn poll(&mut self) {
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if let Ok(msg) = self.try_recv() {
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self.dispatch(msg).await;
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}
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}
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}
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async fn dispatch(channels: &mut Channels, msg: Message) {
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match msg.command.as_str() {
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"CHAT" => channels.broadcast(msg).await,
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_ => ()
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};
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async fn dispatch(&mut self, msg: Message) {
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match msg.command.as_str() {
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"CHAT" => self.broadcast(msg).await,
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_ => ()
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};
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}
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}
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@ -14,5 +14,5 @@ use code_generator::CodeGenerator;
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#[derive(Default)]
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pub struct GlobalState {
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pub code_generator: Arc<Mutex<CodeGenerator>>,
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pub rooms: Arc<Mutex<HashMap<String, GameController>>>,
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pub rooms: Arc<Mutex<HashMap<String, Arc<Mutex<GameController>>>>>,
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}
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