Run server in tokio thread, use tokio sync objects
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13fb9a9fdd
commit
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104
src/main.rs
104
src/main.rs
@ -1,10 +1,18 @@
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use std::{
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sync::{Arc, Mutex},
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sync::Arc,
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io::Error as IoError,
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collections::HashMap,
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};
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use tokio::net::{TcpListener};
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use tokio::{
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net::{TcpListener},
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sync::{mpsc, Mutex},
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};
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use futures::{
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select,
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FutureExt,
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};
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mod message;
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use message::{Message, MessageWebSocket};
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@ -14,11 +22,13 @@ use code_generator::CodeGenerator;
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#[tokio::main]
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async fn main() -> Result<(), IoError> {
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let global_state = Arc::new(GlobalState::default());
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// Bind socket
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let socket = TcpListener::bind("127.0.0.1:8080").await;
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let listener = socket.expect("Could not bind to localhost:8080");
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println!("Server running");
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// Accept all incoming connections
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while let Ok((stream, addr)) = listener.accept().await {
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let global_state = Arc::clone(&global_state);
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let mut local_state = LocalState::default();
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@ -27,18 +37,30 @@ async fn main() -> Result<(), IoError> {
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let mut ws = MessageWebSocket(tokio_tungstenite::accept_async(stream)
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.await
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.expect("Could not establish connection"));
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println!("Connected to {}", addr);
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while let Ok(msg) = ws.next().await {
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dispatch(msg, &global_state, &mut local_state, &mut ws).await;
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loop {
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match &mut local_state.channel {
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Some(channel) => {
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select! {
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msg = channel.rx.recv().fuse() =>
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handle_server_msg(msg.unwrap(), &mut local_state, &mut ws).await,
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msg = ws.next().fuse() =>
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handle_client_msg(msg.unwrap(), &global_state, &mut local_state, &mut ws).await,
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};
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}
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None => {
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let msg = ws.next().await;
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handle_client_msg(msg.unwrap(), &global_state, &mut local_state, &mut ws).await;
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}
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}
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}
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});
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}
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Ok(())
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}
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async fn dispatch(
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async fn handle_client_msg(
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msg: Message,
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global_state: &GlobalState,
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local_state: &mut LocalState,
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@ -46,27 +68,81 @@ async fn dispatch(
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) {
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match msg.command.as_str() {
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"HOST" => {
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let room_code = global_state.code_generator.lock().unwrap().generate();
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let game_controller = GameController::default();
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global_state.rooms.lock().unwrap().insert(room_code, game_controller);
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let room_code = global_state.code_generator.lock().await.generate();
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let mut game_controller = GameController::default();
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let [client_channel, server_channel] = channel_pair();
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local_state.channel = Some(client_channel);
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game_controller.channels.push(server_channel);
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let game_controller = Arc::new(Mutex::new(game_controller));
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global_state.rooms.lock().await.insert(room_code.clone(), Arc::clone(&game_controller));
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tokio::spawn(async move {game_loop(game_controller)});
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ws.send(msg!("ROOM_CODE", room_code)).await.unwrap();
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}
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"JOIN" => {
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let room_code = &msg.args[0];
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let room = global_state.rooms.lock().unwrap().get(room_code);
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let rooms = global_state.rooms.lock().await;
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let room = rooms.get(room_code);
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match room {
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Some(room) => {
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let mut room = room.lock().await;
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let [client_channel, server_channel] = channel_pair();
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local_state.channel = Some(client_channel);
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room.channels.push(server_channel);
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ws.send(msg!("JOIN_OK")).await.unwrap();
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}
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None => {
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ws.send(msg!("JOIN_INVALID")).await.unwrap();
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}
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}
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}
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_ => if let Some(channel) = &local_state.channel {
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// Forward message to the server
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channel.tx.send(msg).await;
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}
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_ => unimplemented!(),
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}
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}
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async fn handle_server_msg(
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msg: Message,
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local_state: &mut LocalState,
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ws: &mut MessageWebSocket
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) {
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todo!();
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}
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fn game_loop(game_controller: Arc<Mutex<GameController>>) {
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todo!();
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}
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#[derive(Default)]
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struct GlobalState {
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code_generator: Arc<Mutex<CodeGenerator>>,
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rooms: Arc<Mutex<HashMap<String, GameController>>>,
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rooms: Arc<Mutex<HashMap<String, Arc<Mutex<GameController>>>>>,
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}
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#[derive(Default)]
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struct GameController {} // TODO
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struct GameController {
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channels: Vec<Channel>,
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}
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#[derive(Default)]
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struct LocalState {
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channel: Option<Channel>,
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}
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struct Channel {
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tx: mpsc::Sender<Message>,
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rx: mpsc::Receiver<Message>,
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}
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fn channel_pair() -> [Channel; 2] {
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let (atx, brx) = mpsc::channel(32);
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let (btx, arx) = mpsc::channel(32);
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[
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Channel { tx: atx, rx: arx },
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Channel { tx: btx, rx: brx },
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]
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}
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