Maintain state records for connected players

This commit is contained in:
Tangent Wantwight 2020-05-30 16:10:55 -04:00
parent 750cfe1630
commit 43babbbfab

View file

@ -5,10 +5,13 @@ use serde_json::json;
use std::sync::Arc;
use stream::iter;
pub async fn greet<T>(sink: &mut T) -> Result<()>
where
T: Sink<ServerMessage, Error = Error> + Unpin,
{
/// There is a point at which a client falls far enough behind
/// that it's probably not worth trying to catch them up; for now,
/// implement this as a buffer size limit and disconnect a client if
/// the cap is reached. More elegant solutions may be reached in the future.
const CHANNEL_BUFFER: usize = 200;
pub async fn greet(sink: &mut Sender<ServerMessage>) -> Result<()> {
let mut greeting = iter(vec![
ServerMessage::Meta {
m: Meta {
@ -16,7 +19,10 @@ where
helo: Some("Dedicated base2020 server".into()),
},
},
ServerMessage::SetState { u: Some(0), s: json!({}) },
ServerMessage::SetState {
u: Some(0),
s: json!({}),
},
])
.map(Ok);
@ -25,7 +31,12 @@ where
.context("Greeting client")
}
pub struct PlayerState {
sender: Sender<ServerMessage>,
}
pub struct Server {
players: Vec<Option<PlayerState>>,
}
#[derive(Clone)]
@ -37,6 +48,7 @@ impl Server {
pub fn create() -> Handle {
Handle {
server: Arc::new(Mutex::new(Server {
players: Vec::new(),
})),
}
}
@ -44,28 +56,62 @@ impl Server {
pub fn process_message(&mut self, player: usize, msg: ClientMessage) {
debug!("Client#{} message: {:?}", player, &msg);
}
pub async fn add_player(&mut self, mut sender: Sender<ServerMessage>) -> Result<PlayerId> {
// TODO: limit total number of players
// allot player ID
let player_id = self
.players
.iter()
.position(|slot| slot.is_none())
.unwrap_or_else(|| {
self.players.push(None);
self.players.len() - 1
});
// connect player
greet(&mut sender).await?;
self.players[player_id] = Some(PlayerState { sender });
info!("Client#{} connected", player_id);
Ok(player_id)
}
pub fn remove_player(&mut self, player_id: PlayerId) {
if player_id < self.players.len() && self.players[player_id].is_some() {
self.players[player_id] = None;
info!("Client#{} disconnected", player_id);
} else {
error!("Tried to disconnect Client#{} but there was no record for them", player_id);
}
}
}
where
{
pub async fn run_client(
handle: Handle,
source: &mut (impl Stream<Item = Result<ClientMessage, Error>> + Send + Unpin),
mut sink: &mut (impl Sink<ServerMessage, Error = Error> + Send + Unpin),
sink: &mut (impl Sink<ServerMessage, Error = Error> + Send + Unpin),
) -> Result<()> {
let output_task = async {
greet(&mut sink).await?;
Ok::<(), Error>(())
};
let (sender, receiver) = channel(CHANNEL_BUFFER);
// register player
let player_id = handle.server.lock().await.add_player(sender).await?;
let output_task = receiver.map(Ok).forward(sink);
let input_task = async {
loop {
match source.next().await {
Some(Ok(msg)) => handle.server.lock().await.process_message(0, msg),
Some(Ok(msg)) => handle.server.lock().await.process_message(player_id, msg),
Some(Err(error)) => return Err(error),
None => break Ok(()),
}
}
};
try_join(output_task, input_task).await.map(|((), ())| ())
let result = try_join(output_task, input_task).await.map(|_| ());
// deregister player, whether normally or via error
handle.server.lock().await.remove_player(player_id);
result
}