Switch to processing connections via unified message select-loop
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parent
9b6c54900c
commit
f624148464
1 changed files with 22 additions and 22 deletions
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@ -1,7 +1,7 @@
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use super::*;
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use anyhow::{Context, Error, Result};
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use future::{abortable, AbortHandle};
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use futures::{channel::mpsc::*, future::try_join, lock::Mutex, prelude::*};
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use futures::{channel::mpsc::*, lock::Mutex, prelude::*};
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use serde_json::json;
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use std::sync::Arc;
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use stream::iter;
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@ -105,7 +105,7 @@ impl Server {
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player_id: None,
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state: new_state,
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}),
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ClientMessage::GetState {..} => {}
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ClientMessage::GetState { .. } => {}
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}
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}
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@ -204,10 +204,12 @@ impl Server {
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pub async fn run_client(
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handle: Handle,
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socket: &mut (impl Stream<Item = Result<ClientMessage, Error>> + Sink<ServerMessage, Error = Error> + Send + Unpin),
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socket: &mut (impl Stream<Item = Result<ClientMessage, Error>>
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+ Sink<ServerMessage, Error = Error>
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+ Send
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+ Unpin),
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) -> Result<()> {
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let (sink, mut source) = socket.split();
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let (sender, receiver) = channel(CHANNEL_BUFFER);
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let (sender, mut receiver) = channel(CHANNEL_BUFFER);
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// register player
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let player_id = handle
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@ -217,24 +219,22 @@ pub async fn run_client(
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.add_player(sender, &handle)
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.await?;
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let (output_task, output_handle) = abortable(receiver.map(Ok).forward(sink));
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let input_task = async {
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loop {
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match source.try_next().await? {
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Some(msg) => handle.server.lock().await.process_message(player_id, msg),
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None => break,
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}
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// main message loop
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let result: Result<()> = async { loop {
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tokio::select! {
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client_message = socket.next() => {
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match client_message {
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Some(msg) =>
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handle.server.lock().await.process_message(player_id, msg?),
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None => break Ok(()),
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}
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},
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Some(server_message) = receiver.next() => {
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socket.send(server_message).await?
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},
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else => break Ok(()),
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}
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// stop the sink so it won't error
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output_handle.abort();
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Ok(())
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};
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// intentional aborting is not a reportable error
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let output_task = output_task.map(|result| result.unwrap_or(Ok(())));
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let result = try_join(output_task, input_task).await.map(|((), ())| ());
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}}.await;
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// deregister player, whether normally or due to error
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handle.server.lock().await.remove_player(player_id);
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