base2020/src/net/mod.rs

76 lines
1.7 KiB
Rust

use serde::{Deserialize, Serialize};
use serde_json::Value;
use std::time::Duration;
pub mod agent;
pub mod server;
/// 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;
/// Roughly 30 fps
pub static TICK_LENGTH: Duration = Duration::from_millis(33);
pub type PlayerId = usize;
pub type PlayerInput = Value;
pub type GameState = Value;
#[derive(Deserialize, Debug)]
#[serde(tag = "t")]
pub enum ClientMessage {
#[serde(rename = "s")]
SetState {
#[serde(rename = "s")]
new_state: GameState
},
#[serde(rename = "i")]
Input {
#[serde(rename = "i")]
local_input: PlayerInput
},
#[serde(rename = "g")]
GetState {
#[serde(rename = "c")]
cookie: usize,
#[serde(rename = "s")]
state: GameState
},
}
#[derive(Serialize, Debug, Clone)]
pub struct Meta {
pub helo: Option<String>,
pub version: &'static str,
}
#[derive(Serialize, Debug, Clone)]
#[serde(tag = "t")]
pub enum ServerMessage {
#[serde(rename = "m")]
Meta {
#[serde(flatten)]
#[serde(rename = "m")]
meta: Meta,
},
#[serde(rename = "s")]
SetState {
#[serde(rename = "u")]
player_id: Option<PlayerId>,
#[serde(rename = "s")]
state: GameState
},
#[serde(rename = "i")]
Input {
#[serde(rename = "i")]
total_input: Vec<PlayerInput>
},
#[serde(rename = "g")]
GetState {
#[serde(rename = "c")]
cookie: usize
},
}