Basic turn structure
This commit is contained in:
254
src/main.rs
254
src/main.rs
@@ -1,9 +1,8 @@
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extern crate html_escape;
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use async_std::{
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prelude::*,
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sync::RwLock
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};
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use rand::{seq::SliceRandom, thread_rng};
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use std::{
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collections::HashMap,
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sync::{Arc}
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@@ -13,22 +12,7 @@ use tide::{Body, Redirect, Request, Response};
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use tide_websockets::{Message, WebSocket, WebSocketConnection};
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use uuid::Uuid;
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#[derive(Deserialize, Clone)]
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struct CreateGameMessage {
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name: String,
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}
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#[derive(Serialize)]
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struct GameStateMessage {
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id: String,
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state: GameState,
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}
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#[derive(Serialize)]
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struct GameSetupMessage {
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id: String,
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setup: GameSetup,
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}
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type Card = String;
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#[derive(Deserialize)]
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#[serde(tag = "type")]
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@@ -36,7 +20,11 @@ enum ClientMessage {
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Chat {
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message: String,
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},
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CreateGame {
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name: String,
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},
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StartGame,
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EndTurn,
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}
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#[derive(Serialize)]
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@@ -49,10 +37,66 @@ enum ServerMessage {
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PlayerJoined {
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player: String,
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},
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GameState {
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state: GameState,
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players: Vec<PlayerState>,
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active_player: usize,
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},
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GameSetup {
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setup: GameSetup,
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},
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PlayerHand {
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hand: Vec<Card>,
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},
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}
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struct Player {
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#[derive(Clone, Serialize)]
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struct GameSetup {
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deck: Vec<Card>,
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}
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#[derive(Serialize)]
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struct PlayerState {
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id: usize,
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name: String,
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draw_pile_count: usize,
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hand_count: usize,
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discard_pile: Option<Card>,
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}
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struct Player {
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id: String,
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name: String,
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draw_pile: Vec<Card>,
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hand: Vec<Card>,
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discard_pile: Vec<Card>,
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}
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impl Player {
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pub fn new(id: String, name: String) -> Self {
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Self {
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id,
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name,
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draw_pile: vec![],
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hand: vec![],
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discard_pile: vec![],
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}
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}
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pub fn draw(&mut self, count: usize) {
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for _ in 0..count {
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if self.draw_pile.len() == 0 {
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self.draw_pile.append(&mut self.discard_pile);
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self.draw_pile.shuffle(&mut thread_rng());
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}
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if self.draw_pile.len() > 0 {
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self.hand.push(self.draw_pile.pop().unwrap());
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}
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}
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}
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}
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#[derive(Copy, Clone, Serialize)]
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@@ -61,11 +105,6 @@ enum GameState {
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InProgress,
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}
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#[derive(Clone, Serialize)]
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struct GameSetup {
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deck: Vec<String>,
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}
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impl Default for GameSetup {
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fn default() -> GameSetup {
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GameSetup {
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@@ -79,7 +118,8 @@ struct Game {
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players: Vec<Player>,
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state: GameState,
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setup: GameSetup,
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connections: HashMap<Uuid, WebSocketConnection>,
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connections: HashMap<Uuid, (String, WebSocketConnection)>,
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active_player: usize,
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}
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@@ -90,6 +130,43 @@ impl Game {
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state: GameState::Setup,
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setup: GameSetup::default(),
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connections: HashMap::new(),
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active_player: 0,
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}
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}
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fn start(&mut self) {
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match self.state {
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GameState::Setup => {
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self.state = GameState::InProgress;
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for p in self.players.iter_mut() {
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(*p).discard_pile = self.setup.deck.clone();
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p.draw(5);
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}
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}
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_ => {} // Ignore if game is not in setup state
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}
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}
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fn end_turn(&mut self) {
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match self.players.get_mut(self.active_player) {
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None => {}
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Some(p) => {
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p.discard_pile.append(&mut p.hand);
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p.draw(5);
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}
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}
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self.active_player += 1;
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self.active_player %= self.players.len();
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}
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fn is_active_player(&self, player_id: &str) -> bool {
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match self.players.get(self.active_player) {
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None => false,
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Some(p) => {
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p.id == *player_id
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}
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}
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}
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}
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@@ -99,6 +176,44 @@ struct State {
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games: Arc<RwLock<HashMap<Uuid, Game>>>,
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}
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async fn broadcast(game: &Game, sm: &ServerMessage) {
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for (_, (_, con)) in game.connections.iter() {
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con.send_json(&sm).await.unwrap();
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}
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}
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async fn broadcast_state(game: &Game) {
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let sm = ServerMessage::GameState {
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state: game.state,
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players: game.players.iter().enumerate().map(|(i, p)| PlayerState {
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id: i,
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name: html_escape::encode_text(&p.name).into(),
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draw_pile_count: p.draw_pile.len(),
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hand_count: p.hand.len(),
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discard_pile: p.discard_pile.last().map(|c| c.clone()),
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}).collect(),
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active_player: game.active_player,
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};
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broadcast(&game, &sm).await;
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for p in game.players.iter() {
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let sm = ServerMessage::PlayerHand {
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hand: p.hand.clone(),
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};
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send_msg(&game, &p, &sm).await;
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}
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}
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async fn send_msg(game: &Game, player: &Player, sm: &ServerMessage) {
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for (_, (player_id, con)) in game.connections.iter() {
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if *player_id == (*player).id {
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con.send_json(&sm).await.unwrap();
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}
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}
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}
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#[async_std::main]
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async fn main() -> Result<(), std::io::Error> {
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@@ -112,23 +227,32 @@ async fn main() -> Result<(), std::io::Error> {
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));
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app.at("/").get(|_| async { Ok(Body::from_file("static/index.html").await?) });
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app.at("/static").serve_dir("static/")?;
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app.at("/game").post(|mut req: Request<State>| async move {
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let msg: CreateGameMessage = req.body_form().await?;
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let msg: ClientMessage = req.body_form().await?;
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let session = req.session_mut();
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session.insert("player_name", msg.name.clone()).unwrap();
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match msg {
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ClientMessage::CreateGame { name } => {
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session.insert("player_name", name.clone())?;
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let player_id: String = session.id().clone().into();
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let id = Uuid::new_v4();
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let mut games = req.state().games.write().await;
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let player = Player { name: msg.name };
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let id = Uuid::new_v4();
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let mut games = req.state().games.write().await;
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let player = Player::new(player_id, name);
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games.insert(id, Game::new(player));
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games.insert(id, Game::new(player));
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let url = format!("/game/{}", id.to_simple().to_string());
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let res: tide::Result = Ok(Redirect::new(url).into());
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res
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let url = format!("/game/{}", id.to_simple().to_string());
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let res: tide::Result = Ok(Redirect::new(url).into());
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res
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}
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_ => {
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Ok(Response::new(400))
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}
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}
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});
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app.at("/game/:id").get(|req: Request<State>| async move {
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@@ -155,8 +279,20 @@ async fn main() -> Result<(), std::io::Error> {
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let game = games.get_mut(&game_id).unwrap();
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let session = req.session();
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let player_id: String = session.id().clone().into();
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let client_id = Uuid::new_v4();
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game.connections.insert(client_id, stream.clone());
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game.connections.insert(client_id, (player_id.clone(), stream.clone()));
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let player_name: String = match session.get("player_name") {
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Some(p) => p,
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None => return Ok(())
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};
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if !game.players.iter().any(|p| p.id == player_id) {
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game.players.push(Player::new(player_id.clone(), player_name.clone()));
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}
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//Ensure the write locks are freed, possibly better to move to a function
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//with implicit drop?
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@@ -166,37 +302,28 @@ async fn main() -> Result<(), std::io::Error> {
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let games = req.state().games.read().await;
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let game = games.get(&game_id).unwrap();
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let msg = GameStateMessage {
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id: "state".into(),
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state: game.state,
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};
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broadcast_state(&game).await;
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stream.send_json(&msg).await?;
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let msg = GameSetupMessage {
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id: "setup".into(),
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let msg = ServerMessage::GameSetup {
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setup: game.setup.clone(),
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};
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stream.send_json(&msg).await?;
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let player: String = session.get("player_name").unwrap_or("SOMEONE".into());
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let sm = ServerMessage::PlayerJoined {
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player: html_escape::encode_text(&player).into(),
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player: html_escape::encode_text(&player_name).into(),
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};
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for (_, con) in game.connections.iter() {
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con.send_json(&sm).await?;
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}
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broadcast(&game, &sm).await;
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drop(game); drop(games);
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drop(game);
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drop(games);
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while let Some(Ok(Message::Text(input))) = stream.next().await {
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let msg: ClientMessage = serde_json::from_str(&input)?;
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match msg {
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ClientMessage::Chat { message } => {
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let sender: String = session.get("player_name").unwrap_or("SOMEONE".into());
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let sender: String = session.get("player_name").unwrap();
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let sm = ServerMessage::Chat {
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sender: html_escape::encode_text(&sender).into(),
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message: html_escape::encode_text(&message).into(),
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@@ -205,22 +332,29 @@ async fn main() -> Result<(), std::io::Error> {
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let games = req.state().games.read().await;
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let game = games.get(&game_id).unwrap();
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for (_, con) in game.connections.iter() {
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con.send_json(&sm).await?;
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}
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broadcast(&game, &sm).await;
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}
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ClientMessage::StartGame => {
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let mut games = req.state().games.write().await;
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let game = games.get_mut(&game_id).unwrap();
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match game.state {
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GameState::Setup => {
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game.state = GameState::InProgress;
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}
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_ => {} //Ignore, if game not in setup state
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}
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game.start();
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broadcast_state(&game).await;
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}
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ClientMessage::EndTurn => {
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let mut games = req.state().games.write().await;
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let game = games.get_mut(&game_id).unwrap();
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if game.is_active_player(&player_id) {
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game.end_turn();
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broadcast_state(&game).await;
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}
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}
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ClientMessage::CreateGame { .. } => {}
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}
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}
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