Initial commit

This commit is contained in:
2020-12-28 23:30:20 +01:00
commit bb8162e4c1
536 changed files with 6007 additions and 0 deletions

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src/main.rs Normal file
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extern crate html_escape;
use async_std::{
prelude::*,
sync::RwLock
};
use std::{
collections::HashMap,
sync::{Arc}
};
use serde::{Deserialize, Serialize};
use tide::{Body, Redirect, Request, Response};
use tide_websockets::{Message, WebSocket, WebSocketConnection};
use uuid::Uuid;
#[derive(Deserialize, Clone)]
struct CreateGameMessage {
name: String,
}
#[derive(Serialize)]
struct GameStateMessage {
id: String,
state: GameState,
}
#[derive(Serialize)]
struct GameSetupMessage {
id: String,
setup: GameSetup,
}
#[derive(Deserialize)]
#[serde(tag = "type")]
enum ClientMessage {
Chat {
message: String,
},
StartGame,
}
#[derive(Serialize)]
#[serde(tag = "type")]
enum ServerMessage {
Chat {
sender: String,
message: String,
},
PlayerJoined {
player: String,
},
}
struct Player {
name: String,
}
#[derive(Copy, Clone, Serialize)]
enum GameState {
Setup,
InProgress,
}
#[derive(Clone, Serialize)]
struct GameSetup {
deck: Vec<String>,
}
impl Default for GameSetup {
fn default() -> GameSetup {
GameSetup {
deck: vec!["Copper".into(), "Copper".into(), "Copper".into(), "Copper".into(), "Copper".into(),
"Copper".into(), "Copper".into(), "Estate".into(), "Estate".into(), "Estate".into()]
}
}
}
struct Game {
players: Vec<Player>,
state: GameState,
setup: GameSetup,
connections: HashMap<Uuid, WebSocketConnection>,
}
impl Game {
fn new(player: Player) -> Self {
Self {
players: vec![player],
state: GameState::Setup,
setup: GameSetup::default(),
connections: HashMap::new(),
}
}
}
#[derive(Clone, Default)]
struct State {
games: Arc<RwLock<HashMap<Uuid, Game>>>,
}
#[async_std::main]
async fn main() -> Result<(), std::io::Error> {
tide::log::with_level(tide::log::LevelFilter::Debug);
let mut app = tide::with_state(State::default());
app.with(tide::sessions::SessionMiddleware::new(
tide::sessions::MemoryStore::new(),
"1234567890abcdef1234567890abcdef".as_bytes(),
));
app.at("/").get(|_| async { Ok(Body::from_file("static/index.html").await?) });
app.at("/static").serve_dir("static/")?;
app.at("/game").post(|mut req: Request<State>| async move {
let msg: CreateGameMessage = req.body_form().await?;
let session = req.session_mut();
session.insert("player_name", msg.name.clone()).unwrap();
let id = Uuid::new_v4();
let mut games = req.state().games.write().await;
let player = Player { name: msg.name };
games.insert(id, Game::new(player));
let url = format!("/game/{}", id.to_simple().to_string());
let res: tide::Result = Ok(Redirect::new(url).into());
res
});
app.at("/game/:id").get(|req: Request<State>| async move {
let games = req.state().games.read().await;
let id = req.param("id")?;
let game_id = Uuid::parse_str(&id).unwrap();
match games.get(&game_id) {
None => Ok(Response::new(404)),
Some(_) => {
let mut res = Response::new(200);
res.set_body(Body::from_file("static/game.html").await?);
Ok(res)
}
}
});
app.at("/game/:id/ws")
.get(WebSocket::new(|req: Request<State>, mut stream| async move {
let id = req.param("id")?;
let game_id = Uuid::parse_str(&id).unwrap();
let mut games = req.state().games.write().await;
let game = games.get_mut(&game_id).unwrap();
let session = req.session();
let client_id = Uuid::new_v4();
game.connections.insert(client_id, stream.clone());
//Ensure the write locks are freed, possibly better to move to a function
//with implicit drop?
drop(game);
drop(games);
let games = req.state().games.read().await;
let game = games.get(&game_id).unwrap();
let msg = GameStateMessage {
id: "state".into(),
state: game.state,
};
stream.send_json(&msg).await?;
let msg = GameSetupMessage {
id: "setup".into(),
setup: game.setup.clone(),
};
stream.send_json(&msg).await?;
let player: String = session.get("player_name").unwrap_or("SOMEONE".into());
let sm = ServerMessage::PlayerJoined {
player: html_escape::encode_text(&player).into(),
};
for (_, con) in game.connections.iter() {
con.send_json(&sm).await?;
}
drop(game); drop(games);
while let Some(Ok(Message::Text(input))) = stream.next().await {
let msg: ClientMessage = serde_json::from_str(&input)?;
match msg {
ClientMessage::Chat { message } => {
let sender: String = session.get("player_name").unwrap_or("SOMEONE".into());
let sm = ServerMessage::Chat {
sender: html_escape::encode_text(&sender).into(),
message: html_escape::encode_text(&message).into(),
};
let games = req.state().games.read().await;
let game = games.get(&game_id).unwrap();
for (_, con) in game.connections.iter() {
con.send_json(&sm).await?;
}
}
ClientMessage::StartGame => {
let mut games = req.state().games.write().await;
let game = games.get_mut(&game_id).unwrap();
match game.state {
GameState::Setup => {
game.state = GameState::InProgress;
}
_ => {} //Ignore, if game not in setup state
}
}
}
}
let mut games = req.state().games.write().await;
let game = games.get_mut(&game_id).unwrap();
game.connections.remove(&client_id);
Ok(())
}));
app.listen("0.0.0.0:5000").await?;
Ok(())
}