The big fuck you refactor part one: Connections
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f3e200e91d
commit
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5 changed files with 143 additions and 110 deletions
3
Cargo.lock
generated
3
Cargo.lock
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@ -898,13 +898,16 @@ name = "odyssey-server"
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version = "0.1.0"
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dependencies = [
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"actix",
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"actix-rt",
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"config",
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"env_logger",
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"futures-channel",
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"futures-util",
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"log",
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"rand",
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"serde 1.0.116",
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"serde_derive",
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"serde_json",
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"shipyard",
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"tokio",
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"tokio-tungstenite",
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@ -6,6 +6,7 @@ edition = "2018"
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[dependencies]
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actix = "0.10"
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actix-rt = "1.1"
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config = "0.10"
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env_logger = "0.7"
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futures-util = { version = "0.3", default-features = false, features = ["async-await", "sink", "std"] }
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@ -13,8 +14,10 @@ log = { version = "0.4", features = ["std", "serde"] }
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rand = "0.7"
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serde = { version = "1", features = ["derive"] }
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serde_derive = "1"
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serde_json = "1"
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shipyard = { version = "0.4", features = ["parallel", "serde"] }
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tokio = { version = "0.2", features = ["full"] }
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tokio-tungstenite = "0.11"
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tungstenite = "0.11"
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ultraviolet = { version = "0.7", features = [ "f64", "int", "serde" ] }
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futures-channel = "0.3"
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53
src/game.rs
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53
src/game.rs
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@ -0,0 +1,53 @@
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use actix::prelude::*;
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use shipyard::World;
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use std::{collections::HashMap, time::Duration};
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// Minimum delay between updates, in milliseconds
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const MIN_UPDATE_MS: u64 = 10;
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pub struct Player {}
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#[derive(Message)]
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#[rtype(result = "()")]
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pub struct PlayerConnected {
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pub conn_id: usize,
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}
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pub struct Game {
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world: World,
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players: HashMap<usize, Player>,
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}
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impl Game {
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pub fn new() -> Self {
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// Create world
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let world = World::default();
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// Create workload
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world.add_workload("update").build();
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Game {
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world,
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players: HashMap::new(),
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}
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}
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}
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impl Actor for Game {
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type Context = Context<Game>;
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fn started(&mut self, ctx: &mut Self::Context) {
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// Start update loop
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ctx.run_interval(Duration::from_millis(MIN_UPDATE_MS), |game, _ctx| {
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game.world.run_workload("update");
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});
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}
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}
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impl Handler<PlayerConnected> for Game {
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type Result = ();
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fn handle(&mut self, msg: PlayerConnected, _ctx: &mut Self::Context) -> Self::Result {
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log::info!("Added player {:?} to lobby", msg.conn_id);
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self.players.insert(msg.conn_id, Player {});
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}
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}
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45
src/main.rs
45
src/main.rs
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@ -1,52 +1,27 @@
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mod components;
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mod config;
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mod game;
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mod network;
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mod systems;
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use crate::config::Settings;
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use crate::network::{listen_websocket, NetworkManager};
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use crate::game::Game;
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use crate::network::listen_websocket;
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use actix::prelude::*;
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use env_logger::Env;
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use shipyard::World;
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use std::time::Duration;
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// Minimum delay between updates, in milliseconds
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const MIN_UPDATE_MS: u64 = 10;
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struct Game {
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world: World,
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}
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impl Actor for Game {
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type Context = Context<Game>;
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fn started(&mut self, ctx: &mut Self::Context) {
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// Start update loop
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ctx.run_interval(Duration::from_millis(MIN_UPDATE_MS), |game, _ctx| {
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game.world.run_workload("update");
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});
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}
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}
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fn main() {
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#[actix_rt::main]
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async fn main() {
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let env = Env::default().filter_or("LOG_LEVEL", "info");
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env_logger::init_from_env(env);
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let settings = Settings::new().unwrap();
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let system = System::new("main");
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let game = Game::new().start();
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Game::create(|_ctx| {
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// Create world
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let world = World::default();
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listen_websocket(settings.bind, game).await;
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// Create workload
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world.add_workload("update").build();
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Game { world }
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});
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NetworkManager::new(settings.bind).start();
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system.run().unwrap();
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tokio::signal::ctrl_c().await.unwrap();
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log::info!("Ctrl-C received, shutting down");
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System::current().stop();
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}
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141
src/network.rs
141
src/network.rs
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@ -1,94 +1,93 @@
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use crate::game::PlayerConnected;
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use crate::Game;
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use actix::prelude::*;
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use log::info;
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use rand::prelude::*;
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use futures_util::StreamExt;
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use std::collections::HashMap;
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use std::net::SocketAddr;
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use tokio::net::{TcpListener, TcpStream};
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use tokio_tungstenite::WebSocketStream;
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pub struct NetworkConnection {
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conn_id: u64,
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connected: bool,
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stream: WebSocketStream<TcpStream>,
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manager: Addr<NetworkManager>,
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}
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impl Actor for NetworkConnection {
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type Context = Context<NetworkConnection>;
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fn started(&mut self, ctx: &mut Self::Context) {
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// Send manager my info and get a connection ID assigned
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let addr = ctx.address();
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self.manager
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.send(ClientConnected { addr })
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.into_actor(self)
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.then(move |res, act, _| {
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act.conn_id = res.unwrap();
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act.connected = true;
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async {}.into_actor(act)
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})
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.wait(ctx);
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//TODO Start recv/send loop
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}
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}
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#[derive(Message)]
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#[rtype(result = "()")]
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struct TcpConnect(pub TcpStream, pub SocketAddr);
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#[derive(Message)]
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#[rtype(result = "u64")]
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struct ClientConnected {
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addr: Addr<NetworkConnection>,
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#[rtype(result = "()")]
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struct WSConnect(pub WebSocketStream<TcpStream>, pub SocketAddr);
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struct Connection {
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stream: WebSocketStream<TcpStream>,
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addr: SocketAddr,
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conn_id: usize,
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}
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pub struct NetworkManager {
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bind: String,
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clients: HashMap<u64, Addr<NetworkConnection>>,
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struct Server {
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game: Addr<Game>,
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connections: HashMap<usize, Connection>,
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}
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impl Actor for NetworkManager {
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type Context = Context<NetworkManager>;
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fn started(&mut self, ctx: &mut Self::Context) {
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Arbiter::spawn(listen_websocket(self.bind.clone(), ctx.address()));
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}
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impl Actor for Server {
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type Context = Context<Self>;
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}
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impl Handler<ClientConnected> for NetworkManager {
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type Result = u64;
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fn handle(&mut self, msg: ClientConnected, _ctx: &mut Self::Context) -> Self::Result {
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let client_id = rand::thread_rng().gen();
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self.clients.insert(client_id, msg.addr);
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client_id
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}
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}
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impl NetworkManager {
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pub fn new(bind: String) -> Self {
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NetworkManager {
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bind,
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clients: HashMap::new(),
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impl Server {
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pub fn new(game: Addr<Game>) -> Self {
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Server {
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game,
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connections: HashMap::new(),
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}
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}
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}
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pub async fn listen_websocket(bind: String, manager: Addr<NetworkManager>) {
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let try_socket = TcpListener::bind(&bind).await;
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let mut listener = try_socket.expect("Failed to bind");
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info!("Listening on: {}", bind);
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/// Handle stream of TcpStream's
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impl Handler<TcpConnect> for Server {
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/// this is response for message, which is defined by `ResponseType` trait
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/// in this case we just return unit.
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type Result = ();
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while let Ok((stream, _)) = listener.accept().await {
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let addr = stream
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.peer_addr()
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.expect("connected streams should have a peer address");
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info!("Peer address: {}", addr);
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fn handle(&mut self, msg: TcpConnect, ctx: &mut Context<Self>) {
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accept_websocket(msg)
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.into_actor(self)
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.then(move |res, act, _| {
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// Assign random id to player
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let conn_id = rand::random();
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act.connections.insert(
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conn_id,
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Connection {
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stream: res.0,
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addr: res.1,
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conn_id,
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},
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);
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act.game
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.send(PlayerConnected { conn_id })
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.into_actor(act)
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.then(move |_, act, _| async {}.into_actor(act))
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})
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.wait(ctx);
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}
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}
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let stream = tokio_tungstenite::accept_async(stream)
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async fn accept_websocket(msg: TcpConnect) -> WSConnect {
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let stream = tokio_tungstenite::accept_async(msg.0)
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.await
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.expect("Error during the websocket handshake occurred");
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info!("New WebSocket connection: {}", addr);
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.expect("Could not accept as websocket");
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WSConnect(stream, msg.1)
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}
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NetworkConnection::create(|_ctx| NetworkConnection {
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conn_id: 0,
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connected: false,
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stream,
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manager: manager.clone(),
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pub async fn listen_websocket(bind: String, game: Addr<Game>) {
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let try_socket = TcpListener::bind(&bind).await;
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let listener = Box::new(try_socket.expect("Failed to bind"));
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log::info!("Listening on: {}", bind);
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Server::create(move |ctx| {
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ctx.add_message_stream(Box::leak(listener).incoming().map(|st| {
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let st = st.expect("could not accept socket");
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let addr = st
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.peer_addr()
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.expect("could not retrieve connection address");
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TcpConnect(st, addr)
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}));
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Server::new(game)
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});
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}
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}
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