The big fuck you refactor part one: Connections

This commit is contained in:
Hamcha 2020-10-03 15:41:11 +02:00
parent f3e200e91d
commit ac5c4b98a0
Signed by: hamcha
GPG key ID: 41467804B19A3315
5 changed files with 143 additions and 110 deletions

3
Cargo.lock generated
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@ -898,13 +898,16 @@ name = "odyssey-server"
version = "0.1.0"
dependencies = [
"actix",
"actix-rt",
"config",
"env_logger",
"futures-channel",
"futures-util",
"log",
"rand",
"serde 1.0.116",
"serde_derive",
"serde_json",
"shipyard",
"tokio",
"tokio-tungstenite",

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@ -6,6 +6,7 @@ edition = "2018"
[dependencies]
actix = "0.10"
actix-rt = "1.1"
config = "0.10"
env_logger = "0.7"
futures-util = { version = "0.3", default-features = false, features = ["async-await", "sink", "std"] }
@ -13,8 +14,10 @@ log = { version = "0.4", features = ["std", "serde"] }
rand = "0.7"
serde = { version = "1", features = ["derive"] }
serde_derive = "1"
serde_json = "1"
shipyard = { version = "0.4", features = ["parallel", "serde"] }
tokio = { version = "0.2", features = ["full"] }
tokio-tungstenite = "0.11"
tungstenite = "0.11"
ultraviolet = { version = "0.7", features = [ "f64", "int", "serde" ] }
futures-channel = "0.3"

53
src/game.rs Normal file
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@ -0,0 +1,53 @@
use actix::prelude::*;
use shipyard::World;
use std::{collections::HashMap, time::Duration};
// Minimum delay between updates, in milliseconds
const MIN_UPDATE_MS: u64 = 10;
pub struct Player {}
#[derive(Message)]
#[rtype(result = "()")]
pub struct PlayerConnected {
pub conn_id: usize,
}
pub struct Game {
world: World,
players: HashMap<usize, Player>,
}
impl Game {
pub fn new() -> Self {
// Create world
let world = World::default();
// Create workload
world.add_workload("update").build();
Game {
world,
players: HashMap::new(),
}
}
}
impl Actor for Game {
type Context = Context<Game>;
fn started(&mut self, ctx: &mut Self::Context) {
// Start update loop
ctx.run_interval(Duration::from_millis(MIN_UPDATE_MS), |game, _ctx| {
game.world.run_workload("update");
});
}
}
impl Handler<PlayerConnected> for Game {
type Result = ();
fn handle(&mut self, msg: PlayerConnected, _ctx: &mut Self::Context) -> Self::Result {
log::info!("Added player {:?} to lobby", msg.conn_id);
self.players.insert(msg.conn_id, Player {});
}
}

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@ -1,52 +1,27 @@
mod components;
mod config;
mod game;
mod network;
mod systems;
use crate::config::Settings;
use crate::network::{listen_websocket, NetworkManager};
use crate::game::Game;
use crate::network::listen_websocket;
use actix::prelude::*;
use env_logger::Env;
use shipyard::World;
use std::time::Duration;
// Minimum delay between updates, in milliseconds
const MIN_UPDATE_MS: u64 = 10;
struct Game {
world: World,
}
impl Actor for Game {
type Context = Context<Game>;
fn started(&mut self, ctx: &mut Self::Context) {
// Start update loop
ctx.run_interval(Duration::from_millis(MIN_UPDATE_MS), |game, _ctx| {
game.world.run_workload("update");
});
}
}
fn main() {
#[actix_rt::main]
async fn main() {
let env = Env::default().filter_or("LOG_LEVEL", "info");
env_logger::init_from_env(env);
let settings = Settings::new().unwrap();
let system = System::new("main");
let game = Game::new().start();
Game::create(|_ctx| {
// Create world
let world = World::default();
listen_websocket(settings.bind, game).await;
// Create workload
world.add_workload("update").build();
Game { world }
});
NetworkManager::new(settings.bind).start();
system.run().unwrap();
tokio::signal::ctrl_c().await.unwrap();
log::info!("Ctrl-C received, shutting down");
System::current().stop();
}

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@ -1,94 +1,93 @@
use crate::game::PlayerConnected;
use crate::Game;
use actix::prelude::*;
use log::info;
use rand::prelude::*;
use futures_util::StreamExt;
use std::collections::HashMap;
use std::net::SocketAddr;
use tokio::net::{TcpListener, TcpStream};
use tokio_tungstenite::WebSocketStream;
pub struct NetworkConnection {
conn_id: u64,
connected: bool,
stream: WebSocketStream<TcpStream>,
manager: Addr<NetworkManager>,
}
impl Actor for NetworkConnection {
type Context = Context<NetworkConnection>;
fn started(&mut self, ctx: &mut Self::Context) {
// Send manager my info and get a connection ID assigned
let addr = ctx.address();
self.manager
.send(ClientConnected { addr })
.into_actor(self)
.then(move |res, act, _| {
act.conn_id = res.unwrap();
act.connected = true;
async {}.into_actor(act)
})
.wait(ctx);
//TODO Start recv/send loop
}
}
#[derive(Message)]
#[rtype(result = "()")]
struct TcpConnect(pub TcpStream, pub SocketAddr);
#[derive(Message)]
#[rtype(result = "u64")]
struct ClientConnected {
addr: Addr<NetworkConnection>,
#[rtype(result = "()")]
struct WSConnect(pub WebSocketStream<TcpStream>, pub SocketAddr);
struct Connection {
stream: WebSocketStream<TcpStream>,
addr: SocketAddr,
conn_id: usize,
}
pub struct NetworkManager {
bind: String,
clients: HashMap<u64, Addr<NetworkConnection>>,
struct Server {
game: Addr<Game>,
connections: HashMap<usize, Connection>,
}
impl Actor for NetworkManager {
type Context = Context<NetworkManager>;
fn started(&mut self, ctx: &mut Self::Context) {
Arbiter::spawn(listen_websocket(self.bind.clone(), ctx.address()));
}
impl Actor for Server {
type Context = Context<Self>;
}
impl Handler<ClientConnected> for NetworkManager {
type Result = u64;
fn handle(&mut self, msg: ClientConnected, _ctx: &mut Self::Context) -> Self::Result {
let client_id = rand::thread_rng().gen();
self.clients.insert(client_id, msg.addr);
client_id
}
}
impl NetworkManager {
pub fn new(bind: String) -> Self {
NetworkManager {
bind,
clients: HashMap::new(),
impl Server {
pub fn new(game: Addr<Game>) -> Self {
Server {
game,
connections: HashMap::new(),
}
}
}
pub async fn listen_websocket(bind: String, manager: Addr<NetworkManager>) {
let try_socket = TcpListener::bind(&bind).await;
let mut listener = try_socket.expect("Failed to bind");
info!("Listening on: {}", bind);
/// Handle stream of TcpStream's
impl Handler<TcpConnect> for Server {
/// this is response for message, which is defined by `ResponseType` trait
/// in this case we just return unit.
type Result = ();
while let Ok((stream, _)) = listener.accept().await {
let addr = stream
.peer_addr()
.expect("connected streams should have a peer address");
info!("Peer address: {}", addr);
let stream = tokio_tungstenite::accept_async(stream)
.await
.expect("Error during the websocket handshake occurred");
info!("New WebSocket connection: {}", addr);
NetworkConnection::create(|_ctx| NetworkConnection {
conn_id: 0,
connected: false,
stream,
manager: manager.clone(),
});
fn handle(&mut self, msg: TcpConnect, ctx: &mut Context<Self>) {
accept_websocket(msg)
.into_actor(self)
.then(move |res, act, _| {
// Assign random id to player
let conn_id = rand::random();
act.connections.insert(
conn_id,
Connection {
stream: res.0,
addr: res.1,
conn_id,
},
);
act.game
.send(PlayerConnected { conn_id })
.into_actor(act)
.then(move |_, act, _| async {}.into_actor(act))
})
.wait(ctx);
}
}
async fn accept_websocket(msg: TcpConnect) -> WSConnect {
let stream = tokio_tungstenite::accept_async(msg.0)
.await
.expect("Could not accept as websocket");
WSConnect(stream, msg.1)
}
pub async fn listen_websocket(bind: String, game: Addr<Game>) {
let try_socket = TcpListener::bind(&bind).await;
let listener = Box::new(try_socket.expect("Failed to bind"));
log::info!("Listening on: {}", bind);
Server::create(move |ctx| {
ctx.add_message_stream(Box::leak(listener).incoming().map(|st| {
let st = st.expect("could not accept socket");
let addr = st
.peer_addr()
.expect("could not retrieve connection address");
TcpConnect(st, addr)
}));
Server::new(game)
});
}