feat: add starting the game

This commit is contained in:
2026-08-17 15:50:52 +02:00
parent a12f1fce4d
commit 4f024cae34
9 changed files with 190 additions and 46 deletions

View File

@@ -3,11 +3,15 @@ use std::net::{IpAddr, Ipv4Addr, SocketAddr};
use log::{debug, error, info};
use tokio::sync::mpsc::{self, Receiver, Sender};
use crate::network::{
connection::{Connection, ConnectionType},
message::{
ClientMessage::{self, SignalReadiness, TextMessage},
Message, ServerMessage,
use crate::{
logic::board::board_view::BoardView,
network::{
connection::{Connection, ConnectionType},
message::{
ClientMessage::{self, SignalReadiness, TextMessage},
Message, ServerMessage,
},
network_identity::NetworkIdentity,
},
};
@@ -21,6 +25,10 @@ pub struct Client {
conn_reciever_incoming: Option<Receiver<(SocketAddr, Message<ServerMessage>)>>,
conn_sender_outgoing: Sender<Message<ClientMessage>>,
settings: ClientSettings,
identity: Option<NetworkIdentity>,
board_view: Option<BoardView>,
update_reciever: Option<Receiver<Message<ServerMessage>>>,
}
impl Client {
@@ -51,6 +59,9 @@ impl Client {
conn_reciever_incoming: Some(conn_reciever),
conn_sender_outgoing,
settings,
identity: None,
board_view: None,
update_reciever: None,
})
}
@@ -64,6 +75,9 @@ impl Client {
let settings = self.settings.clone();
let (update_sender, update_reciever) = mpsc::channel::<Message<ServerMessage>>(1024);
self.update_reciever = Some(update_reciever);
tokio::spawn(async move {
loop {
if let Some(oldest_msg) = conn_reciever_incoming.recv().await {
@@ -79,13 +93,28 @@ impl Client {
let _ = sender.send(msg.unwrap()).await;
}
ServerMessage::AcceptHandshake => {
info!("Server accepted us! Yay :D");
}
ServerMessage::DeclineHandshake { reason } => {
error!("Server declined connection: {}", reason);
break;
}
ServerMessage::GameStart {
identity,
board_view,
} => {
info!("Server started the game!");
info!("Our identity is: {}", identity);
/*
self.board_view = Some(board_view);
self.identity = Some(identity);
*/
}
ServerMessage::AvailableCaptures { captures } => todo!(),
ServerMessage::AvailableMoves { moves } => todo!(),
ServerMessage::BroadcastBoardState { board } => todo!(),

View File

@@ -3,13 +3,17 @@ use std::net::SocketAddr;
use serde::{Deserialize, Serialize, de::DeserializeOwned};
use uuid::Uuid;
use crate::logic::{
board::{
board::Board,
pawn::{CapturePath, MovePath},
use crate::{
logic::{
board::{
board::Board,
board_view::BoardView,
pawn::{CapturePath, MovePath},
},
game_master::GameResult,
math::position::Position,
},
game_master::GameResult,
math::position::Position,
network::network_identity::NetworkIdentity,
};
use postcard::{from_bytes, to_allocvec};
@@ -38,15 +42,32 @@ where
pub enum ServerMessage {
RequestHandshake,
AcceptHandshake,
DeclineHandshake { reason: String },
DeclineHandshake {
reason: String,
},
AvailableCaptures { captures: Vec<CapturePath> },
AvailableMoves { moves: Vec<MovePath> },
GameStart {
identity: NetworkIdentity,
board_view: BoardView,
},
BroadcastBoardState { board: Board },
BroadcastCurrentTurn { active_player: Uuid },
AvailableCaptures {
captures: Vec<CapturePath>,
},
AvailableMoves {
moves: Vec<MovePath>,
},
GameEnd { result: GameResult },
BroadcastBoardState {
board: Board,
},
BroadcastCurrentTurn {
active_player: Uuid,
},
GameEnd {
result: GameResult,
},
}
#[derive(Deserialize, Serialize, Debug, PartialEq, Eq, Clone)]

View File

@@ -1,15 +1,23 @@
use std::fmt::Display;
use serde::{Deserialize, Serialize};
use tokio::sync::mpsc::Sender;
use crate::network::message::{Message, ServerMessage};
#[derive(Deserialize, Serialize)]
#[derive(Deserialize, Serialize, Clone, PartialEq, Eq, Debug)]
pub struct NetworkIdentity {
pub name: String,
pub id: uuid::Uuid,
pub is_ready: bool,
}
impl Display for NetworkIdentity {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "(Name: {}, id: {})", self.name, self.id)
}
}
impl Default for NetworkIdentity {
fn default() -> Self {
Self {

View File

@@ -7,9 +7,14 @@ use tokio::{
net::TcpListener,
sync::mpsc::{Receiver, Sender},
};
use uuid::Uuid;
use crate::{
logic::{board::pawn::CapturePath, game_master::GameMaster, math::position::Position},
logic::{
board::{board_view::BoardView, pawn::CapturePath},
game_master::GameMaster,
math::position::Position,
},
network::{
connection::{Connection, ConnectionType},
message::{
@@ -83,7 +88,7 @@ impl Server {
.expect("Could not start the server"),
), // TODO! Handle this nicely, as this will
// crash gui app
connections: HashMap::new(),
connections: HashMap::with_capacity(2),
sender,
reciever,
welcoming_reciever: None,
@@ -186,7 +191,7 @@ impl Server {
},
ClientMessage::SignalReadiness => {
self.handle_readiness(addr)
self.handle_readiness(addr).await
},
ClientMessage::RequestCapture { capture_path } => {
@@ -210,8 +215,48 @@ impl Server {
}
}
fn start_game(&self) {
todo!();
async fn start_game(&mut self) {
info!("Starting the game!");
let mut names: Vec<String> = vec![];
for networkidentity in self.connections.values() {
if networkidentity.identity.is_ready {
names.push(networkidentity.identity.name.clone());
}
}
if names.len() != self.settings.max_connections {
error!("Tried starting the game, but could not gather enough ready player names");
return;
}
let game_master = GameMaster::new(&names[0], &names[1]);
let names_and_ids: Vec<(String, Uuid)> = game_master.get_players_names_and_ids();
let board_view: BoardView = game_master.get_board_view();
let mut msgs: Vec<(SocketAddr, Result<Message<ServerMessage>, postcard::Error>)> = vec![];
for (name, id) in names_and_ids {
for (addr, networkidentity) in self.connections.iter_mut() {
if networkidentity.identity.name == name {
networkidentity.identity.id = id;
msgs.push((
*addr,
Message::new(ServerMessage::GameStart {
identity: networkidentity.identity.clone(),
board_view: board_view.clone(),
}),
));
}
}
}
for (addr, msg) in msgs {
self.send_message(addr, msg).await;
}
self.game_master = Some(game_master);
}
/* ======= Processing messages :D helper functions ======== */
@@ -293,7 +338,7 @@ impl Server {
};
}
fn handle_readiness(&mut self, addr: SocketAddr) {
async fn handle_readiness(&mut self, addr: SocketAddr) {
self.state.ready_count += 1;
info!(
"{} signaled readiness. Currently ready: {}/{}",
@@ -304,7 +349,7 @@ impl Server {
if self.state.ready_count == self.settings.max_connections {
info!("All players are ready! Changing state to ServerStage::Game");
self.state.stage = ServerStage::Game;
self.start_game();
self.start_game().await;
}
}