mirror of
https://github.com/szymon-jozef/checkers.git
synced 2026-10-27 19:20:44 +01:00
Merge pull request #3 from szymon-jozef/refactor/client-overcomplication
refactor: refactor unnecessary code from the network client
This commit is contained in:
@@ -5,12 +5,9 @@ use std::{
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use checkers::{
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logic::board::pawn::{CapturePath, MovePath},
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network::{
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client::{Client, ClientData},
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network_identity::NetworkIdentity,
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},
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network::{client::Client, message::ServerMessage, network_identity::NetworkIdentity},
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};
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use log::{error, info, warn};
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use log::{error, warn};
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use tokio::sync::mpsc;
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const QUIT_COMMAND: &str = "/quit";
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@@ -86,9 +83,6 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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return Ok(());
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};
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let (client_sender, mut client_receiver) = mpsc::channel(1024);
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client.set_update_sender(client_sender);
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client.update();
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let (stdin_sender, mut stdin_receiver) = mpsc::channel(1024);
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@@ -108,6 +102,10 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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}
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});
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let mut client_receiver = client
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.get_update_receiver()
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.expect("Could not get update receiver from the network client");
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let help_msg: String = format!(
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"\n┌────Help────────────────────────────
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│\t {} - quit
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@@ -122,55 +120,58 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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QUIT_COMMAND, HELP_COMMAND, READY_COMMAND, SEND_COMMAND, CAPTURE_COMMAND, MOVE_COMMAND
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);
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info!("───────Type /help for help───────");
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println!("───────Type /help for help───────");
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loop {
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tokio::select! {
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msg = client_receiver.recv() => {
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match msg {
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Some(ClientData::GameStart {
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Some(ServerMessage::GameStart {
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identity,
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}) => {
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info!(
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println!(
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"Got new identity: {}",
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identity
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);
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context.identity = Some(identity);
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}
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Some(ClientData::BoardView(view)) => {
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info!("New board state:\n{}", view.to_string(&context.identity.as_ref().unwrap().id));
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Some(ServerMessage::BroadcastBoardState{board}) => {
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println!("New board state:\n{}", board.to_string(&context.identity.as_ref().unwrap().id));
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}
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Some(ClientData::CurrentTurn(current_turn)) => {
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context.is_my_turn = current_turn == context.identity.as_ref().expect("Server sent us new current turn without telling us who we are!").id;
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Some(ServerMessage::BroadcastCurrentTurn{active_player}) => {
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context.is_my_turn = active_player == context.identity.as_ref().expect("Server sent us new current turn without telling us who we are!").id;
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if context.is_my_turn {
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info!("It's our turn!");
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println!("It's our turn!");
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} else {
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info!("It's the turn of our enemy!");
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println!("It's the turn of our enemy!");
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}
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}
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Some(ClientData::AvailableCaptures(capture_paths)) => {
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info!("Available captures paths: {:?}", capture_paths);
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Some(ServerMessage::AvailableCaptures{captures}) => {
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println!("Available captures paths: {:?}", captures);
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context.available_moves = None;
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context.available_captures = Some(capture_paths);
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context.available_captures = Some(captures);
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}
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Some(ClientData::AvailableMoves(move_paths)) => {
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info!("Available moves: {:?}", move_paths);
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context.available_moves = Some(move_paths);
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Some(ServerMessage::AvailableMoves{moves}) => {
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println!("Available moves: {:?}", moves);
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context.available_moves = Some(moves);
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context.available_captures = None;
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},
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Some(ClientData::TextMessage {sender, content}) => {
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info!("[{}] - {}", sender, content);
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Some(ServerMessage::BroadCastTextMessage {sender, content}) => {
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println!("[{}] - {}", sender, content);
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}
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Some(ClientData::GameEnd(game_result)) => {
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info!("Game has ended with the result: {:?}", game_result);
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Some(ServerMessage::GameEnd{result}) => {
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println!("Game has ended with the result: {:?}", result);
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}
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Some(_) => {
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error!("This shouldn't happen");
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} // ignore messages already handled by the network client
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None => {
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warn!("Connection broken! Stopping");
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break Ok(());
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@@ -189,11 +190,11 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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match CliCommands::try_from(cmd) {
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Ok(cmd) => match cmd {
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CliCommands::Quit => {
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info!("Bye bye");
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println!("Bye bye");
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std::process::exit(0);
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}
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CliCommands::Help => {
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info!("{}", help_msg);
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println!("{}", help_msg);
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}
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CliCommands::Ready => {
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client.signal_readiness().await;
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@@ -1,25 +1,16 @@
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use std::net::SocketAddr;
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use log::{debug, error, info, warn};
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use log::{debug, error, info};
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use tokio::sync::mpsc::{self, Receiver, Sender};
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use uuid::Uuid;
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use crate::{
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logic::{
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board::{
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board_view::BoardView,
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pawn::{CapturePath, MovePath},
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},
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game_master::GameResult,
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math::position::Position,
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},
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logic::{board::pawn::CapturePath, math::position::Position},
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network::{
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connection::{Connection, ConnectionType},
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message::{
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ClientMessage::{self, SignalReadiness, TextMessage},
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ClientMessage::{self},
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Message, ServerMessage,
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},
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network_identity::NetworkIdentity,
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},
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settings::{client_settings::ClientSettings, general_settings::SettingsLike},
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};
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@@ -31,30 +22,13 @@ pub enum ClientCommands {
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SendReady,
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}
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/// Data that network client gives to normal client. I have no better idea for this name, hence this
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/// comment
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pub enum ClientData {
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GameStart { identity: NetworkIdentity },
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GameEnd(GameResult),
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AvailableCaptures(Vec<CapturePath>),
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AvailableMoves(Vec<MovePath>),
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BoardView(BoardView),
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CurrentTurn(Uuid),
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TextMessage { sender: String, content: String },
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}
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pub struct Client {
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conn_reciever_incoming: Option<Receiver<(SocketAddr, Message<ServerMessage>)>>,
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conn_sender_outgoing: Sender<Message<ClientMessage>>,
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settings: ClientSettings,
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commands_sender: Option<Sender<ClientCommands>>,
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commands_receiver: Option<Receiver<ClientCommands>>,
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update_sender: Option<Sender<ClientData>>,
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update_sender: Sender<ServerMessage>,
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update_receiver: Option<Receiver<ServerMessage>>,
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}
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impl Client {
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@@ -67,7 +41,7 @@ impl Client {
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Connection::new(ConnectionType::Server, conn_sender);
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let conn_sender_outgoing = conn.get_sender();
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let (commands_sender, commands_receiver) = mpsc::channel(1024);
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let (update_sender, update_receiver) = mpsc::channel(1024);
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if !conn.connect_to_server(settings.server_url).await {
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error!("Could not connect with the server: {}", settings.server_url);
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@@ -84,29 +58,11 @@ impl Client {
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settings,
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commands_receiver: Some(commands_receiver),
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commands_sender: Some(commands_sender),
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update_sender: None,
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update_sender,
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update_receiver: Some(update_receiver),
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})
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}
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pub fn get_commands_sender(&mut self) -> Option<Sender<ClientCommands>> {
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if self.commands_sender.is_none() {
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warn!("Tried taking commands sender a second time! This shouldn't happen");
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}
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self.commands_sender.take()
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}
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pub fn set_update_sender(&mut self, sender: Sender<ClientData>) {
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if self.update_sender.is_some() {
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warn!("Cannot set update sender a second time!");
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return;
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}
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self.update_sender = Some(sender);
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}
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pub fn update(&mut self) {
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let Some(mut conn_reciever_incoming) = self.conn_reciever_incoming.take() else {
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error!("Tried updating, but there's no conn_reciever of incoming messages!");
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@@ -115,17 +71,8 @@ impl Client {
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let conn_sender = self.conn_sender_outgoing.clone();
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let Some(update_sender) = self.update_sender.take() else {
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error!("Update sender is missing. Cannot update!");
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return;
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};
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let Some(mut commands_receiver) = self.commands_receiver.take() else {
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error!("Commands receiver is missing! Cannot update.");
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return;
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};
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let settings = self.settings.clone();
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let update_sender = self.update_sender.clone();
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tokio::spawn(async move {
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loop {
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@@ -154,120 +101,22 @@ impl Client {
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break;
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}
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ServerMessage::GameStart {
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identity,
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} => {
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debug!("Got GameStart message! Identity: {}", identity);
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let _ = update_sender.send(ClientData::GameStart { identity }).await;
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_ => { // Pass all messages that require player intervention to the
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// local client
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let _ = update_sender.send(msg.content).await;
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}
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ServerMessage::BroadcastCurrentTurn { active_player } => {
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let _ = update_sender.send(ClientData::CurrentTurn(active_player)).await;
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},
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ServerMessage::BroadcastBoardState { board } => {
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let _ = update_sender.send(ClientData::BoardView(board)).await;
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},
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ServerMessage::BroadCastTextMessage {sender, content} => {
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let _ = update_sender.send(ClientData::TextMessage {sender, content}).await;
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}
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ServerMessage::AvailableCaptures { captures } => {
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let _ = update_sender.send(ClientData::AvailableCaptures(captures)).await;
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},
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ServerMessage::AvailableMoves { moves } => {
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let _ = update_sender.send(ClientData::AvailableMoves(moves)).await;
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},
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ServerMessage::GameEnd { result } => {
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let _ = update_sender.send(ClientData::GameEnd(result)).await;
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},
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}
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} else {
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error!("Connection broken!");
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break;
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}
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}
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oldest_cmd = commands_receiver.recv() => {
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if let Some(oldest_cmd) = oldest_cmd {
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match oldest_cmd {
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ClientCommands::SendCapture(capture_path) => {
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debug!("Sending capture path: {:?}", capture_path);
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let msg = Message::new(ClientMessage::RequestCapture { capture_path });
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send_message(msg, &conn_sender).await;
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},
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ClientCommands::SendMove { from, to } => {
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debug!("Sending move from: {} to: {}", from, to);
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let msg = Message::new(ClientMessage::RequestMove { from, to});
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send_message(msg, &conn_sender).await;
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},
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ClientCommands::SendText(content) => {
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debug!("Seding text message: {}", content);
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let msg = Message::new(TextMessage(content));
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send_message(msg, &conn_sender).await;
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},
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ClientCommands::SendReady => {
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debug!("Signaling readiness!");
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let msg = Message::new(SignalReadiness);
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send_message(msg, &conn_sender).await;
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},
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}
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} else {
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error!("Couldn't decipher the command!");
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break;
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}
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}
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}
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}
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});
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}
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pub async fn send_capture(&mut self, capture: CapturePath) {
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debug!("Requesting sending capture: {:?}", capture);
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if let Some(sender) = &self.commands_sender {
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let _ = sender.send(ClientCommands::SendCapture(capture)).await;
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} else {
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error!("Command sender not set!");
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}
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}
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pub async fn send_move(&mut self, from: Position, to: Position) {
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debug!("Requested sending move from: {} to: {}", from, to);
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if let Some(sender) = &self.commands_sender {
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let _ = sender.send(ClientCommands::SendMove { from, to }).await;
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} else {
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error!("Command sender not set!");
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}
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}
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pub async fn send_text_message(&mut self, content: String) {
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if let Some(sender) = &self.commands_sender {
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let _ = sender.send(ClientCommands::SendText(content)).await;
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} else {
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error!("Command sender not set!");
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}
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}
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pub async fn signal_readiness(&mut self) {
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if let Some(sender) = &self.commands_sender {
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let _ = sender.send(ClientCommands::SendReady).await;
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} else {
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error!("Command sender not set!");
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}
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}
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}
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async fn send_message(
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msg: Result<Message<ClientMessage>, postcard::Error>,
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sender: &Sender<Message<ClientMessage>>,
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) {
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async fn send_message(&mut self, msg: Result<Message<ClientMessage>, postcard::Error>) {
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debug!("Sending message to the server!");
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let _ = match msg {
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Err(e) => {
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@@ -275,10 +124,40 @@ async fn send_message(
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return;
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}
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Ok(msg) => {
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if let Err(e) = sender.send(msg).await {
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if let Err(e) = self.conn_sender_outgoing.send(msg).await {
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error!("Error while sending a message to connection thread: {}", e);
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return;
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}
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}
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};
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}
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pub async fn send_capture(&mut self, capture_path: CapturePath) {
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debug!("Requesting sending capture: {:?}", capture_path);
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let msg = Message::new(ClientMessage::RequestCapture { capture_path });
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self.send_message(msg).await;
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}
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pub async fn send_move(&mut self, from: Position, to: Position) {
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debug!("Requested sending move from: {} to: {}", from, to);
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let msg = Message::new(ClientMessage::RequestMove { from, to });
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self.send_message(msg).await;
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}
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pub async fn send_text_message(&mut self, content: String) {
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debug!("Sending text message with content: [{}]", content);
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let msg = Message::new(ClientMessage::TextMessage(content));
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self.send_message(msg).await;
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}
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pub async fn signal_readiness(&mut self) {
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debug!("Signaling readiness to the server...");
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let msg = Message::new(ClientMessage::SignalReadiness);
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self.send_message(msg).await;
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}
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pub fn get_update_receiver(&mut self) -> Option<Receiver<ServerMessage>> {
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self.update_receiver.take()
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}
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}
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