refactor: refactor unnecessary code from the network client

I have no idea why I complicated it so much yesterday, I had a brain
fart or something
This commit is contained in:
2026-08-18 23:24:31 +02:00
parent de8deccfda
commit 8eb5fbccf1
2 changed files with 77 additions and 197 deletions

View File

@@ -5,12 +5,9 @@ use std::{
use checkers::{ use checkers::{
logic::board::pawn::{CapturePath, MovePath}, logic::board::pawn::{CapturePath, MovePath},
network::{ network::{client::Client, message::ServerMessage, network_identity::NetworkIdentity},
client::{Client, ClientData},
network_identity::NetworkIdentity,
},
}; };
use log::{error, info, warn}; use log::{error, warn};
use tokio::sync::mpsc; use tokio::sync::mpsc;
const QUIT_COMMAND: &str = "/quit"; const QUIT_COMMAND: &str = "/quit";
@@ -86,9 +83,6 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
return Ok(()); return Ok(());
}; };
let (client_sender, mut client_receiver) = mpsc::channel(1024);
client.set_update_sender(client_sender);
client.update(); client.update();
let (stdin_sender, mut stdin_receiver) = mpsc::channel(1024); let (stdin_sender, mut stdin_receiver) = mpsc::channel(1024);
@@ -108,6 +102,10 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
} }
}); });
let mut client_receiver = client
.get_update_receiver()
.expect("Could not get update receiver from the network client");
let help_msg: String = format!( let help_msg: String = format!(
"\n┌────Help──────────────────────────── "\n┌────Help────────────────────────────
│\t {} - quit │\t {} - quit
@@ -122,55 +120,58 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
QUIT_COMMAND, HELP_COMMAND, READY_COMMAND, SEND_COMMAND, CAPTURE_COMMAND, MOVE_COMMAND QUIT_COMMAND, HELP_COMMAND, READY_COMMAND, SEND_COMMAND, CAPTURE_COMMAND, MOVE_COMMAND
); );
info!("───────Type /help for help───────"); println!("───────Type /help for help───────");
loop { loop {
tokio::select! { tokio::select! {
msg = client_receiver.recv() => { msg = client_receiver.recv() => {
match msg { match msg {
Some(ClientData::GameStart { Some(ServerMessage::GameStart {
identity, identity,
}) => { }) => {
info!( println!(
"Got new identity: {}", "Got new identity: {}",
identity identity
); );
context.identity = Some(identity); context.identity = Some(identity);
} }
Some(ClientData::BoardView(view)) => { Some(ServerMessage::BroadcastBoardState{board}) => {
info!("New board state:\n{}", view.to_string(&context.identity.as_ref().unwrap().id)); println!("New board state:\n{}", board.to_string(&context.identity.as_ref().unwrap().id));
} }
Some(ClientData::CurrentTurn(current_turn)) => { Some(ServerMessage::BroadcastCurrentTurn{active_player}) => {
context.is_my_turn = current_turn == context.identity.as_ref().expect("Server sent us new current turn without telling us who we are!").id; context.is_my_turn = active_player == context.identity.as_ref().expect("Server sent us new current turn without telling us who we are!").id;
if context.is_my_turn { if context.is_my_turn {
info!("It's our turn!"); println!("It's our turn!");
} else { } else {
info!("It's the turn of our enemy!"); println!("It's the turn of our enemy!");
} }
} }
Some(ClientData::AvailableCaptures(capture_paths)) => { Some(ServerMessage::AvailableCaptures{captures}) => {
info!("Available captures paths: {:?}", capture_paths); println!("Available captures paths: {:?}", captures);
context.available_moves = None; context.available_moves = None;
context.available_captures = Some(capture_paths); context.available_captures = Some(captures);
} }
Some(ClientData::AvailableMoves(move_paths)) => { Some(ServerMessage::AvailableMoves{moves}) => {
info!("Available moves: {:?}", move_paths); println!("Available moves: {:?}", moves);
context.available_moves = Some(move_paths); context.available_moves = Some(moves);
context.available_captures = None; context.available_captures = None;
}, },
Some(ClientData::TextMessage {sender, content}) => { Some(ServerMessage::BroadCastTextMessage {sender, content}) => {
info!("[{}] - {}", sender, content); println!("[{}] - {}", sender, content);
} }
Some(ClientData::GameEnd(game_result)) => { Some(ServerMessage::GameEnd{result}) => {
info!("Game has ended with the result: {:?}", game_result); println!("Game has ended with the result: {:?}", result);
} }
Some(_) => {
error!("This shouldn't happen");
} // ignore messages already handled by the network client
None => { None => {
warn!("Connection broken! Stopping"); warn!("Connection broken! Stopping");
break Ok(()); break Ok(());
@@ -189,11 +190,11 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
match CliCommands::try_from(cmd) { match CliCommands::try_from(cmd) {
Ok(cmd) => match cmd { Ok(cmd) => match cmd {
CliCommands::Quit => { CliCommands::Quit => {
info!("Bye bye"); println!("Bye bye");
std::process::exit(0); std::process::exit(0);
} }
CliCommands::Help => { CliCommands::Help => {
info!("{}", help_msg); println!("{}", help_msg);
} }
CliCommands::Ready => { CliCommands::Ready => {
client.signal_readiness().await; client.signal_readiness().await;

View File

@@ -1,25 +1,16 @@
use std::net::SocketAddr; use std::net::SocketAddr;
use log::{debug, error, info, warn}; use log::{debug, error, info};
use tokio::sync::mpsc::{self, Receiver, Sender}; use tokio::sync::mpsc::{self, Receiver, Sender};
use uuid::Uuid;
use crate::{ use crate::{
logic::{ logic::{board::pawn::CapturePath, math::position::Position},
board::{
board_view::BoardView,
pawn::{CapturePath, MovePath},
},
game_master::GameResult,
math::position::Position,
},
network::{ network::{
connection::{Connection, ConnectionType}, connection::{Connection, ConnectionType},
message::{ message::{
ClientMessage::{self, SignalReadiness, TextMessage}, ClientMessage::{self},
Message, ServerMessage, Message, ServerMessage,
}, },
network_identity::NetworkIdentity,
}, },
settings::{client_settings::ClientSettings, general_settings::SettingsLike}, settings::{client_settings::ClientSettings, general_settings::SettingsLike},
}; };
@@ -31,30 +22,13 @@ pub enum ClientCommands {
SendReady, SendReady,
} }
/// Data that network client gives to normal client. I have no better idea for this name, hence this
/// comment
pub enum ClientData {
GameStart { identity: NetworkIdentity },
GameEnd(GameResult),
AvailableCaptures(Vec<CapturePath>),
AvailableMoves(Vec<MovePath>),
BoardView(BoardView),
CurrentTurn(Uuid),
TextMessage { sender: String, content: String },
}
pub struct Client { pub struct Client {
conn_reciever_incoming: Option<Receiver<(SocketAddr, Message<ServerMessage>)>>, conn_reciever_incoming: Option<Receiver<(SocketAddr, Message<ServerMessage>)>>,
conn_sender_outgoing: Sender<Message<ClientMessage>>, conn_sender_outgoing: Sender<Message<ClientMessage>>,
settings: ClientSettings, settings: ClientSettings,
commands_sender: Option<Sender<ClientCommands>>, update_sender: Sender<ServerMessage>,
commands_receiver: Option<Receiver<ClientCommands>>, update_receiver: Option<Receiver<ServerMessage>>,
update_sender: Option<Sender<ClientData>>,
} }
impl Client { impl Client {
@@ -67,7 +41,7 @@ impl Client {
Connection::new(ConnectionType::Server, conn_sender); Connection::new(ConnectionType::Server, conn_sender);
let conn_sender_outgoing = conn.get_sender(); let conn_sender_outgoing = conn.get_sender();
let (commands_sender, commands_receiver) = mpsc::channel(1024); let (update_sender, update_receiver) = mpsc::channel(1024);
if !conn.connect_to_server(settings.server_url).await { if !conn.connect_to_server(settings.server_url).await {
error!("Could not connect with the server: {}", settings.server_url); error!("Could not connect with the server: {}", settings.server_url);
@@ -84,29 +58,11 @@ impl Client {
settings, settings,
commands_receiver: Some(commands_receiver), update_sender,
commands_sender: Some(commands_sender), update_receiver: Some(update_receiver),
update_sender: None,
}) })
} }
pub fn get_commands_sender(&mut self) -> Option<Sender<ClientCommands>> {
if self.commands_sender.is_none() {
warn!("Tried taking commands sender a second time! This shouldn't happen");
}
self.commands_sender.take()
}
pub fn set_update_sender(&mut self, sender: Sender<ClientData>) {
if self.update_sender.is_some() {
warn!("Cannot set update sender a second time!");
return;
}
self.update_sender = Some(sender);
}
pub fn update(&mut self) { pub fn update(&mut self) {
let Some(mut conn_reciever_incoming) = self.conn_reciever_incoming.take() else { let Some(mut conn_reciever_incoming) = self.conn_reciever_incoming.take() else {
error!("Tried updating, but there's no conn_reciever of incoming messages!"); error!("Tried updating, but there's no conn_reciever of incoming messages!");
@@ -115,17 +71,8 @@ impl Client {
let conn_sender = self.conn_sender_outgoing.clone(); let conn_sender = self.conn_sender_outgoing.clone();
let Some(update_sender) = self.update_sender.take() else {
error!("Update sender is missing. Cannot update!");
return;
};
let Some(mut commands_receiver) = self.commands_receiver.take() else {
error!("Commands receiver is missing! Cannot update.");
return;
};
let settings = self.settings.clone(); let settings = self.settings.clone();
let update_sender = self.update_sender.clone();
tokio::spawn(async move { tokio::spawn(async move {
loop { loop {
@@ -154,120 +101,22 @@ impl Client {
break; break;
} }
ServerMessage::GameStart { _ => { // Pass all messages that require player intervention to the
identity, // local client
} => { let _ = update_sender.send(msg.content).await;
debug!("Got GameStart message! Identity: {}", identity);
let _ = update_sender.send(ClientData::GameStart { identity }).await;
} }
ServerMessage::BroadcastCurrentTurn { active_player } => {
let _ = update_sender.send(ClientData::CurrentTurn(active_player)).await;
},
ServerMessage::BroadcastBoardState { board } => {
let _ = update_sender.send(ClientData::BoardView(board)).await;
},
ServerMessage::BroadCastTextMessage {sender, content} => {
let _ = update_sender.send(ClientData::TextMessage {sender, content}).await;
}
ServerMessage::AvailableCaptures { captures } => {
let _ = update_sender.send(ClientData::AvailableCaptures(captures)).await;
},
ServerMessage::AvailableMoves { moves } => {
let _ = update_sender.send(ClientData::AvailableMoves(moves)).await;
},
ServerMessage::GameEnd { result } => {
let _ = update_sender.send(ClientData::GameEnd(result)).await;
},
} }
} else { } else {
error!("Connection broken!"); error!("Connection broken!");
break; break;
} }
} }
oldest_cmd = commands_receiver.recv() => {
if let Some(oldest_cmd) = oldest_cmd {
match oldest_cmd {
ClientCommands::SendCapture(capture_path) => {
debug!("Sending capture path: {:?}", capture_path);
let msg = Message::new(ClientMessage::RequestCapture { capture_path });
send_message(msg, &conn_sender).await;
},
ClientCommands::SendMove { from, to } => {
debug!("Sending move from: {} to: {}", from, to);
let msg = Message::new(ClientMessage::RequestMove { from, to});
send_message(msg, &conn_sender).await;
},
ClientCommands::SendText(content) => {
debug!("Seding text message: {}", content);
let msg = Message::new(TextMessage(content));
send_message(msg, &conn_sender).await;
},
ClientCommands::SendReady => {
debug!("Signaling readiness!");
let msg = Message::new(SignalReadiness);
send_message(msg, &conn_sender).await;
},
}
} else {
error!("Couldn't decipher the command!");
break;
}
}
} }
} }
}); });
} }
pub async fn send_capture(&mut self, capture: CapturePath) { async fn send_message(&mut self, msg: Result<Message<ClientMessage>, postcard::Error>) {
debug!("Requesting sending capture: {:?}", capture);
if let Some(sender) = &self.commands_sender {
let _ = sender.send(ClientCommands::SendCapture(capture)).await;
} else {
error!("Command sender not set!");
}
}
pub async fn send_move(&mut self, from: Position, to: Position) {
debug!("Requested sending move from: {} to: {}", from, to);
if let Some(sender) = &self.commands_sender {
let _ = sender.send(ClientCommands::SendMove { from, to }).await;
} else {
error!("Command sender not set!");
}
}
pub async fn send_text_message(&mut self, content: String) {
if let Some(sender) = &self.commands_sender {
let _ = sender.send(ClientCommands::SendText(content)).await;
} else {
error!("Command sender not set!");
}
}
pub async fn signal_readiness(&mut self) {
if let Some(sender) = &self.commands_sender {
let _ = sender.send(ClientCommands::SendReady).await;
} else {
error!("Command sender not set!");
}
}
}
async fn send_message(
msg: Result<Message<ClientMessage>, postcard::Error>,
sender: &Sender<Message<ClientMessage>>,
) {
debug!("Sending message to the server!"); debug!("Sending message to the server!");
let _ = match msg { let _ = match msg {
Err(e) => { Err(e) => {
@@ -275,10 +124,40 @@ async fn send_message(
return; return;
} }
Ok(msg) => { Ok(msg) => {
if let Err(e) = sender.send(msg).await { if let Err(e) = self.conn_sender_outgoing.send(msg).await {
error!("Error while sending a message to connection thread: {}", e); error!("Error while sending a message to connection thread: {}", e);
return; return;
} }
} }
}; };
}
pub async fn send_capture(&mut self, capture_path: CapturePath) {
debug!("Requesting sending capture: {:?}", capture_path);
let msg = Message::new(ClientMessage::RequestCapture { capture_path });
self.send_message(msg).await;
}
pub async fn send_move(&mut self, from: Position, to: Position) {
debug!("Requested sending move from: {} to: {}", from, to);
let msg = Message::new(ClientMessage::RequestMove { from, to });
self.send_message(msg).await;
}
pub async fn send_text_message(&mut self, content: String) {
debug!("Sending text message with content: [{}]", content);
let msg = Message::new(ClientMessage::TextMessage(content));
self.send_message(msg).await;
}
pub async fn signal_readiness(&mut self) {
debug!("Signaling readiness to the server...");
let msg = Message::new(ClientMessage::SignalReadiness);
self.send_message(msg).await;
}
pub fn get_update_receiver(&mut self) -> Option<Receiver<ServerMessage>> {
self.update_receiver.take()
}
} }