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https://github.com/szymon-jozef/checkers.git
synced 2026-10-27 19:20:44 +01:00
fix: remove double sending board state
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@@ -195,11 +195,11 @@ impl Server {
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},
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ClientMessage::RequestCapture { capture_path } => {
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self.process_capture(capture_path);
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self.process_capture(capture_path).await;
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}
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ClientMessage::RequestMove { from, to } => {
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self.process_move(from, to);
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self.process_move(from, to).await;
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}
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ClientMessage::TextMessage (content) => {
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@@ -232,7 +232,6 @@ impl Server {
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let game_master = GameMaster::new(&names[0], &names[1]);
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let names_and_ids: Vec<(String, Uuid)> = game_master.get_players_names_and_ids();
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let board_view: BoardView = game_master.get_board_view();
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let mut msgs: Vec<(SocketAddr, Result<Message<ServerMessage>, postcard::Error>)> = vec![];
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@@ -245,7 +244,6 @@ impl Server {
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*addr,
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Message::new(ServerMessage::GameStart {
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identity: networkidentity.identity.clone(),
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board_view: board_view.clone(),
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}),
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));
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}
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@@ -324,7 +322,7 @@ impl Server {
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"{} signaled readiness. Currently ready: {}/{}",
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addr, self.state.ready_count, self.settings.max_connections
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);
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self.connections.get_mut(&addr).expect("Couldn't get the identity of the ready player. I guess this should never happen so i'm panicking like a little bitch").identity.is_ready = true;
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self.connections.get_mut(&addr).expect("Couldn't get the identity of the ready player. I guess this should never happen so i'm panicking like a little bitch").identity.is_ready = true; // TODO! This sometimes happens for some reason (when there is a game going, both player leave and someone tries to join)
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if self.state.ready_count == self.settings.max_connections {
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info!("All players are ready! Changing state to ServerStage::Game");
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