Files
checkers/src/network/server.rs

488 lines
17 KiB
Rust

use log::{debug, error, info, warn};
use std::{
collections::HashMap,
net::{IpAddr, Ipv4Addr, SocketAddr},
};
use tokio::{
net::TcpListener,
sync::mpsc::{Receiver, Sender},
};
use uuid::Uuid;
use crate::{
logic::{
board::{board_view::BoardView, pawn::CapturePath},
game_master::{GameMaster, GameResult},
math::position::Position,
},
network::{
connection::{Connection, ConnectionType},
message::{
ClientMessage::{self},
Message, ServerMessage,
},
network_identity::{NetworkIdentity, NetworkServerIdentity},
},
};
// TODO! More settings!
pub struct ServerSettings {
pub addr: SocketAddr,
pub max_connections: usize,
pub allow_spectators: bool,
}
#[derive(PartialEq)]
enum ServerStage {
Lobby,
Game,
End,
}
struct ServerState {
ready_count: usize,
stage: ServerStage,
}
impl Default for ServerState {
fn default() -> Self {
Self {
ready_count: 0,
stage: ServerStage::Lobby,
}
}
}
pub struct Server {
listener: Option<TcpListener>,
connections: HashMap<SocketAddr, NetworkServerIdentity>,
reciever: Receiver<(SocketAddr, Message<ClientMessage>)>,
sender: Sender<(SocketAddr, Message<ClientMessage>)>,
welcoming_reciever: Option<Receiver<(SocketAddr, Sender<Message<ServerMessage>>)>>,
game_master: Option<GameMaster>,
settings: ServerSettings,
state: ServerState,
}
impl Server {
pub async fn new() -> Server {
// TODO! Should be read from a file
let settings = ServerSettings {
addr: SocketAddr::new(IpAddr::V4(Ipv4Addr::new(127, 0, 0, 1)), 6767),
max_connections: 2,
allow_spectators: false,
};
let (sender, reciever) =
tokio::sync::mpsc::channel::<(SocketAddr, Message<ClientMessage>)>(1024); // random
// number
Server {
listener: Some(
TcpListener::bind(settings.addr)
.await
.expect("Could not start the server"),
), // TODO! Handle this nicely, as this will
// crash gui app
connections: HashMap::with_capacity(2),
sender,
reciever,
welcoming_reciever: None,
game_master: None,
settings,
state: ServerState::default(),
}
}
pub async fn start(&mut self) {
let (welcoming_tx, welcoming_rx) =
tokio::sync::mpsc::channel::<(SocketAddr, Sender<Message<ServerMessage>>)>(10);
self.welcoming_reciever = Some(welcoming_rx);
let listener = self
.listener
.take()
.expect("Cannot start the server without tcp listener.");
info!("Starting the server at: {:?}", listener.local_addr());
let server_sender = self.sender.clone();
tokio::spawn(async move {
loop {
if let Ok((socket, addr)) = listener.accept().await {
info!("New connection from: {:?}", addr);
let mut conn: Connection<ClientMessage, ServerMessage> =
Connection::new(ConnectionType::Client, server_sender.clone());
conn.delegate(socket, addr);
let sender = conn.get_sender();
let disconnect_sender = server_sender.clone();
let _ = welcoming_tx.send((addr, sender)).await;
tokio::spawn(async move {
conn.start_listening().await;
// TODO! Add waiting for reconnect
let disconnect_msg = Message::new(ClientMessage::ConnectionDead { addr });
let _ = disconnect_sender
.send((
addr,
disconnect_msg.expect(
"Could not create disconnect msg. this shouldn't happen",
),
))
.await;
});
}
}
});
}
/// Process incoming messages
pub async fn update(&mut self) {
loop {
tokio::select! {
new_client_opt = self.welcoming_reciever.as_mut().expect("Welcoming reciever was not set. Was the server started?").recv() => {
if let Some((addr, sender)) = new_client_opt {
if self.state.stage == ServerStage::Lobby && self.connections.keys().len() < self.settings.max_connections && !self.settings.allow_spectators {
let identity = NetworkServerIdentity::new(sender);
self.connections.insert(addr, identity);
self.request_handshake(addr).await;
} else {
let reason = "There is currently game going and it doesn't allow spectators".to_string();
info!("Rejecting {}, because {}", addr, reason);
let msg = Message::new(ServerMessage::DeclineHandshake { reason: reason });
if let Ok(msg) = msg {
let _ = sender.send(msg).await; // we can't use send_message because we
// don't add addr to connections
} else {
warn!("Could not send reason of rejection. Server is acting like my ex...");
return;
}
}
} else {
warn!("Welcoming reciever closed!");
break;
}
}
msg_opt = self.reciever.recv() => {
if let Some(oldest_message) = msg_opt {
let (addr, msg) = oldest_message;
match msg.content {
ClientMessage::AnswerHandshake { player_name } => {
self.process_handshake(addr, player_name).await;
}
ClientMessage::ConnectionDead { addr } => {
self.remove_client(addr);
},
ClientMessage::SignalReadiness => {
self.handle_readiness(addr).await
},
ClientMessage::RequestCapture { capture_path } => {
self.process_capture(capture_path).await;
}
ClientMessage::RequestMove { from, to } => {
self.process_move(from, to).await;
}
ClientMessage::TextMessage (content) => {
info!("{} sent us a message: {}", addr, content);
let sender = self.connections[&addr].identity.name.clone();
self.broadcast_text_message(sender, content).await;
}
}
} else {
warn!("Couldn't get latest message!");
break;
}
}
}
}
}
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 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(),
}),
));
}
}
}
for (addr, msg) in msgs {
self.send_message(addr, msg).await;
}
self.game_master = Some(game_master);
self.on_player_action().await;
}
/* ======= Processing messages :D helper functions ======== */
async fn process_handshake(&mut self, addr: SocketAddr, player_name: String) {
info!("Client: {:?} sent us his name: {}", addr, player_name);
self.send_message(addr, Message::new(ServerMessage::AcceptHandshake))
.await;
let fixed_name: String;
if self
.connections
.values()
.any(|v| v.identity.name == player_name)
{
fixed_name = format!("{}(2)", player_name);
warn!(
"Player has the same name as the other player so changing it to {}",
fixed_name
);
} else {
fixed_name = player_name;
}
let Some(identity) = self.connections.get_mut(&addr) else {
error!("Could not get network identity while processing the handshake!");
return;
};
identity.identity.name = fixed_name
}
async fn process_capture(&mut self, capture_path: CapturePath) {
if let Some(gm) = self.game_master.as_mut() {
if gm.capture(&capture_path) {
debug!("Capture valid!");
self.on_player_action().await;
} else {
debug!("Invalid capture!");
}
}
}
async fn process_move(&mut self, from: Position, to: Position) {
if let Some(gm) = self.game_master.as_mut() {
if gm.move_pawn(from, to) {
debug!("Move was valid!");
self.on_player_action().await;
} else {
debug!("Move was invalid!");
}
}
}
async fn request_handshake(&mut self, addr: SocketAddr) {
let msg = Message::new(ServerMessage::RequestHandshake);
self.send_message(addr, msg).await;
}
async fn handle_readiness(&mut self, addr: SocketAddr) {
self.state.ready_count += 1;
info!(
"{} signaled readiness. Currently ready: {}/{}",
addr, self.state.ready_count, self.settings.max_connections
);
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)
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().await;
}
}
/* === Sending messages === */
/// Should be used after every players move
async fn on_player_action(&mut self) {
self.broadcast_board_view().await;
self.broadcast_current_turn().await;
let Some(gm) = &self.game_master else {
error!("Game master not set while player made an action!");
return;
};
let captures = gm.get_current_player_captures();
let moves = gm.get_current_player_moves();
let current_player = gm.get_current_turn();
if let Some(result) = gm.get_game_result() {
info!("Game ended with result: {:?}", result);
self.handle_game_end(result).await;
}
if !captures.is_empty() {
debug!("Current captures: {:?}", captures);
self.send_player_captures(current_player, captures).await;
return;
}
if !moves.is_empty() {
debug!("Current moves: {:?}", moves);
self.send_player_moves(current_player, moves).await;
return;
}
panic!("on_player_action should never get here");
}
async fn send_player_captures(&mut self, current_player: Uuid, captures: Vec<CapturePath>) {
let Some(addr) = self.get_client_by_id(current_player) else {
error!("Could not get player connection, while sending him his captures!");
return;
};
let msg = Message::new(ServerMessage::AvailableCaptures { captures });
self.send_message(*addr, msg).await;
}
async fn send_player_moves(
&mut self,
current_player: Uuid,
moves: Vec<crate::logic::board::pawn::MovePath>,
) {
let Some(addr) = self.get_client_by_id(current_player) else {
error!("Could not get player connection, while sending him his moves!");
return;
};
let msg = Message::new(ServerMessage::AvailableMoves { moves });
self.send_message(*addr, msg).await;
}
async fn handle_game_end(&mut self, result: GameResult) {
let msg = Message::new(ServerMessage::GameEnd { result });
self.broadcast_message(msg).await;
self.state.stage = ServerStage::End;
}
async fn broadcast_board_view(&mut self) {
if let Some(gm) = &self.game_master {
let msg = Message::new(ServerMessage::BroadcastBoardState {
board: gm.get_board_view(),
});
self.broadcast_message(msg).await;
} else {
error!("Cannot broadcast board view as game manager is not set!");
}
}
async fn broadcast_current_turn(&mut self) {
if let Some(gm) = &self.game_master {
let msg = Message::new(ServerMessage::BroadcastCurrentTurn {
active_player: gm.get_current_turn(),
});
self.broadcast_message(msg).await;
} else {
error!("Cannot broadcast current turn as game master doesn't exists!!!!!!!!!");
}
}
async fn broadcast_text_message(&mut self, sender: String, content: String) {
let msg = Message::new(ServerMessage::BroadCastTextMessage { sender, content });
self.broadcast_message(msg).await;
}
/* === Helper methods === */
async fn send_message(
&mut self,
addr: SocketAddr,
msg: Result<Message<ServerMessage>, postcard::Error>,
) {
let conn_opt = self.connections.get_mut(&addr);
let Some(identity) = conn_opt else {
error!("Could not get identity from connections list");
return;
};
let _ = match msg {
Err(e) => {
error!("There was an error while creating message: {}", e);
return;
}
Ok(msg) => identity.sender.send(msg).await,
};
}
async fn broadcast_message(&mut self, msg: Result<Message<ServerMessage>, postcard::Error>) {
match msg {
Ok(msg) => {
for identity in self.connections.values_mut() {
let _ = identity.sender.send(msg.clone()).await;
}
}
Err(e) => {
error!("Error while broadcasting the message: {}", e);
return;
}
}
}
fn get_client_by_id(&self, id: Uuid) -> Option<&SocketAddr> {
self.connections
.iter()
.find(|(_, indentity)| indentity.identity.id == id)
.map(|(addr, _)| addr)
}
fn remove_client(&mut self, addr: SocketAddr) {
warn!("Removing: {:?} from connection list", addr);
let is_ready = &mut self.connections.get_mut(&addr).expect("Couldn't get the identity of disconnected player. I don't think i should panic but i don't care fuck you").identity.is_ready;
if *is_ready {
*is_ready = false;
self.state.ready_count -= 1;
info!(
"Currently {}/{} players are ready",
self.state.ready_count, self.settings.max_connections
);
}
self.connections.remove(&addr);
}
}