git-subtree-dir: games/rstnode git-subtree-mainline:wip/yesman9765d1e42d
git-subtree-split:78d813b2a1
commit
31ec889558
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eval "$(lorri direnv)" |
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/target |
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**/*.rs.bk |
File diff suppressed because it is too large
Load Diff
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[package] |
||||
name = "rstnode" |
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description = "A game about capturing computers on a network" |
||||
version = "0.0.0" |
||||
edition = "2018" |
||||
license = "AGPL-3.0-or-later" |
||||
authors = ["Bread Machine", "Katharina Fey <kookie@spacekookie.de>"] |
||||
|
||||
[dependencies] |
||||
serde = { version = "1.0", features = ["derive", "rc"] } |
||||
serde_json = "1.0" |
||||
async-std = { version = "1.0", features = ["unstable"] } |
||||
async-trait = "0.1" |
||||
|
||||
ratman = "0.1.0" |
||||
netmod-mem = "0.1.0" |
||||
identity = { version = "0.4", features = ["random"], package = "ratman-identity"} |
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|
||||
ggez = "0.5" |
||||
cgmath = { version = "*", features = ["mint"] } |
||||
chrono = { version = "0.4", features = ["serde"] } |
||||
rand = "0.7" |
||||
quadtree_rs = "0.1" |
||||
|
||||
# [profile.release.overrides."*"] |
||||
# opt-level = 3 |
@ -0,0 +1,674 @@ |
||||
GNU GENERAL PUBLIC LICENSE |
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Version 3, 29 June 2007 |
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Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/> |
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||||
receives a license from the original licensors, to run, modify and |
||||
propagate that work, subject to this License. You are not responsible |
||||
for enforcing compliance by third parties with this License. |
||||
|
||||
An "entity transaction" is a transaction transferring control of an |
||||
organization, or substantially all assets of one, or subdividing an |
||||
organization, or merging organizations. If propagation of a covered |
||||
work results from an entity transaction, each party to that |
||||
transaction who receives a copy of the work also receives whatever |
||||
licenses to the work the party's predecessor in interest had or could |
||||
give under the previous paragraph, plus a right to possession of the |
||||
Corresponding Source of the work from the predecessor in interest, if |
||||
the predecessor has it or can get it with reasonable efforts. |
||||
|
||||
You may not impose any further restrictions on the exercise of the |
||||
rights granted or affirmed under this License. For example, you may |
||||
not impose a license fee, royalty, or other charge for exercise of |
||||
rights granted under this License, and you may not initiate litigation |
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that |
||||
any patent claim is infringed by making, using, selling, offering for |
||||
sale, or importing the Program or any portion of it. |
||||
|
||||
11. Patents. |
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this |
||||
License of the Program or a work on which the Program is based. The |
||||
work thus licensed is called the contributor's "contributor version". |
||||
|
||||
A contributor's "essential patent claims" are all patent claims |
||||
owned or controlled by the contributor, whether already acquired or |
||||
hereafter acquired, that would be infringed by some manner, permitted |
||||
by this License, of making, using, or selling its contributor version, |
||||
but do not include claims that would be infringed only as a |
||||
consequence of further modification of the contributor version. For |
||||
purposes of this definition, "control" includes the right to grant |
||||
patent sublicenses in a manner consistent with the requirements of |
||||
this License. |
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free |
||||
patent license under the contributor's essential patent claims, to |
||||
make, use, sell, offer for sale, import and otherwise run, modify and |
||||
propagate the contents of its contributor version. |
||||
|
||||
In the following three paragraphs, a "patent license" is any express |
||||
agreement or commitment, however denominated, not to enforce a patent |
||||
(such as an express permission to practice a patent or covenant not to |
||||
sue for patent infringement). To "grant" such a patent license to a |
||||
party means to make such an agreement or commitment not to enforce a |
||||
patent against the party. |
||||
|
||||
If you convey a covered work, knowingly relying on a patent license, |
||||
and the Corresponding Source of the work is not available for anyone |
||||
to copy, free of charge and under the terms of this License, through a |
||||
publicly available network server or other readily accessible means, |
||||
then you must either (1) cause the Corresponding Source to be so |
||||
available, or (2) arrange to deprive yourself of the benefit of the |
||||
patent license for this particular work, or (3) arrange, in a manner |
||||
consistent with the requirements of this License, to extend the patent |
||||
license to downstream recipients. "Knowingly relying" means you have |
||||
actual knowledge that, but for the patent license, your conveying the |
||||
covered work in a country, or your recipient's use of the covered work |
||||
in a country, would infringe one or more identifiable patents in that |
||||
country that you have reason to believe are valid. |
||||
|
||||
If, pursuant to or in connection with a single transaction or |
||||
arrangement, you convey, or propagate by procuring conveyance of, a |
||||
covered work, and grant a patent license to some of the parties |
||||
receiving the covered work authorizing them to use, propagate, modify |
||||
or convey a specific copy of the covered work, then the patent license |
||||
you grant is automatically extended to all recipients of the covered |
||||
work and works based on it. |
||||
|
||||
A patent license is "discriminatory" if it does not include within |
||||
the scope of its coverage, prohibits the exercise of, or is |
||||
conditioned on the non-exercise of one or more of the rights that are |
||||
specifically granted under this License. You may not convey a covered |
||||
work if you are a party to an arrangement with a third party that is |
||||
in the business of distributing software, under which you make payment |
||||
to the third party based on the extent of your activity of conveying |
||||
the work, and under which the third party grants, to any of the |
||||
parties who would receive the covered work from you, a discriminatory |
||||
patent license (a) in connection with copies of the covered work |
||||
conveyed by you (or copies made from those copies), or (b) primarily |
||||
for and in connection with specific products or compilations that |
||||
contain the covered work, unless you entered into that arrangement, |
||||
or that patent license was granted, prior to 28 March 2007. |
||||
|
||||
Nothing in this License shall be construed as excluding or limiting |
||||
any implied license or other defenses to infringement that may |
||||
otherwise be available to you under applicable patent law. |
||||
|
||||
12. No Surrender of Others' Freedom. |
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or |
||||
otherwise) that contradict the conditions of this License, they do not |
||||
excuse you from the conditions of this License. If you cannot convey a |
||||
covered work so as to satisfy simultaneously your obligations under this |
||||
License and any other pertinent obligations, then as a consequence you may |
||||
not convey it at all. For example, if you agree to terms that obligate you |
||||
to collect a royalty for further conveying from those to whom you convey |
||||
the Program, the only way you could satisfy both those terms and this |
||||
License would be to refrain entirely from conveying the Program. |
||||
|
||||
13. Use with the GNU Affero General Public License. |
||||
|
||||
Notwithstanding any other provision of this License, you have |
||||
permission to link or combine any covered work with a work licensed |
||||
under version 3 of the GNU Affero General Public License into a single |
||||
combined work, and to convey the resulting work. The terms of this |
||||
License will continue to apply to the part which is the covered work, |
||||
but the special requirements of the GNU Affero General Public License, |
||||
section 13, concerning interaction through a network will apply to the |
||||
combination as such. |
||||
|
||||
14. Revised Versions of this License. |
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of |
||||
the GNU General Public License from time to time. Such new versions will |
||||
be similar in spirit to the present version, but may differ in detail to |
||||
address new problems or concerns. |
||||
|
||||
Each version is given a distinguishing version number. If the |
||||
Program specifies that a certain numbered version of the GNU General |
||||
Public License "or any later version" applies to it, you have the |
||||
option of following the terms and conditions either of that numbered |
||||
version or of any later version published by the Free Software |
||||
Foundation. If the Program does not specify a version number of the |
||||
GNU General Public License, you may choose any version ever published |
||||
by the Free Software Foundation. |
||||
|
||||
If the Program specifies that a proxy can decide which future |
||||
versions of the GNU General Public License can be used, that proxy's |
||||
public statement of acceptance of a version permanently authorizes you |
||||
to choose that version for the Program. |
||||
|
||||
Later license versions may give you additional or different |
||||
permissions. However, no additional obligations are imposed on any |
||||
author or copyright holder as a result of your choosing to follow a |
||||
later version. |
||||
|
||||
15. Disclaimer of Warranty. |
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY |
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT |
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY |
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, |
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM |
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF |
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION. |
||||
|
||||
16. Limitation of Liability. |
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING |
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS |
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY |
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE |
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF |
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD |
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), |
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF |
||||
SUCH DAMAGES. |
||||
|
||||
17. Interpretation of Sections 15 and 16. |
||||
|
||||
If the disclaimer of warranty and limitation of liability provided |
||||
above cannot be given local legal effect according to their terms, |
||||
reviewing courts shall apply local law that most closely approximates |
||||
an absolute waiver of all civil liability in connection with the |
||||
Program, unless a warranty or assumption of liability accompanies a |
||||
copy of the Program in return for a fee. |
||||
|
||||
END OF TERMS AND CONDITIONS |
||||
|
||||
How to Apply These Terms to Your New Programs |
||||
|
||||
If you develop a new program, and you want it to be of the greatest |
||||
possible use to the public, the best way to achieve this is to make it |
||||
free software which everyone can redistribute and change under these terms. |
||||
|
||||
To do so, attach the following notices to the program. It is safest |
||||
to attach them to the start of each source file to most effectively |
||||
state the exclusion of warranty; and each file should have at least |
||||
the "copyright" line and a pointer to where the full notice is found. |
||||
|
||||
<one line to give the program's name and a brief idea of what it does.> |
||||
Copyright (C) <year> <name of author> |
||||
|
||||
This program is free software: you can redistribute it and/or modify |
||||
it under the terms of the GNU General Public License as published by |
||||
the Free Software Foundation, either version 3 of the License, or |
||||
(at your option) any later version. |
||||
|
||||
This program is distributed in the hope that it will be useful, |
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of |
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
||||
GNU General Public License for more details. |
||||
|
||||
You should have received a copy of the GNU General Public License |
||||
along with this program. If not, see <http://www.gnu.org/licenses/>. |
||||
|
||||
Also add information on how to contact you by electronic and paper mail. |
||||
|
||||
If the program does terminal interaction, make it output a short |
||||
notice like this when it starts in an interactive mode: |
||||
|
||||
<program> Copyright (C) <year> <name of author> |
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. |
||||
This is free software, and you are welcome to redistribute it |
||||
under certain conditions; type `show c' for details. |
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate |
||||
parts of the General Public License. Of course, your program's commands |
||||
might be different; for a GUI interface, you would use an "about box". |
||||
|
||||
You should also get your employer (if you work as a programmer) or school, |
||||
if any, to sign a "copyright disclaimer" for the program, if necessary. |
||||
For more information on this, and how to apply and follow the GNU GPL, see |
||||
<http://www.gnu.org/licenses/>. |
||||
|
||||
The GNU General Public License does not permit incorporating your program |
||||
into proprietary programs. If your program is a subroutine library, you |
||||
may consider it more useful to permit linking proprietary applications with |
||||
the library. If this is what you want to do, use the GNU Lesser General |
||||
Public License instead of this License. But first, please read |
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>. |
@ -0,0 +1,24 @@ |
||||
================= |
||||
RST NODE |
||||
================= |
||||
|
||||
A game about capturing computers on a network, building defences, |
||||
attack and research clusters. Primarily multiplayer with some bad AIs |
||||
and a single player story. Free software and made with love. |
||||
|
||||
|
||||
How to build |
||||
------------ |
||||
|
||||
The game is very easy to build with cargo [1] or with nix [2]. |
||||
Choosing the former, make sure you have the following dependencies |
||||
installed on your computer: |
||||
|
||||
- openssl 1.1 |
||||
- opengl 3.2 |
||||
|
||||
|
||||
How to play |
||||
----------- |
||||
|
||||
Check out the player manual in docs/player |
@ -0,0 +1,21 @@ |
||||
with import <nixpkgs> {}; |
||||
|
||||
stdenv.mkDerivation { |
||||
name = "rstnode"; |
||||
buildInputs = with pkgs; [ |
||||
rustracer rustup clangStdenv stdenv |
||||
alsaLib pkg-config libudev steam-run |
||||
] ++ (with pkgs.xlibs; [ |
||||
libGL |
||||
libGLU |
||||
libGL_driver |
||||
|
||||
libX11 |
||||
libXcursor |
||||
libXi |
||||
libXrandr |
||||
libXxf86vm |
||||
libxcb |
||||
libxkbcommon |
||||
]); |
||||
} |
@ -0,0 +1,49 @@ |
||||
//! A common trait interface between the server and the client
|
||||
|
||||
use crate::wire::{ |
||||
Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr, UpdateState, |
||||
User, UserId, |
||||
}; |
||||
use async_std::sync::Arc; |
||||
use async_trait::async_trait; |
||||
use chrono::{DateTime, Utc}; |
||||
|
||||
/// The main game interface implemented by the server and client
|
||||
#[async_trait] |
||||
pub trait GameIf { |
||||
/// Register a new user on a game server
|
||||
async fn register(self: Arc<Self>, name: String, pw: String) -> Result<UserId, RegErr>; |
||||
|
||||
/// Login for an existing user
|
||||
async fn login(self: Arc<Self>, name: String, pw: String) -> Result<User, AuthErr>; |
||||
|
||||
/// End a user session (go offline)
|
||||
async fn logout(self: Arc<Self>, user: User) -> Result<(), AuthErr>; |
||||
|
||||
/// Register as an anonymous player
|
||||
async fn anonymous(self: Arc<Self>, name: String) -> Result<User, AuthErr>; |
||||
|
||||
/// Join a match-making lobby
|
||||
async fn join(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<Lobby, LobbyErr>; |
||||
|
||||
/// Leave a match-making lobby
|
||||
async fn leave(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<(), LobbyErr>; |
||||
|
||||
/// Set the player's ready state
|
||||
async fn ready( |
||||
self: Arc<Self>, |
||||
user: User, |
||||
lobby: LobbyId, |
||||
ready: bool, |
||||
) -> Result<LobbyUpdate, LobbyErr>; |
||||
|
||||
/// Send a start request (as lobby admin)
|
||||
async fn start_req(self: Arc<Self>, user: UserId, lobby: LobbyId) -> Result<DateTime<Utc>, LobbyErr>; |
||||
|
||||
/// Perform a game action as a user
|
||||
async fn perform_action(self: Arc<Self>, user: User, mtch: MatchId, act: Action) |
||||
-> UpdateState; |
||||
|
||||
/// Leave a match
|
||||
async fn leave_match(self: Arc<Self>, user: User, mtch: MatchId) -> Result<(), MatchErr>; |
||||
} |
@ -0,0 +1,37 @@ |
||||
//! A timed loop implementation
|
||||
|
||||
use async_std::{future::Future, task}; |
||||
use chrono::{DateTime, Utc}; |
||||
use std::{ |
||||
sync::{ |
||||
atomic::{AtomicBool, Ordering}, |
||||
Arc, |
||||
}, |
||||
time::Duration, |
||||
}; |
||||
|
||||
/// Number of ticks per second
|
||||
const TICKS: u64 = 100; |
||||
const TICK_TIME: Duration = Duration::from_millis(1000 / TICKS); |
||||
|
||||
/// Run a timed loop until you no longer want to
|
||||
pub fn block_loop<F>(run: Arc<AtomicBool>, f: F) |
||||
where |
||||
F: Future<Output = ()> + Send + Copy + 'static, |
||||
{ |
||||
while run.load(Ordering::Relaxed) { |
||||
let t1 = Utc::now(); |
||||
task::block_on(f); |
||||
let t2 = Utc::now(); |
||||
let t3 = (t2 - t1).to_std().unwrap(); |
||||
task::block_on(async { task::sleep(TICK_TIME - t3) }); |
||||
} |
||||
} |
||||
|
||||
/// Run a detached timed loop until you no longer want to
|
||||
pub fn spawn_loop<F>(run: Arc<AtomicBool>, f: F) |
||||
where |
||||
F: Future<Output = ()> + Send + Copy + 'static, |
||||
{ |
||||
task::spawn(async move { block_loop(run, f) }); |
||||
} |
@ -0,0 +1,67 @@ |
||||
use crate::{ |
||||
data::Player, |
||||
lobby::MetaLobby, |
||||
map::Map, |
||||
wire::{Action, LobbyUser, MatchId, UserId}, |
||||
}; |
||||
use async_std::sync::{Arc, RwLock}; |
||||
use chrono::{DateTime, Utc}; |
||||
use serde::{Deserialize, Serialize}; |
||||
use std::collections::VecDeque; |
||||
|
||||
/// Describes a match for the server
|
||||
pub struct Match { |
||||
/// The match id
|
||||
pub id: MatchId, |
||||
/// The list of active players
|
||||
pub players: Vec<Player>, |
||||
/// The active game map
|
||||
pub map: Map, |
||||
/// Input inbox,
|
||||
inbox: RwLock<VecDeque<Action>>, |
||||
/// The time the match was initialised
|
||||
init_t: DateTime<Utc>, |
||||
/// The synced time the match was started
|
||||
start_t: Option<DateTime<Utc>>, |
||||
} |
||||
|
||||
impl From<MetaLobby> for Match { |
||||
fn from(ml: MetaLobby) -> Self { |
||||
Self { |
||||
id: ml.inner.id, |
||||
players: ml |
||||
.inner |
||||
.players |
||||
.into_iter() |
||||
.map(|lu| Player { |
||||
id: lu.id, |
||||
name: lu.name, |
||||
color: lu.color, |
||||
money: 0.into(), |
||||
}) |
||||
.collect(), |
||||
map: Map::new(), |
||||
inbox: Default::default(), |
||||
init_t: Utc::now(), |
||||
start_t: None, |
||||
} |
||||
} |
||||
} |
||||
|
||||
impl Match { |
||||
/// Set the start time of the match, which may be in the future
|
||||
pub fn set_start(&mut self, t: DateTime<Utc>) { |
||||
self.start_t = Some(t); |
||||
} |
||||
|
||||
/// Queue a new game action
|
||||
pub async fn queue(&self, cmd: Action) { |
||||
self.inbox.write().await.push_back(cmd); |
||||
} |
||||
|
||||
pub async fn handle_inbex(&mut self) { |
||||
for act in self.inbox.write().await.drain() { |
||||
|
||||
} |
||||
} |
||||
} |
@ -0,0 +1,5 @@ |
||||
//! The main game UI client
|
||||
|
||||
fn main() { |
||||
|
||||
} |
@ -0,0 +1,6 @@ |
||||
//! The dedicated server binary
|
||||
|
||||
|
||||
fn main() { |
||||
|
||||
} |
@ -0,0 +1,41 @@ |
||||
//! The file formats backing maps and other configs
|
||||
|
||||
use crate::data::{NodeId, LinkId}; |
||||
use serde::{Serialize, Deserialize}; |
||||
use std::path::Path; |
||||
|
||||
/// A config tree that describes a map
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct MapCfg { |
||||
/// The set of nodes
|
||||
pub nodes: Vec<NodeCfg>, |
||||
/// Links connecting nodes
|
||||
pub links: Vec<LinkCfg>, |
||||
/// Default spawn points (player count)
|
||||
pub spawns: Vec<SpawnCfg>, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct NodeCfg { |
||||
/// Node ID
|
||||
pub id: NodeId, |
||||
/// Render/world position
|
||||
pub x: f64, |
||||
pub y: f64, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct LinkCfg { |
||||
/// The link ID
|
||||
id: LinkId, |
||||
/// List of connectioned nodes
|
||||
con: Vec<NodeId>, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct SpawnCfg { |
||||
/// The node of the spawn point
|
||||
pub n_id: NodeId, |
||||
/// At what number of players is this spawn available?
|
||||
pub max_players: usize, |
||||
} |
@ -0,0 +1,279 @@ |
||||
//! Data structures for the game
|
||||
|
||||
use crate::io::Io; |
||||
use async_std::sync::Arc; |
||||
use rand::seq::SliceRandom; |
||||
use rand::thread_rng; |
||||
use serde::{Deserialize, Serialize}; |
||||
use std::{ |
||||
collections::BTreeMap, |
||||
sync::atomic::{AtomicBool, AtomicU16, AtomicU32}, |
||||
}; |
||||
|
||||
pub type NodeId = usize; |
||||
|
||||
/// A node is a computer on the network graph
|
||||
///
|
||||
/// It's owned by a player, and has some upgrade state, as well as
|
||||
/// base stats.
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct Node { |
||||
/// Each node has a unique ID by which it's addressed
|
||||
pub id: NodeId, |
||||
/// The current health
|
||||
pub health: AtomicU32, |
||||
/// The max health
|
||||
pub max_health: AtomicU32, |
||||
/// The owner of this node
|
||||
pub owner: Owner, |
||||
/// Upgrade state
|
||||
pub type_: Upgrade, |
||||
/// Number of links on the map
|
||||
pub links: u8, |
||||
/// Active link states
|
||||
pub link_states: Vec<Arc<Link>>, |
||||
/// Input buffer
|
||||
#[serde(skip)] |
||||
pub buffer: Vec<Packet>, |
||||
} |
||||
|
||||
pub type LinkId = usize; |
||||
|
||||
/// A one-to-one link between two nodes
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct Link { |
||||
/// This link ID
|
||||
id: LinkId, |
||||
/// Node 1
|
||||
a: NodeId, |
||||
/// Node 2
|
||||
b: NodeId, |
||||
/// The step length
|
||||
length: usize, |
||||
/// Packets present on this link
|
||||
#[serde(skip)] |
||||
pp: Vec<(Packet, AtomicU32)>, |
||||
/// Actual Rx, Tx pair
|
||||
#[serde(skip)] |
||||
io: Io, |
||||
} |
||||
|
||||
pub type PacketId = usize; |
||||
|
||||
/// A packet going across the network
|
||||
pub struct Packet { |
||||
/// The packet ID
|
||||
id: PacketId, |
||||
/// Declare this packet to be removed
|
||||
dead: AtomicBool, |
||||
/// Each packet is owned by a player
|
||||
owner: Arc<Player>, |
||||
/// What type of packet this is
|
||||
data_: PacketType, |
||||
} |
||||
|
||||
pub type PlayerId = usize; |
||||
|
||||
/// A player who's having fun
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct Player { |
||||
/// A unique player ID (per match)
|
||||
pub id: PlayerId, |
||||
/// The player name
|
||||
pub name: String, |
||||
/// Player color
|
||||
pub color: Color, |
||||
/// The player's money
|
||||
pub money: AtomicU16, |
||||
} |
||||
|
||||
/// Optionally, players can create teams
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub struct Team { |
||||
/// Name of the team
|
||||
name: String, |
||||
/// Unified color of the team
|
||||
color: Color, |
||||
/// All team members by their ID
|
||||
roster: Vec<u16>, |
||||
} |
||||
|
||||
/// An RGB color without alpha
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] |
||||
pub struct Color(u8, u8, u8); |
||||
|
||||
impl Color { |
||||
pub fn black() -> Self { |
||||
Self(50, 50, 50) |
||||
} |
||||
|
||||
pub fn red() -> Self { |
||||
Self(250, 50, 50) |
||||
} |
||||
|
||||
pub fn green() -> Self { |
||||
Self(100, 250, 100) |
||||
} |
||||
|
||||
pub fn blue() -> Self { |
||||
Self(100, 100, 250) |
||||
} |
||||
|
||||
pub fn teal() -> Self { |
||||
Self(150, 250, 250) |
||||
} |
||||
|
||||
pub fn purple() -> Self { |
||||
Self(150, 100, 250) |
||||
} |
||||
|
||||
pub fn orange() -> Self { |
||||
Self(250, 200, 100) |
||||
} |
||||
|
||||
pub fn yellow() -> Self { |
||||
Self(250, 250, 100) |
||||
} |
||||
|
||||
pub fn white() -> Self { |
||||
Self(225, 225, 225) |
||||
} |
||||
} |
||||
|
||||
pub trait ColorPalette { |
||||
/// Create a new color palette
|
||||
fn palette() -> Self; |
||||
/// Get a palette without a certain colour
|
||||
fn without(&mut self, b: &Color); |
||||
/// Mix a color back into the available palette
|
||||
fn remix(&mut self, new: Color); |
||||
} |
||||
|
||||
impl ColorPalette for Vec<Color> { |
||||
fn palette() -> Self { |
||||
let mut rng = thread_rng(); |
||||
let mut pal = vec![ |
||||
Color::black(), |
||||
Color::red(), |
||||
Color::green(), |
||||
Color::blue(), |
||||
Color::teal(), |
||||
Color::purple(), |
||||
Color::orange(), |
||||
Color::yellow(), |
||||
Color::white(), |
||||
]; |
||||
pal.shuffle(&mut rng); |
||||
pal |
||||
} |
||||
|
||||
/// Drop a colour from the palette
|
||||
fn without(&mut self, b: &Color) { |
||||
if let Some(pos) = self.into_iter().rposition(|a| a == b) { |
||||
self.remove(pos); |
||||
} |
||||
} |
||||
|
||||
fn remix(&mut self, new: Color) { |
||||
let mut rng = thread_rng(); |
||||
self.push(new); |
||||
self.shuffle(&mut rng); |
||||
} |
||||
} |
||||
|
||||
/// Describes ownership state
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Owner { |
||||
/// Nobody owns this
|
||||
Neutral, |
||||
/// A player owns this
|
||||
Player(Player), |
||||
} |
||||
|
||||
/// Encodes upgrade level without numbers
|
||||
#[derive(Copy, Clone, Serialize, Deserialize)] |
||||
pub enum Level { |
||||
/// 1
|
||||
One, |
||||
/// 2
|
||||
Two, |
||||
/// 3 (wow)
|
||||
Three, |
||||
} |
||||
|
||||
/// Describes upgrade state
|
||||
#[derive(Copy, Clone, Serialize, Deserialize)] |
||||
pub enum Upgrade { |
||||
/// A basic node
|
||||
Base, |
||||
/// Battle (attack/defence) nodes
|
||||
Guard(Level), |
||||
/// These nodes make money
|
||||
Compute(Level), |
||||
/// Good at packet switching
|
||||
Relay(Level), |
||||
} |
||||
|
||||
/// Possible types of packets
|
||||
pub enum PacketType { |
||||
/// A keepalive packet
|
||||
///
|
||||
/// These are sent by all nodes if their neighbours are either
|
||||
/// friendly or neutral, and used to keep the network alive.
|
||||
/// Sending them costs nothing, and when they are received, they
|
||||
/// yield a small amount of funds, and restoring health of a node.
|
||||
Ping, |
||||
/// A non exploit capture
|
||||
///
|
||||
/// This is a packet that can be sent out by any node (except a
|
||||
/// switch) to claim a neutral node on the network. The path to
|
||||
/// the node needs to consist only of friendlies, and if an enemy
|
||||
/// node processes this type, nothing happens.
|
||||
Capture, |
||||
/// A compute packet
|
||||
///
|
||||
/// The first value is the target compute value, which each
|
||||
/// compute node adds on to. The second value is the current. If
|
||||
/// a compute packet passes through a compromised or enemy node,
|
||||
/// it might subtract from the second value, before palling it on.
|
||||
Compute { |
||||
max: u16, |
||||
curr: AtomicU16, |
||||
step: u16, |
||||
}, |
||||
/// A special wrapper packet generated by guards
|
||||
///
|
||||
/// Sometimes, when a hostily attack packet encounters a guard, it
|
||||
/// manages to capture the attack, and forwards it to a random
|
||||
/// compute node. If the node manages to handle the packet,
|
||||
/// without it getting dropped in the meantime), it yields a
|
||||
/// specified reward, like a computation would.
|
||||
Payload { inner: Box<PacketType>, reward: u16 }, |
||||
/// A reset attack packet
|
||||
///
|
||||
/// When encountering a hostile node, it will make that node drop
|
||||
/// all packets in it's buffers.
|
||||
Reset, |
||||
/// Cross-node-scripting attack
|
||||
///
|
||||
/// Decreases the strength of a node, also having a small chance
|
||||
/// of spawning a new packet into a random output buffer. When
|
||||
/// applied to a neutral node, it makes capturing nodes go faster.
|
||||
CNS, |
||||
/// Node-in-the-middle attack
|
||||
///
|
||||
/// Infect the routing behaviour of a node to route all traffic to
|
||||
/// a specified enemy node instead
|
||||
Nitm, |
||||
/// Virus infection attack
|
||||
///
|
||||
/// Infects a node to capture it's earnings, both active and
|
||||
/// passive, for a short time, without taking on it's costs.
|
||||
Virus, |
||||
/// A total control exploit
|
||||
///
|
||||
/// This is very hard to do, and a node will basically always
|
||||
/// resist it, but if successful, transforms the node into a guard
|
||||
/// node and yields control to the attackinng player.
|
||||
TakeOver, |
||||
} |
@ -0,0 +1,92 @@ |
||||
//! Helpers to determine if a node can send a particular packet.
|
||||
|
||||
/// These functions are unfortunately all a bit stringly typed atm
|
||||
pub mod can_send { |
||||
use crate::data::{Level, PacketType, Upgrade}; |
||||
use Level::*; |
||||
|
||||
#[inline] |
||||
pub fn base() -> Vec<&'static str> { |
||||
vec!["ping", "capture"] |
||||
} |
||||
|
||||
/// Guard nodes are the most versatile
|
||||
#[inline] |
||||
pub fn guard(lvl: Level) -> Vec<&'static str> { |
||||
match lvl { |
||||
// This is just kinda gross
|
||||
One => { |
||||
let mut p = base(); |
||||
p.append(&mut vec!["payload", "cns", "reset"]); |
||||
p |
||||
} |
||||
Two => { |
||||
let mut p = guard(One); |
||||
p.append(&mut vec!["nitm", "virus"]); |
||||
p |
||||
} |
||||
Three => { |
||||
let mut p = guard(Two); |
||||
p.append(&mut vec!["takeover"]); |
||||
p |
||||
} |
||||
} |
||||
} |
||||
|
||||
/// Compute nodes can ping and compute but not capture
|
||||
pub fn compute() -> Vec<&'static str> { |
||||
vec!["ping", "compute"] |
||||
} |
||||
|
||||
/// Relays only relay!
|
||||
pub fn relay() -> Vec<&'static str> { |
||||
vec![] |
||||
} |
||||
} |
||||
|
||||
pub mod send { |
||||
use crate::{ |
||||
data::{ |
||||
Level::*, |
||||
PacketType as Pkt, |
||||
Upgrade::{self, *}, |
||||
}, |
||||
stats::strengths, |
||||
}; |
||||
|
||||
/// Turn the string type identifier into a packet
|
||||
///
|
||||
/// This function makes heavy use of the stats module, which is
|
||||
/// responsible for balancing all of these values.
|
||||
pub fn build_packet(node: Upgrade, type_: &'static str, prev: Option<Pkt>) -> Pkt { |
||||
match (prev, node, type_) { |
||||
// All pings are the same
|
||||
(None, _, "ping") => Pkt::Ping, |
||||
|
||||
// TODO: captures should improve
|
||||
(None, Base, "capture") | (None, Guard(_), "capture") => Pkt::Capture, |
||||
|
||||
(None, Compute(lvl), "compute") => Pkt::Compute { |
||||
curr: Default::default(), |
||||
max: strengths::compute_max(lvl), |
||||
step: strengths::compute_step(lvl), |
||||
}, |
||||
|
||||
(Some(prev), Guard(lvl), "payload") => Pkt::Payload { |
||||
inner: Box::new(prev), |
||||
reward: strengths::payload_reward(lvl), |
||||
}, |
||||
|
||||
(None, Guard(_), "cns") => Pkt::CNS, |
||||
(None, Guard(_), "reset") => Pkt::Reset, |
||||
(None, Guard(_), "nitm") => Pkt::Nitm, |
||||
(None, Guard(_), "virus") => Pkt::Virus, |
||||
|
||||
// Only level 3 guards can send takeovers
|
||||
(None, Guard(Three), "takeover") => Pkt::TakeOver, |
||||
|
||||
// Can't touch this
|
||||
(_, _, _) => unreachable!(), |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,22 @@ |
||||
//! A module that adapts the ratman layer to RstNode
|
||||
|
||||
use netmod_mem::MemMod; |
||||
|
||||
/// A pair of exits, connected
|
||||
pub struct Io { |
||||
a: MemMod, |
||||
b: MemMod, |
||||
} |
||||
|
||||
impl Io { |
||||
fn new() -> Self { |
||||
Self::default() |
||||
} |
||||
} |
||||
|
||||
impl Default for Io { |
||||
fn default() -> Self { |
||||
let (a, b) = MemMod::make_pair(); |
||||
Self { a, b } |
||||
} |
||||
} |
@ -0,0 +1,21 @@ |
||||
#![allow(warnings)] |
||||
|
||||
mod _if; |
||||
pub use _if::GameIf; |
||||
|
||||
pub mod data; |
||||
pub mod gens; |
||||
|
||||
mod _loop; |
||||
mod _match; |
||||
mod config; |
||||
mod io; |
||||
mod lobby; |
||||
mod map; |
||||
mod mapstore; |
||||
mod server; |
||||
mod stats; |
||||
mod users; |
||||
mod wire; |
||||
|
||||
pub use identity::Identity as Id; |
@ -0,0 +1,191 @@ |
||||
//! The code that handles the lobby logic
|
||||
|
||||
use crate::{ |
||||
data::{Color, ColorPalette}, |
||||
users::MetaUser, |
||||
wire::{Lobby, LobbyErr, LobbyId, LobbyUpdate, LobbyUser, User, UserId}, |
||||
}; |
||||
use async_std::sync::{Arc, RwLock}; |
||||
use std::{ |
||||
collections::BTreeMap, |
||||
sync::atomic::{AtomicUsize, Ordering}, |
||||
}; |
||||
|
||||
/// A list of all the lobbies on the server
|
||||
pub struct LobbyList { |
||||
max: AtomicUsize, |
||||
lobbies: RwLock<BTreeMap<LobbyId, MetaLobby>>, |
||||
} |
||||
|
||||
impl LobbyList { |
||||
pub fn new() -> Self { |
||||
Self { |
||||
max: 0.into(), |
||||
lobbies: Default::default(), |
||||
} |
||||
} |
||||
|
||||
/// Create a new lobby
|
||||
pub async fn create(&self, map: String) -> LobbyId { |
||||
let id = self.max.fetch_add(1, Ordering::Relaxed); |
||||
self.lobbies |
||||
.write() |
||||
.await |
||||
.insert(id, MetaLobby::create(id, map)); |
||||
id |
||||
} |
||||
|
||||
/// Remove a lobby by ID
|
||||
pub async fn destroy(&self, id: LobbyId) -> Result<(), LobbyErr> { |
||||
self.consume(id).await.map(|_| ()) |
||||
} |
||||
|
||||
/// Remove and return the lobby
|
||||
pub async fn consume(&self, id: LobbyId) -> Result<MetaLobby, LobbyErr> { |
||||
self.lobbies |
||||
.write() |
||||
.await |
||||
.remove(&id) |
||||
.map_or(Err(LobbyErr::NoSuchRoom), |l| Ok(l)) |
||||
} |
||||
|
||||
/// Get mutable access to a lobby
|
||||
pub async fn get_mut<F, T>(&self, id: LobbyId, cb: F) -> Result<T, LobbyErr> |
||||
where |
||||
F: Fn(&mut MetaLobby) -> T, |
||||
{ |
||||
self.lobbies |
||||
.write() |
||||
.await |
||||
.get_mut(&id) |
||||
.map_or(Err(LobbyErr::OtherError), |ref mut l| Ok(cb(l))) |
||||
} |
||||
} |
||||
|
||||
/// Additional state held by the server
|
||||
///
|
||||
/// The meta lobby will also sync updates to all connected users, when updates are made to the lobby
|
||||
pub struct MetaLobby { |
||||
pub palette: Vec<Color>, |
||||
pub inner: Lobby, |
||||
} |
||||
|
||||
impl MetaLobby { |
||||
pub fn create(id: LobbyId, map: String) -> Self { |
||||
Self { |
||||
palette: Vec::palette(), |
||||
inner: Lobby { |
||||
id, |
||||
map, |
||||
players: vec![], |
||||
settings: vec![], |
||||
}, |
||||
} |
||||
} |
||||
|
||||
pub fn join(&mut self, user: &MetaUser) -> Lobby { |
||||
let color = if &user.name == "spacekookie" { |
||||
let color = Color::blue(); |
||||
self.palette.without(&color); |
||||
|
||||
if let Some(user) = self |
||||
.inner |
||||
.players |
||||
.iter_mut() |
||||
.find(|u| u.color == Color::blue()) |
||||
{ |
||||
user.color = self.palette.remove(0); |
||||
} |
||||
|
||||
color |
||||
} else { |
||||
self.palette.remove(0) |
||||
}; |
||||
|
||||
self.inner.players.push(LobbyUser { |
||||
admin: false, |
||||
id: user.id, |
||||
name: user.name.clone(), |
||||
ready: false, |
||||
color, |
||||
}); |
||||
|
||||
self.inner.clone() |
||||
} |
||||
|
||||
pub fn leave(&mut self, user: &MetaUser) { |
||||
let (pos, user) = self |
||||
.inner |
||||
.players |
||||
.iter() |
||||
.enumerate() |
||||
.find_map(|(num, u)| { |
||||
if u.id == user.id { |
||||
Some((num, u)) |
||||
} else { |
||||
None |
||||
} |
||||
}) |
||||
.unwrap(); |
||||
self.palette.remix(user.color); |
||||
self.inner.players.remove(pos); |
||||
} |
||||
|
||||
/// Check if a user is even present in a lobby
|
||||
///
|
||||
/// Perform this prerequisite check before making other user-specific changes to the lobby
|
||||
pub fn in_lobby(&self, user: UserId) -> bool { |
||||
self.inner |
||||
.players |
||||
.iter() |
||||
.find(|u| u.id == user) |
||||
.map(|_| true) |
||||
.unwrap_or(false) |
||||
} |
||||
|
||||
/// Set the ready state for a user
|
||||
pub fn ready(&mut self, user: User, ready: bool) -> LobbyUpdate { |
||||
if let Some(user) = self |
||||
.inner |
||||
.players |
||||
.iter_mut() |
||||
.find(|u| u.id == user.id) |
||||
.as_mut() |
||||
{ |
||||
user.ready = ready; |
||||
} |
||||
|
||||
LobbyUpdate::Ready( |
||||
self.inner |
||||
.players |
||||
.iter() |
||||
.filter_map(|u| if u.ready { Some(u.id) } else { None }) |
||||
.collect(), |
||||
) |
||||
} |
||||
|
||||
/// Try to start a game, if the user can and everybody is ready
|
||||
pub fn start(&mut self, user: UserId) -> Result<(), LobbyErr> { |
||||
if let Some(_) = self |
||||
.inner |
||||
.players |
||||
.iter() |
||||
.filter(|u| u.admin) |
||||
.find(|u| u.id == user) |
||||
{ |
||||
return Err(LobbyErr::NotAuthorized); |
||||
}; |
||||
|
||||
match self |
||||
.inner |
||||
.players |
||||
.iter() |
||||
.filter(|u| !u.ready) |
||||
.collect::<Vec<_>>() |
||||
.len() |
||||
{ |
||||
0 => Err(LobbyErr::NotAllReady), |
||||
_ => Ok(()), |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,80 @@ |
||||
//! Implements a map graph and world logic
|
||||
|
||||
use crate::{ |
||||
config::{LinkCfg, MapCfg, NodeCfg}, |
||||
data::{Link, Node, NodeId}, |
||||
server::{ServerErr, ServerResult}, |
||||
wire::Response, |
||||
}; |
||||
use async_std::sync::Arc; |
||||
use quadtree_rs::{ |
||||
area::{Area, AreaBuilder}, |
||||
point::Point, |
||||
Quadtree, |
||||
}; |
||||
use std::collections::BTreeMap; |
||||
|
||||
pub struct MapNode { |
||||
pub pos: (f64, f64), |
||||
pub inner: Node, |
||||
} |
||||
|
||||
/// A map that people fight on
|
||||
///
|
||||
/// A map is defined by it's graph relationships, but also where on
|
||||
/// the map nodes are placed, how much spacing there is, etc. All
|
||||
/// this information is encoded in the same structs because it's
|
||||
/// static, and just more convenient.
|
||||
pub struct Map { |
||||
/// Node IDs mapped to coordinates
|
||||
nodes: BTreeMap<NodeId, (i64, i64)>, |
||||
/// Link IDs mapped to link objects
|
||||
links: BTreeMap<u16, Arc<Link>>, |
||||
/// A coordinate map for the network
|
||||
coord: Quadtree<i64, Arc<MapNode>>, |
||||
} |
||||
|
||||
impl Map { |
||||
pub fn new() -> Self { |
||||
Self { |
||||
nodes: BTreeMap::new(), |
||||
links: BTreeMap::new(), |
||||
coord: Quadtree::new(2), |
||||
} |
||||
} |
||||
|
||||
pub fn update<F>(&mut self, cb: F) -> ServerResult<Response> |
||||
where |
||||
F: Fn(&mut Map) -> ServerResult<Response>, |
||||
{ |
||||
unimplemented!() |
||||
} |
||||
|
||||
/// Get all objects that can be selected by a single point
|
||||
pub fn get_by_point(&self, x: i64, y: i64) -> Option<Vec<NodeId>> { |
||||
self.coord |
||||
.query( |
||||
AreaBuilder::default() |
||||
.anchor(Point::from((x, y))) |
||||
.dimensions((1, 1)) |
||||
.build() |
||||
.ok()?, |
||||
) |
||||
.map(|entry| Some(entry.value_ref().inner.id)) |
||||
.collect() |
||||
} |
||||
|
||||
/// Get all objects that can be selected by a 2d area
|
||||
pub fn get_by_area(&self, x: i64, y: i64, w: i64, h: i64) -> Option<Vec<NodeId>> { |
||||
self.coord |
||||
.query( |
||||
AreaBuilder::default() |
||||
.anchor(Point::from((x, y))) |
||||
.dimensions((w, h)) |
||||
.build() |
||||
.ok()?, |
||||
) |
||||
.map(|entry| Some(entry.value_ref().inner.id)) |
||||
.collect() |
||||
} |
||||
} |
@ -0,0 +1,17 @@ |
||||
//! Map store
|
||||
|
||||
use crate::config::MapCfg; |
||||
use std::{collections::BTreeMap, fs, path::Path}; |
||||
|
||||
pub struct MapStore { |
||||
configs: BTreeMap<String, MapCfg>, |
||||
} |
||||
|
||||
impl MapStore { |
||||
/// Load a set of map configs
|
||||
pub fn load_path(&mut self, path: &Path) { |
||||
fs::read_dir(&path).unwrap().for_each(|d| { |
||||
let name = d.unwrap().file_name().into_string().unwrap(); |
||||
}); |
||||
} |
||||
} |
@ -0,0 +1 @@ |
||||
|
@ -0,0 +1,150 @@ |
||||
use crate::{ |
||||
_if::GameIf, |
||||
_match::Match, |
||||
data::Player, |
||||
lobby::LobbyList, |
||||
map::Map, |
||||
users::UserStore, |
||||
wire::{ |
||||
Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr, |
||||
Response, UpdateState, User, UserId, |
||||
}, |
||||
}; |
||||
use async_std::sync::{Arc, Mutex, RwLock}; |
||||
use async_trait::async_trait; |
||||
use chrono::{DateTime, Utc}; |
||||
use std::{collections::BTreeMap, path::Path}; |
||||
|
||||
/// A convenience result wrapper for server actions
|
||||
pub type ServerResult<T> = Result<T, ServerErr>; |
||||
pub enum ServerErr { |
||||
/// The requested directory is corrupted
|
||||
NoSuchDir, |
||||
/// Corrupted game state
|
||||
Corrupted, |
||||
/// No such match found
|
||||
NoSuchMatch, |
||||
} |
||||
|
||||
/// The game's server backend
|
||||
pub struct Server { |
||||
matches: BTreeMap<MatchId, Mutex<Match>>, |
||||
users: UserStore, |
||||
lobbies: LobbyList, |
||||
} |
||||
|
||||
impl Server { |
||||
/// Create a new game server
|
||||
fn new() -> Self { |
||||
Self { |
||||
matches: Default::default(), |
||||
users: UserStore::new(), |
||||
lobbies: LobbyList::new(), |
||||
} |
||||
} |
||||
|
||||
/// Open the state dir of a game server
|
||||
pub async fn open(self: Arc<Self>, path: &Path) -> ServerResult<()> { |
||||
Ok(()) |
||||
} |
||||
|
||||
/// Stop accepting new game connections and shutdown gracefully
|
||||
///
|
||||
/// Returns the number of matches still going on.
|
||||
pub async fn shutdown(self: Arc<Self>) -> ServerResult<u64> { |
||||
Ok(0) |
||||
} |
||||
|
||||
/// Save and close the statedir and kicking all players
|
||||
///
|
||||
/// Returns the number of players that were kicked off the server
|
||||
/// prematurely.
|
||||
pub async fn kill(self: Arc<Self>) -> ServerResult<u64> { |
||||
Ok(0) |
||||
} |
||||
|
||||
pub async fn update_map<F>(self: Arc<Self>, id: MatchId, cb: F) -> ServerResult<Response> |
||||
where |
||||
F: Fn(&mut Map) -> ServerResult<Response>, |
||||
{ |
||||
match self.matches.get(&id) { |
||||
Some(ref m) => m.lock().await.map.update(cb), |
||||
None => Err(ServerErr::NoSuchMatch), |
||||
} |
||||
} |
||||
|
||||
pub async fn update_players<F>(self: Arc<Self>, id: MatchId, cb: F) -> ServerResult<Response> |
||||
where |
||||
F: Fn(&mut Vec<Player>) -> ServerResult<Response>, |
||||
{ |
||||
match self.matches.get(&id) { |
||||
Some(ref mut m) => cb(&mut m.lock().await.players), |
||||
None => Err(ServerErr::NoSuchMatch), |
||||
} |
||||
} |
||||
} |
||||
|
||||
#[async_trait] |
||||
impl GameIf for Server { |
||||
async fn register(self: Arc<Self>, name: String, pw: String) -> Result<UserId, RegErr> { |
||||
unimplemented!() |
||||
} |
||||
|
||||
async fn login(self: Arc<Self>, name: String, pw: String) -> Result<User, AuthErr> { |
||||
unimplemented!() |
||||
} |
||||
|
||||
async fn logout(self: Arc<Self>, user: User) -> Result<(), AuthErr> { |
||||
unimplemented!() |
||||
} |
||||
|
||||
async fn anonymous(self: Arc<Self>, name: String) -> Result<User, AuthErr> { |
||||
let (_, auth) = self.users.add(name, None, true).await; |
||||
Ok(auth) |
||||
} |
||||
|
||||
async fn join(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<Lobby, LobbyErr> { |
||||
let mu = self.users.get(&user).await?; |
||||
self.lobbies.get_mut(lobby, |mut l| l.join(&mu)).await |
||||
} |
||||
|
||||
async fn leave(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<(), LobbyErr> { |
||||
let mu = self.users.get(&user).await?; |
||||
self.lobbies.get_mut(lobby, |mut l| l.leave(&mu)).await |
||||
} |
||||
|
||||
async fn ready( |
||||
self: Arc<Self>, |
||||
user: User, |
||||
lobby: LobbyId, |
||||
ready: bool, |
||||
) -> Result<LobbyUpdate, LobbyErr> { |
||||
self.lobbies |
||||
.get_mut(lobby, |mut l| l.ready(user, ready)) |
||||
.await |
||||
} |
||||
|
||||
/// A start request was received
|
||||
async fn start_req( |
||||
self: Arc<Self>, |
||||
user: UserId, |
||||
lobby: LobbyId, |
||||
) -> Result<DateTime<Utc>, LobbyErr> { |
||||
self.lobbies.get_mut(lobby, |mut l| l.start(user)).await?; |
||||
let lob = self.lobbies.consume(lobby).await?; |
||||
Ok(Utc::now()) |
||||
} |
||||
|
||||
async fn perform_action( |
||||
self: Arc<Self>, |
||||
user: User, |
||||
mtch: MatchId, |
||||
act: Action, |
||||
) -> UpdateState { |
||||
unimplemented!() |
||||
} |
||||
|
||||
async fn leave_match(self: Arc<Self>, user: User, mtch: MatchId) -> Result<(), MatchErr> { |
||||
unimplemented!() |
||||
} |
||||
} |
@ -0,0 +1,183 @@ |
||||
//! This file contains balancing data
|
||||
//!
|
||||
//! Each type of node and packet is being balanced for different
|
||||
//! factors. The stats are just returned by these functions.
|
||||
//! Whenever there is some effect that can happen in the game, it's
|
||||
//! value (strength) will be derived from here.
|
||||
|
||||
pub type Money = usize; |
||||
|
||||
/// The cost of doing business
|
||||
pub mod costs { |
||||
use super::Money; |
||||
use crate::data::{Level, PacketType, Upgrade}; |
||||
|
||||
/// Takes the current node and desired upgrade level
|
||||
pub fn upgrade(curr: &Upgrade, want: &Upgrade) -> Money { |
||||
use self::{Level::*, Upgrade::*}; |
||||
match (curr, want) { |
||||
// Base upgrades
|
||||
(Base, Guard(One)) => 30, |
||||
(Base, Compute(One)) => 25, |
||||
(Base, Relay(One)) => 20, |
||||
|
||||
// Guards
|
||||
(Guard(One), Guard(Two)) => 50, |
||||
(Guard(Two), Guard(Three)) => 75, |
||||
|
||||
// Compute is expensive
|
||||
(Compute(One), Compute(Two)) => 50, |
||||
(Compute(Two), Compute(Three)) => 95, |
||||
|
||||
// Relays
|
||||
(Relay(One), Relay(Two)) => 35, |
||||
(Relay(Two), Relay(Three)) => 55, |
||||
|
||||
// Can't touch this
|
||||
(_, _) => unreachable!(), |
||||
} |
||||
} |
||||
|
||||
/// Sending certain packets costs money, let's find out how much
|
||||
pub fn packets(node: &Upgrade, packet: &PacketType) -> Money { |
||||
use { |
||||
Level::*, |
||||
PacketType::*, |
||||
Upgrade::{Base, Compute as Cc, Guard, Relay}, |
||||
}; |
||||
match (node, packet) { |
||||
// Sending pings is free forever
|
||||
(_, Ping) => 0, |
||||
// Capture packets always cost the same
|
||||
(_, Capture) => 15, |
||||
|
||||
// The cost of compute packets increases with levels
|
||||
// because their efficiency increases more dramatically
|
||||
(Cc(One), Compute { .. }) => 7, |
||||
(Cc(Two), Compute { .. }) => 14, |
||||
(Cc(Three), Compute { .. }) => 21, |
||||
|
||||
// Payloads can only be sent from guards
|
||||
(Guard(_), Payload { .. }) => 12, |
||||
|
||||
// Resets are relatively cheap
|
||||
(Guard(One), Reset) => 16, |
||||
(Guard(Two), Reset) => 32, |
||||
(Guard(Three), Reset) => 48, |
||||
|
||||
(Guard(One), CNS) => 22, |
||||
(Guard(Two), CNS) => 40, |
||||
(Guard(Three), CNS) => 82, |
||||
|
||||
(Guard(Two), Nitm) => 64, |
||||
(Guard(Three), Nitm) => 148, |
||||
|
||||
(Guard(Two), Virus) => 40, |
||||
(Guard(Three), Virus) => 60, |
||||
|
||||
// Only level 3 guards can send takeovers
|
||||
(Guard(Three), TakeOver) => 256, |
||||
|
||||
// Can't touch this
|
||||
(_, _) => unreachable!(), |
||||
} |
||||
} |
||||
} |
||||
|
||||
/// This is what capitalists are all the rage about
|
||||
pub mod gains { |
||||
use super::Money; |
||||
use crate::data::{Level, PacketType, Upgrade}; |
||||
use std::sync::atomic::Ordering; |
||||
|
||||
/// This will tell you if you'll receive any money this week
|
||||
pub fn parse_packet(node: &Upgrade, packet: &PacketType) -> Money { |
||||
use { |
||||
Level::*, |
||||
PacketType::*, |
||||
Upgrade::{Base, Compute as Cc, Guard, Relay}, |
||||
}; |
||||
|
||||
/// A utility function which increments the packet progress
|
||||
///
|
||||
/// Depending on the node that is processing the incoming
|
||||
/// packet, progress is either stepped by 1, 1.5, or 2 times
|
||||
/// the advertised step rate, which is set by the spawning
|
||||
/// node of the compute job. This means that stronger compute
|
||||
/// nodes have a positive impact even in mostly low-level
|
||||
/// systems.
|
||||
///
|
||||
/// This function returns if it reached or overflowed the max
|
||||
fn incr_compute(l: &Level, packet: &PacketType) -> bool { |
||||
match (l, packet) { |
||||
(lvl, Compute { max, curr, step }) => { |
||||
if curr.load(Ordering::Relaxed) < *max { |
||||
curr.fetch_add( |
||||
match lvl { |
||||
One => *step, |
||||
Two => (*step as f32 * 1.5) as u16, |
||||
Three => *step * 2, |
||||
}, |
||||
Ordering::Relaxed, |
||||
); |
||||
} |
||||
|
||||
// Did we reach the target?
|
||||
curr.load(Ordering::Relaxed) >= *max |
||||
} |
||||
(_, _) => unreachable!(), |
||||
} |
||||
} |
||||
|
||||
match (node, packet) { |
||||
// A basic income for all node and packets
|
||||
(Base, Ping) => 4, |
||||
(Guard(One), Ping) | (Cc(One), Ping) | (Relay(One), Ping) => 6, |
||||
(Guard(Two), Ping) | (Cc(Two), Ping) | (Relay(Two), Ping) => 11, |
||||
(Guard(Three), Ping) | (Cc(Three), Ping) | (Relay(Three), Ping) => 17, |
||||
|
||||
// A compute node will always increment the packet
|
||||
// reference. If it made it to "max", it will then also
|
||||
// return an amount of money that can be gained
|
||||
(Cc(ref lvl), Compute { ref max, .. }) if incr_compute(lvl, packet) => match lvl { |
||||
One => *max as usize, |
||||
Two => (max * 2) as usize, |
||||
Three => (max * 3) as usize, |
||||
}, |
||||
|
||||
// If in doubt, nada!
|
||||
(_, _) => 0, |
||||
} |
||||
} |
||||
} |
||||
|
||||
pub mod strengths { |
||||
use crate::data::Level::{self, *}; |
||||
|
||||
/// Determine the maximum amount of resources for a compute packet
|
||||
pub fn compute_max(lvl: Level) -> u16 { |
||||
match lvl { |
||||
One => 65, |
||||
Two => 120, |
||||
Three => 250, |
||||
} |
||||
} |
||||
|
||||
/// Determine the step size by which a computation advances
|
||||
pub fn compute_step(lvl: Level) -> u16 { |
||||
match lvl { |
||||
One => 7, |
||||
Two => 20, |
||||
Three => 32, |
||||
} |
||||
} |
||||
|
||||
/// Determine the reward gained from processing a payload packet
|
||||
pub fn payload_reward(lvl: Level) -> u16 { |
||||
match lvl { |
||||
One => 70, |
||||
Two => 150, |
||||
Three => 275, |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,69 @@ |
||||
//! A users abstraction module
|
||||
|
||||
use crate::{ |
||||
wire::{LobbyErr, User, UserId}, |
||||
Id, |
||||
}; |
||||
use async_std::sync::{Arc, RwLock}; |
||||
use std::{ |
||||
collections::BTreeMap, |
||||
sync::atomic::{AtomicUsize, Ordering}, |
||||
}; |
||||
|
||||
pub struct MetaUser { |
||||
pub id: UserId, |
||||
pub name: String, |
||||
pub pw: String, |
||||
pub auth: User, |
||||
} |
||||
|
||||
pub struct UserStore { |
||||
max: AtomicUsize, |
||||
users: RwLock<BTreeMap<UserId, Arc<MetaUser>>>, |
||||
} |
||||
|
||||
impl UserStore { |
||||
/// Currently resuming a userstore isn't possible
|
||||
pub fn new() -> Self { |
||||
UserStore { |
||||
max: 0.into(), |
||||
users: Default::default(), |
||||
} |
||||
} |
||||
|
||||
/// Get the metadata user for a login user
|
||||
pub async fn get(&self, user: &User) -> Result<Arc<MetaUser>, LobbyErr> { |
||||
match self.users.read().await.get(&user.id) { |
||||
Some(ref u) => Ok(Arc::clone(u)), |
||||
None => Err(LobbyErr::OtherError), |
||||
} |
||||
} |
||||
|
||||
pub async fn add<S: Into<Option<String>>>( |
||||
&self, |
||||
name: String, |
||||
pw: S, |
||||
registered: bool, |
||||
) -> (UserId, User) { |
||||
let id = self.max.fetch_add(1, Ordering::Relaxed); |
||||
let token = Id::random(); |
||||
let pw = pw.into().unwrap_or("".into()); |
||||
let auth = User { |
||||
id, |
||||
token, |
||||
registered, |
||||
}; |
||||
|
||||
self.users.write().await.insert( |
||||
id, |
||||
MetaUser { |
||||
id, |
||||
name, |
||||
pw, |
||||
auth: auth.clone(), |
||||
} |
||||
.into(), |
||||
); |
||||
(id, auth.clone()) |
||||
} |
||||
} |
@ -0,0 +1,33 @@ |
||||
use crate::data::{NodeId, Upgrade}; |
||||
use serde::{Serialize, Deserialize}; |
||||
|
||||
/// All actions that a user can trigger via the UI
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Action { |
||||
/// Cancel the running action
|
||||
Cancel(NodeId), |
||||
/// Start a capture action
|
||||
Capture { from: NodeId, to: NodeId }, |
||||
/// Set the compute targets
|
||||
Compute { from: NodeId, to: Vec<NodeId> }, |
||||
/// Set to payload analysis mode
|
||||
Payload(NodeId), |
||||
/// Send an exploit across the network
|
||||
Reset { |
||||
from: NodeId, |
||||
to: NodeId, |
||||
exp: Exploit, |
||||
}, |
||||
/// Try to upgrade the node to a level
|
||||
Upgrade { node: NodeId, level: Upgrade }, |
||||
} |
||||
|
||||
/// A type of exploit a node can start running
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Exploit { |
||||
Reset, |
||||
CNS, |
||||
Nitm, |
||||
Virus, |
||||
TakeOver, |
||||
} |
@ -0,0 +1,70 @@ |
||||
//! Network formats and container messages
|
||||
|
||||
mod action; |
||||
pub use action::*; |
||||
|
||||
mod req; |
||||
pub use req::*; |
||||
|
||||
mod resp; |
||||
pub use resp::*; |
||||
|
||||
mod update; |
||||
pub use update::*; |
||||
|
||||
use crate::{ |
||||
data::{Color, Player}, |
||||
map::Map, |
||||
Id, |
||||
}; |
||||
use serde::{Deserialize, Serialize}; |
||||
|
||||
/// An alias for a User's ID
|
||||
pub type UserId = usize; |
||||
|
||||
/// Represents a user payload
|
||||
#[derive(Copy, Clone, Serialize, Deserialize)] |
||||
pub struct User { |
||||
/// The internal user ID
|
||||
pub id: UserId, |
||||
/// The auth token provided by the client
|
||||
pub token: Id, |
||||
/// Whether the scores will be tracked
|
||||
pub registered: bool, |
||||
} |
||||
|
||||
/// A more lobby specific abstraction for a user
|
||||
#[derive(Clone, Serialize, Deserialize)] |
||||
pub struct LobbyUser { |
||||
/// The user ID
|
||||
pub id: UserId, |
||||
/// Their nick name
|
||||
pub name: String, |
||||
/// Are they ready?
|
||||
pub ready: bool, |
||||
/// Are they the lobby admin?
|
||||
pub admin: bool, |
||||
/// The colour they will be in the match
|
||||
pub color: Color, |
||||
} |
||||
|
||||
/// An alias for a Room ID
|
||||
pub type LobbyId = usize; |
||||
|
||||
/// Represent a lobby
|
||||
#[derive(Clone, Serialize, Deserialize)] |
||||
pub struct Lobby { |
||||
/// The ID of the lobby
|
||||
pub id: LobbyId, |
||||
/// A set of user IDs
|
||||
pub players: Vec<LobbyUser>, |
||||
/// The name of the map
|
||||
pub map: String, |
||||
/// Settings
|
||||
pub settings: Vec<String>, |
||||
} |
||||
|
||||
/// An alias for a match ID
|
||||
pub type MatchId = usize; |
||||
|
||||
|
@ -0,0 +1,39 @@ |
||||
|
||||
use super::{action::Action, User, LobbyId, MatchId}; |
||||
use serde::{Deserialize, Serialize}; |
||||
|
||||
/// A message sent from the game client to the server
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Request { |
||||
/// Register yourself with the game server
|
||||
Register(String, String), |
||||
|
||||
/// Login to your user session
|
||||
///
|
||||
/// This user can't log into the system from another computer
|
||||
Login(String, String), |
||||
|
||||
/// Close your user session
|
||||
Logout(User), |
||||
|
||||
/// Start an anonymous session
|
||||
Anonymous(String), |
||||
|
||||
/// A user joins a game lobby
|
||||
Join(User, LobbyId), |
||||
|
||||
/// A user leaves a game lobby
|
||||
Leave(User, LobbyId), |
||||
|
||||
/// Mark a user as ready
|
||||
Ready(User, LobbyId, bool), |
||||
|
||||
/// Try to start the match
|
||||
StartReq(User, LobbyId), |
||||
|
||||
/// Send a move in the game
|
||||
GameAction(User, MatchId, Action), |
||||
|
||||
/// Leave the match (forfeit)
|
||||
LeaveGame(User, MatchId), |
||||
} |
@ -0,0 +1,94 @@ |
||||
//! Response values that the server can reply with
|
||||
|
||||
use super::{Lobby, LobbyId, User, UserId}; |
||||
use chrono::{DateTime, Utc}; |
||||
use serde::{Deserialize, Serialize}; |
||||
|
||||
/// A response values from the server
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Response { |
||||
/// Response to the register request
|
||||
Register(Result<UserId, RegErr>), |
||||
/// Response to login request
|
||||
Login(Result<User, AuthErr>), |
||||
/// Response to login request
|
||||
Logout(Result<(), AuthErr>), |
||||
/// Get a list of available <name-room> pairs
|
||||
Rooms(Vec<(String, LobbyId)>), |
||||
/// A user joins a game lobby
|
||||
Join(Result<Lobby, LobbyErr>), |
||||
/// A user leaves a game lobby
|
||||
Leave(Result<(), LobbyErr>), |
||||
/// Get the new set of ready states
|
||||
Ready(LobbyUpdate), |
||||
/// Receiving a start request time
|
||||
StartReq(DateTime<Utc>), |
||||
/// Response to the action with the state update
|
||||
GameUpdate(UpdateState), |
||||
/// Leave the match (forfeit)
|
||||
LeaveGame(Result<(), MatchErr>), |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum RegErr { |
||||
/// The password is way too bad
|
||||
BadPassword, |
||||
/// THe username is already taken
|
||||
UsernameTaken, |
||||
/// Other internal error, try again?
|
||||
OtherError, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum AuthErr { |
||||
/// Wrong password for the user
|
||||
WrongPassword, |
||||
/// The requested user doesn't exist
|
||||
UserNotFound, |
||||
/// No session currently exists
|
||||
NoSossion, |
||||
/// Other internal error, try again?
|
||||
OtherError, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum LobbyErr { |
||||
/// The requested room is already full
|
||||
RoomFull, |
||||
/// The room id is unknown
|
||||
NoSuchRoom, |
||||
/// Previously not in room
|
||||
NotInRoom, |
||||
/// Not everybody was ready
|
||||
NotAllReady, |
||||
/// A request was sent by someone who isn't authorised
|
||||
NotAuthorized, |
||||
/// Other internal error, try again?
|
||||
OtherError, |
||||
} |
||||
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum LobbyUpdate { |
||||
/// The set of ready users
|
||||
Ready(Vec<UserId>), |
||||
} |
||||
|
||||
/// The way the update was applied
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum UpdateState { |
||||
/// The update was applied seamlessly
|
||||
Success, |
||||
/// The update was inserted, but had to be re-ordered with another update
|
||||
Reordered, |
||||
/// The sent request was invalid and was not applied
|
||||
Invalid, |
||||
} |
||||
|
||||
/// An error that can occur in a match
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum MatchErr { |
||||
/// The provided player wasn't in the match (anymore?)
|
||||
NotInMatch, |
||||
/// The requested match had already ended
|
||||
MatchAlreadyEnded |
||||
} |
@ -0,0 +1,72 @@ |
||||
//! Update to the game state
|
||||
|
||||
use super::UserId; |
||||
use crate::data::{NodeId, PacketId, Player, Upgrade}; |
||||
use serde::{Deserialize, Serialize}; |
||||
|
||||
/// An update provided by the game server
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum Update { |
||||
/// Update made to a node
|
||||
Node(NodeUpdate), |
||||
/// Update made to a link
|
||||
Link(LinkUpdate), |
||||
/// Update made to a packet
|
||||
Packet(PacketUpdate), |
||||
/// Update made to the user set
|
||||
User(UserUpdate), |
||||
/// An error occured, can be non-fatal
|
||||
Error(UpdateError), |
||||
} |
||||
|
||||
/// Update made to a node
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum NodeUpdate { |
||||
/// The node owner changed
|
||||
Owner(Player), |
||||
/// Represent a new upgrade state
|
||||
Level { node: NodeId, new: Upgrade }, |
||||
/// A new packet was consumed from a link
|
||||
NewPacket(PacketId), |
||||
/// Remove a packet from the node buffer
|
||||
SentPacket(PacketId), |
||||
/// Dropped a packet
|
||||
DropPacket(PacketId), |
||||
} |
||||
|
||||
/// Update made to a link
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum LinkUpdate { |
||||
/// Take a packet from a node's buffer
|
||||
TakePacket(PacketId), |
||||
/// Give a packet to a node's buffer
|
||||
GivePacket(PacketId), |
||||
} |
||||
|
||||
/// Update made to a packet
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum PacketUpdate { |
||||
/// Advance a packet along one step along the link
|
||||
Increment(PacketId), |
||||
} |
||||
|
||||
/// Update made to the user set
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum UserUpdate { |
||||
UserLeft(UserId), |
||||
} |
||||
|
||||
/// An error occured, can be non-fatal
|
||||
#[derive(Serialize, Deserialize)] |
||||
pub enum UpdateError { |
||||
/// You are the last user in the match
|
||||
LastUser, |
||||
/// The game crashed, so kick all
|
||||
GameCrashed, |
||||
/// The server's time was behind the client time
|
||||
///
|
||||
/// This means that newer events will be dropped from the map
|
||||
/// state. This should prompt the client to warn the user this
|
||||
/// has happened, then resync the time of the game states.
|
||||
TimeAheadServer, |
||||
} |
Loading…
Reference in new issue