Add 'games/rstnode/' from commit '78d813b2a119b314349555387669f9c33727c5b1'

git-subtree-dir: games/rstnode
git-subtree-mainline: 9765d1e42d
git-subtree-split: 78d813b2a1
wip/yesman
Katharina Fey 3 years ago
commit 31ec889558
  1. 1
      games/rstnode/.envrc
  2. 2
      games/rstnode/.gitignore
  3. 3048
      games/rstnode/Cargo.lock
  4. 26
      games/rstnode/Cargo.toml
  5. 674
      games/rstnode/LICENSE
  6. 24
      games/rstnode/README
  7. 21
      games/rstnode/shell.nix
  8. 49
      games/rstnode/src/_if.rs
  9. 37
      games/rstnode/src/_loop.rs
  10. 67
      games/rstnode/src/_match.rs
  11. 5
      games/rstnode/src/bin/game.rs
  12. 6
      games/rstnode/src/bin/server.rs
  13. 41
      games/rstnode/src/config.rs
  14. 279
      games/rstnode/src/data.rs
  15. 92
      games/rstnode/src/gens.rs
  16. 22
      games/rstnode/src/io.rs
  17. 21
      games/rstnode/src/lib.rs
  18. 191
      games/rstnode/src/lobby.rs
  19. 80
      games/rstnode/src/map.rs
  20. 17
      games/rstnode/src/mapstore.rs
  21. 1
      games/rstnode/src/runner.rs
  22. 150
      games/rstnode/src/server.rs
  23. 183
      games/rstnode/src/stats.rs
  24. 69
      games/rstnode/src/users.rs
  25. 33
      games/rstnode/src/wire/action.rs
  26. 70
      games/rstnode/src/wire/mod.rs
  27. 39
      games/rstnode/src/wire/req.rs
  28. 94
      games/rstnode/src/wire/resp.rs
  29. 72
      games/rstnode/src/wire/update.rs

@ -0,0 +1 @@
eval "$(lorri direnv)"

@ -0,0 +1,2 @@
/target
**/*.rs.bk

File diff suppressed because it is too large Load Diff

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[package]
name = "rstnode"
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"}
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 @@
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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 +1,150 @@
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,
}
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