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nomicon/games/rstnode/rst-core/src/server.rs

153 lines
4.3 KiB

//! Game server state handler
//!
//! A server can host many lobbies at the same time. It listens for
//! connections according to a address given to the initialiser.
use crate::{
data::Player,
lobby::LobbyList,
map::Map,
users::UserStore,
wire::{
game::Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr,
Response, UpdateState, User, UserId,
},
GameIf, Lock, LockMap, Match,
};
use async_std::sync::{Arc, Mutex};
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: LockMap<MatchId, Lock<Match>>,
users: UserStore,
lobbies: LobbyList,
}
impl Server {
/// Create a new game server
pub(crate) fn new() -> Arc<Self> {
Arc::new(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.read().await.get(&id) {
Some(ref mut m) => cb(&mut m.write().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> {
todo!()
}
async fn login(self: Arc<Self>, _name: String, _pw: String) -> Result<User, AuthErr> {
todo!()
}
async fn logout(self: Arc<Self>, _user: User) -> Result<(), AuthErr> {
todo!()
}
async fn anonymous(self: Arc<Self>, name: String) -> Result<User, AuthErr> {
// let (_, auth) = self.users.add(name, None, true).await;
// Ok(auth)
todo!()
}
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, |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, |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, |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, |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!()
}
}