implement planetwars, for the most part
This commit is contained in:
parent
9c696fa89b
commit
0e9e36c0c8
9 changed files with 170 additions and 512 deletions
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@ -11,3 +11,6 @@ mozaic = { git = "https://github.com/ajuvercr/MOZAIC" }
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tokio = "0.1.22"
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rand = { version = "0.6.5", default-features = true }
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futures = "0.1.28"
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serde = "1.0.100"
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serde_derive = "1.0.100"
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serde_json = "1.0"
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@ -1,3 +1,7 @@
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extern crate serde;
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#[macro_use]
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extern crate serde_derive;
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extern crate serde_json;
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extern crate tokio;
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extern crate futures;
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@ -11,6 +15,9 @@ use mozaic::errors;
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use mozaic::modules::{Aggregator, Steplock, game};
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mod planetwars;
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// Load the config and start the game.
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fn main() {
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run(env::args().collect());
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@ -0,0 +1,124 @@
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use mozaic::modules::game;
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use serde_json;
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use std::collections::HashMap;
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use std::convert::TryInto;
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mod pw_config;
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mod pw_serializer;
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mod pw_rules;
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mod pw_protocol;
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use pw_protocol::{ self as proto, CommandError };
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use pw_rules::Dispatch;
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pub struct PlanetWarsGame {
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state: pw_rules::PlanetWars,
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planet_map: HashMap<String, usize>,
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}
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impl PlanetWarsGame {
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fn dispatch_state(&self, updates: &mut Vec<game::Update>, ) {
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let state = pw_serializer::serialize(&self.state);
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println!("{}", serde_json::to_string(&state).unwrap());
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for player in self.state.players.iter() {
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let state = pw_serializer::serialize_rotated(&self.state, player.id);
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let state = if player.alive {
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proto::ServerMessage::GameState(state)
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} else {
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proto::ServerMessage::FinalState(state)
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};
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updates.push(
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game::Update::Player((player.id as u64).into(), serde_json::to_vec(&state).unwrap())
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);
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}
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}
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fn execute_commands<'a>(&mut self, turns: Vec<game::PlayerTurn<'a>>, updates: &mut Vec<game::Update>) {
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for (player_id, command) in turns.into_iter() {
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let player_num: usize = (*player_id).try_into().unwrap();
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let action = proto::ServerMessage::PlayerAction(self.execute_action(player_num, command));
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let serialized_action = serde_json::to_vec(&action).unwrap();
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updates.push(game::Update::Player(player_id, serialized_action));
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}
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}
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fn execute_action<'a>(&mut self, player_num: usize, turn: game::Turn<'a>) -> proto::PlayerAction {
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let turn = match turn {
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game::Turn::Timeout => return proto::PlayerAction::Timeout,
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game::Turn::Action(bytes) => bytes,
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};
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let action: proto::Action = match serde_json::from_slice(&turn) {
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Err(err) => return proto::PlayerAction::ParseError(err.to_string()),
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Ok(action) => action,
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};
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let commands = action.commands.into_iter().map(|command| {
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match self.check_valid_command(player_num, &command) {
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Ok(dispatch) => {
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self.state.dispatch(&dispatch);
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proto::PlayerCommand {
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command,
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error: None,
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}
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},
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Err(error) => {
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proto::PlayerCommand {
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command,
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error: Some(error),
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}
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}
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}
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}).collect();
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return proto::PlayerAction::Commands(commands);
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}
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fn check_valid_command(&self, player_num: usize, mv: &proto::Command) -> Result<Dispatch, CommandError> {
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let origin_id = *self.planet_map
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.get(&mv.origin)
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.ok_or(CommandError::OriginDoesNotExist)?;
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let target_id = *self.planet_map
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.get(&mv.destination)
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.ok_or(CommandError::DestinationDoesNotExist)?;
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if self.state.planets[origin_id].owner() != Some(player_num) {
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return Err(CommandError::OriginNotOwned);
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}
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if self.state.planets[origin_id].ship_count() < mv.ship_count {
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return Err(CommandError::NotEnoughShips);
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}
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if mv.ship_count == 0 {
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return Err(CommandError::ZeroShipMove);
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}
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Ok(Dispatch {
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origin: origin_id,
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target: target_id,
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ship_count: mv.ship_count,
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})
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}
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}
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impl game::GameController for PlanetWarsGame {
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fn step<'a>(&mut self, turns: Vec<game::PlayerTurn<'a>>) -> Vec<game::Update> {
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let mut updates = Vec::new();
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self.state.repopulate();
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self.execute_commands(turns, &mut updates);
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self.state.step();
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self.dispatch_state(&mut updates);
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updates
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}
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}
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@ -7,10 +7,6 @@ use serde_json;
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use super::pw_protocol as proto;
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use super::pw_rules::*;
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// TODO
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use server::ClientId;
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Config {
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pub map_file: String,
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@ -18,7 +14,7 @@ pub struct Config {
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}
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impl Config {
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pub fn create_game(&self, clients: Vec<ClientId>) -> PlanetWars {
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pub fn create_game(&self, clients: Vec<usize>) -> PlanetWars {
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let planets = self.load_map(clients.len());
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let players = clients.into_iter()
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.map(|client_id| Player { id: client_id, alive: true })
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@ -45,7 +41,7 @@ impl Config {
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let owner = planet.owner.and_then(|owner_num| {
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// in the current map format, player numbers start at 1.
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// TODO: we might want to change this.
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let player_num = owner_num as usize - 1;
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let player_num = owner_num - 1;
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// ignore players that are not in the game
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if player_num < num_players {
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Some(player_num)
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@ -69,7 +65,7 @@ impl Config {
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}).collect();
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}
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fn read_map(&self) -> io::Result<proto::Map> {
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fn read_map(&self) -> io::Result<Map> {
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let mut file = File::open(&self.map_file)?;
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let mut buf = String::new();
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file.read_to_string(&mut buf)?;
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@ -77,3 +73,8 @@ impl Config {
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return Ok(map);
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Map {
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pub planets: Vec<proto::Planet>,
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}
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@ -4,7 +4,7 @@ pub struct Expedition {
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pub ship_count: u64,
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pub origin: String,
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pub destination: String,
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pub owner: u32,
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pub owner: usize,
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pub turns_remaining: u64,
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}
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@ -13,7 +13,7 @@ pub struct Planet {
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pub ship_count: u64,
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pub x: f64,
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pub y: f64,
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pub owner: Option<u32>,
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pub owner: Option<usize>,
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pub name: String,
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}
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@ -30,11 +30,6 @@ pub struct Command {
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pub ship_count: u64,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Map {
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pub planets: Vec<Planet>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct State {
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pub planets: Vec<Planet>,
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@ -82,24 +77,3 @@ pub enum ServerMessage {
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/// The game is over, and this is the concluding state.
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FinalState(State),
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}
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// lobby messages
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[serde(rename_all = "snake_case")]
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#[serde(tag = "type", content = "content")]
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pub enum ControlMessage {
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PlayerConnected {
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player_id: u64,
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},
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PlayerDisconnected {
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player_id: u64,
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},
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GameState(State),
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[serde(rename_all = "snake_case")]
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#[serde(tag = "type", content = "content")]
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pub enum LobbyCommand {
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StartMatch,
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}
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@ -1,4 +1,3 @@
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use server::ClientId;
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/// The planet wars game rules.
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pub struct PlanetWars {
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@ -14,7 +13,7 @@ pub struct PlanetWars {
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#[derive(Debug)]
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pub struct Player {
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pub id: ClientId,
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pub id: usize,
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pub alive: bool,
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}
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@ -136,7 +135,7 @@ impl PlanetWars {
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return remaining < 2 || self.turn_num >= self.max_turns;
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}
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pub fn living_players(&self) -> Vec<ClientId> {
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pub fn living_players(&self) -> Vec<usize> {
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self.players.iter().filter_map(|p| {
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if p.alive {
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Some(p.id)
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@ -1,20 +1,28 @@
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use super::pw_rules::{PlanetWars, Planet, Expedition};
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use super::pw_protocol as proto;
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/// Serialize given gamestate
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pub fn serialize_state(state: &PlanetWars) -> proto::State {
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let serializer = Serializer::new(state);
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pub fn serialize(state: &PlanetWars) -> proto::State {
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serialize_rotated(state, 0)
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}
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/// Serialize given gamestate with player numbers rotated by given offset.
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pub fn serialize_rotated(state: &PlanetWars, offset: usize) -> proto::State {
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let serializer = Serializer::new(state, offset);
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serializer.serialize_state()
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}
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struct Serializer<'a> {
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state: &'a PlanetWars,
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player_num_offset: usize,
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}
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impl<'a> Serializer<'a> {
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fn new(state: &'a PlanetWars) -> Self {
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fn new(state: &'a PlanetWars, offset: usize) -> Self {
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Serializer {
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state: state,
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player_num_offset: offset,
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}
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}
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}
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}
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// gets the client id for a player number
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fn player_client_id(&self, player_num: usize) -> u32 {
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self.state.players[player_num].id.as_u32()
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/// Gets the player number for given player id.
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/// Player numbers are 1-based (as opposed to player ids), They will also be
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/// rotated based on the number offset for this serializer.
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fn player_num(&self, player_id: usize) -> usize {
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let num_players = self.state.players.len();
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let rotated_id = (player_id + self.player_num_offset) % num_players;
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// protocol player ids start at 1
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return rotated_id + 1;
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}
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fn serialize_planet(&self, planet: &Planet) -> proto::Planet {
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@ -43,7 +56,7 @@ impl<'a> Serializer<'a> {
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name: planet.name.clone(),
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x: planet.x,
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y: planet.y,
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owner: planet.owner().map(|num| self.player_client_id(num)),
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owner: planet.owner().map(|id| self.player_num(id)),
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ship_count: planet.ship_count(),
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}
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}
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@ -51,10 +64,10 @@ impl<'a> Serializer<'a> {
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fn serialize_expedition(&self, exp: &Expedition) -> proto::Expedition {
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proto::Expedition {
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id: exp.id,
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owner: self.player_client_id(exp.fleet.owner.unwrap()),
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owner: self.player_num(exp.fleet.owner.unwrap()),
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ship_count: exp.fleet.ship_count,
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origin: self.state.planets[exp.origin].name.clone(),
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destination: self.state.planets[exp.target].name.clone(),
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origin: self.state.planets[exp.origin as usize].name.clone(),
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destination: self.state.planets[exp.target as usize].name.clone(),
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turns_remaining: exp.turns_remaining,
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}
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}
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@ -1,11 +0,0 @@
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pub mod pw_protocol;
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mod pw_controller;
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mod pw_rules;
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mod pw_config;
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mod pw_serializer;
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pub use self::pw_controller::PwMatch;
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pub use self::pw_rules::PlanetWars;
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pub use self::pw_config::Config;
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pub use self::pw_protocol::Map;
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@ -1,452 +0,0 @@
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use std::collections::{HashMap, HashSet};
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use std::time::{Duration, Instant};
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use std::mem;
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use std::io;
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use events;
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use network::server::RegisteredHandle;
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use reactors::reactor::ReactorHandle;
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use reactors::{WireEvent, RequestHandler};
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use server::{ClientId, ConnectionManager};
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use sodiumoxide::crypto::sign::PublicKey;
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use super::Config;
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use super::pw_rules::{PlanetWars, Dispatch};
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use super::pw_serializer::serialize_state;
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use super::pw_protocol::{
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self as proto,
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PlayerAction,
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PlayerCommand,
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CommandError,
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};
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use serde_json;
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pub struct Player {
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id: ClientId,
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num: usize,
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handle: RegisteredHandle,
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}
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pub struct ClientHandler {
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client_id: u32,
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reactor_handle: ReactorHandle,
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}
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impl ClientHandler {
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pub fn new(client_id: u32, reactor_handle: ReactorHandle) -> Self {
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ClientHandler {
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client_id,
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reactor_handle,
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}
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}
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pub fn on_connect(&mut self, _event: &events::Connected)
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-> io::Result<WireEvent>
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{
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self.reactor_handle.dispatch(events::ClientConnected {
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client_id: self.client_id,
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});
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Ok(WireEvent::null())
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}
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pub fn on_disconnect(&mut self, _event: &events::Disconnected)
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-> io::Result<WireEvent>
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{
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self.reactor_handle.dispatch(events::ClientDisconnected {
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client_id: self.client_id,
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});
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Ok(WireEvent::null())
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}
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pub fn on_message(&mut self, event: &events::ClientSend)
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-> io::Result<WireEvent>
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{
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self.reactor_handle.dispatch(events::ClientMessage {
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client_id: self.client_id,
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data: event.data.clone(),
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});
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Ok(WireEvent::null())
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}
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}
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pub struct PwMatch {
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state: PwMatchState,
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}
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enum PwMatchState {
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Lobby(Lobby),
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Playing(PwController),
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Finished,
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}
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impl PwMatch {
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pub fn new(match_uuid: Vec<u8>,
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reactor_handle: ReactorHandle,
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connection_manager: ConnectionManager)
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-> Self
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{
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let lobby = Lobby::new(
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match_uuid,
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connection_manager,
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reactor_handle
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);
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return PwMatch {
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state: PwMatchState::Lobby(lobby),
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}
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}
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fn take_state(&mut self) -> PwMatchState {
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mem::replace(&mut self.state, PwMatchState::Finished)
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}
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pub fn register_client(&mut self, event: &events::RegisterClient) {
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if let &mut PwMatchState::Lobby(ref mut lobby) = &mut self.state {
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let client_id = ClientId::new(event.client_id);
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let key = PublicKey::from_slice(&event.public_key).unwrap();
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lobby.add_player(client_id, key);
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}
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}
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pub fn remove_client(&mut self, event: &events::RemoveClient) {
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if let PwMatchState::Lobby(ref mut lobby) = self.state {
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let client_id = ClientId::new(event.client_id);
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lobby.remove_player(client_id);
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}
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}
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pub fn start_game(&mut self, event: &events::StartGame) {
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let state = self.take_state();
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if let PwMatchState::Lobby(lobby) = state {
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let config = Config {
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map_file: event.map_path.clone(),
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max_turns: event.max_turns as u64,
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};
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self.state = PwMatchState::Playing(PwController::new(
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config,
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lobby.reactor_handle,
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lobby.connection_manager,
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lobby.players,
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));
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} else {
|
||||
self.state = state;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn game_step(&mut self, event: &events::GameStep) {
|
||||
if let PwMatchState::Playing(ref mut controller) = self.state {
|
||||
controller.on_step(event);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn client_message(&mut self, event: &events::ClientMessage) {
|
||||
if let PwMatchState::Playing(ref mut controller) = self.state {
|
||||
controller.on_client_message(event);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn game_finished(&mut self, event: &events::GameFinished) {
|
||||
let state = self.take_state();
|
||||
if let PwMatchState::Playing(mut controller) = state {
|
||||
controller.on_finished(event);
|
||||
}
|
||||
self.state = PwMatchState::Finished;
|
||||
}
|
||||
|
||||
pub fn timeout(&mut self, event: &events::TurnTimeout) {
|
||||
if let PwMatchState::Playing(ref mut controller) = self.state {
|
||||
controller.on_timeout(event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Lobby {
|
||||
match_uuid: Vec<u8>,
|
||||
connection_manager: ConnectionManager,
|
||||
reactor_handle: ReactorHandle,
|
||||
|
||||
players: HashMap<ClientId, RegisteredHandle>,
|
||||
}
|
||||
|
||||
impl Lobby {
|
||||
fn new(match_uuid: Vec<u8>,
|
||||
connection_manager: ConnectionManager,
|
||||
reactor_handle: ReactorHandle)
|
||||
-> Self
|
||||
{
|
||||
return Lobby {
|
||||
match_uuid,
|
||||
connection_manager,
|
||||
reactor_handle,
|
||||
|
||||
players: HashMap::new(),
|
||||
// start counter at 1, because 0 is the control client
|
||||
}
|
||||
}
|
||||
|
||||
fn add_player(&mut self, client_id: ClientId, public_key: PublicKey) {
|
||||
let mut core = RequestHandler::new(
|
||||
ClientHandler::new(
|
||||
client_id.as_u32(),
|
||||
self.reactor_handle.clone(),
|
||||
),
|
||||
);
|
||||
|
||||
core.add_handler(ClientHandler::on_connect);
|
||||
core.add_handler(ClientHandler::on_disconnect);
|
||||
core.add_handler(ClientHandler::on_message);
|
||||
|
||||
let handle = self.connection_manager.create_client(
|
||||
self.match_uuid.clone(),
|
||||
client_id.as_u32(),
|
||||
public_key,
|
||||
core
|
||||
);
|
||||
|
||||
self.players.insert(client_id, handle);
|
||||
}
|
||||
|
||||
fn remove_player(&mut self, client_id: ClientId) {
|
||||
self.players.remove(&client_id);
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PwController {
|
||||
state: PlanetWars,
|
||||
planet_map: HashMap<String, usize>,
|
||||
reactor_handle: ReactorHandle,
|
||||
connection_manager: ConnectionManager,
|
||||
|
||||
client_player: HashMap<ClientId, usize>,
|
||||
players: HashMap<ClientId, Player>,
|
||||
|
||||
waiting_for: HashSet<ClientId>,
|
||||
commands: HashMap<ClientId, String>,
|
||||
}
|
||||
|
||||
impl PwController {
|
||||
pub fn new(config: Config,
|
||||
reactor_handle: ReactorHandle,
|
||||
connection_manager: ConnectionManager,
|
||||
clients: HashMap<ClientId, RegisteredHandle>)
|
||||
-> Self
|
||||
{
|
||||
// TODO: we probably want a way to fixate player order
|
||||
let client_ids = clients.keys().cloned().collect();
|
||||
let state = config.create_game(client_ids);
|
||||
|
||||
let planet_map = state.planets.iter().map(|planet| {
|
||||
(planet.name.clone(), planet.id)
|
||||
}).collect();
|
||||
|
||||
let mut client_player = HashMap::new();
|
||||
let mut players = HashMap::new();
|
||||
|
||||
let clients_iter = clients.into_iter().enumerate();
|
||||
for (player_num, (client_id, client_handle)) in clients_iter {
|
||||
client_player.insert(client_id, player_num);
|
||||
players.insert(client_id, Player {
|
||||
id: client_id,
|
||||
num: player_num,
|
||||
handle: client_handle,
|
||||
});
|
||||
}
|
||||
|
||||
let mut controller = PwController {
|
||||
state,
|
||||
planet_map,
|
||||
players,
|
||||
client_player,
|
||||
reactor_handle,
|
||||
connection_manager,
|
||||
|
||||
waiting_for: HashSet::new(),
|
||||
commands: HashMap::new(),
|
||||
};
|
||||
// this initial dispatch starts the game
|
||||
controller.dispatch_state();
|
||||
return controller;
|
||||
}
|
||||
|
||||
|
||||
/// Advance the game by one turn.
|
||||
fn step(&mut self) {
|
||||
self.state.repopulate();
|
||||
self.execute_commands();
|
||||
self.state.step();
|
||||
|
||||
self.dispatch_state();
|
||||
}
|
||||
|
||||
fn dispatch_state(&mut self) {
|
||||
let turn_num = self.state.turn_num;
|
||||
// TODO: fix this
|
||||
let state = serde_json::to_string(&serialize_state(&self.state)).unwrap();
|
||||
|
||||
if self.state.is_finished() {
|
||||
let event = events::GameFinished { turn_num, state };
|
||||
self.reactor_handle.dispatch(event);
|
||||
} else {
|
||||
let event = events::GameStep { turn_num, state };
|
||||
self.reactor_handle.dispatch(event);
|
||||
}
|
||||
}
|
||||
|
||||
fn on_step(&mut self, step: &events::GameStep) {
|
||||
let state = &self.state;
|
||||
let waiting_for = &mut self.waiting_for;
|
||||
|
||||
self.players.retain(|_, player| {
|
||||
if state.players[player.num].alive {
|
||||
waiting_for.insert(player.id);
|
||||
player.handle.dispatch(events::GameStep {
|
||||
turn_num: step.turn_num,
|
||||
state: step.state.clone(),
|
||||
});
|
||||
// keep this player in the game
|
||||
return true;
|
||||
} else {
|
||||
player.handle.dispatch(events::GameFinished {
|
||||
turn_num: step.turn_num,
|
||||
state: step.state.clone(),
|
||||
});
|
||||
// this player is dead, kick him!
|
||||
// TODO: shutdown the reactor
|
||||
// TODO: todo
|
||||
return false;
|
||||
}
|
||||
});
|
||||
|
||||
let deadline = Instant::now() + Duration::from_secs(1);
|
||||
self.reactor_handle.dispatch_at(deadline, events::TurnTimeout {
|
||||
turn_num: state.turn_num,
|
||||
});
|
||||
}
|
||||
|
||||
fn on_client_message(&mut self, event: &events::ClientMessage) {
|
||||
let client_id = ClientId::new(event.client_id);
|
||||
self.waiting_for.remove(&client_id);
|
||||
self.commands.insert(client_id, event.data.clone());
|
||||
|
||||
if self.waiting_for.is_empty() {
|
||||
self.step();
|
||||
}
|
||||
}
|
||||
|
||||
fn on_finished(&mut self, event: &events::GameFinished) {
|
||||
self.players.retain(|_player_id, player| {
|
||||
player.handle.dispatch(events::GameFinished {
|
||||
turn_num: event.turn_num,
|
||||
state: event.state.clone(),
|
||||
});
|
||||
// game is over, kick everyone.
|
||||
false
|
||||
});
|
||||
println!("everybody has been kicked");
|
||||
self.reactor_handle.quit();
|
||||
}
|
||||
|
||||
fn on_timeout(&mut self, event: &events::TurnTimeout) {
|
||||
if self.state.turn_num == event.turn_num {
|
||||
self.step();
|
||||
}
|
||||
}
|
||||
|
||||
fn player_commands(&mut self) -> HashMap<ClientId, Option<String>> {
|
||||
let commands = &mut self.commands;
|
||||
return self.players.values().map(|player| {
|
||||
let command = commands.remove(&player.id);
|
||||
return (player.id, command);
|
||||
}).collect();
|
||||
}
|
||||
|
||||
fn execute_commands(&mut self) {
|
||||
let mut commands = self.player_commands();
|
||||
|
||||
for (player_id, command) in commands.drain() {
|
||||
let player_num = self.players[&player_id].num;
|
||||
let action = self.execute_action(player_num, command);
|
||||
let serialized_action = serde_json::to_string(&action).unwrap();
|
||||
self.reactor_handle.dispatch(events::PlayerAction {
|
||||
client_id: player_id.as_u32(),
|
||||
action: serialized_action.clone(),
|
||||
});
|
||||
self.players
|
||||
.get_mut(&player_id)
|
||||
.unwrap()
|
||||
.handle
|
||||
.dispatch(events::PlayerAction {
|
||||
client_id: player_id.as_u32(),
|
||||
action: serialized_action,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn execute_action(&mut self, player_num: usize, response: Option<String>)
|
||||
-> PlayerAction
|
||||
{
|
||||
// TODO: it would be cool if this could be done with error_chain.
|
||||
|
||||
let message = match response {
|
||||
None => return PlayerAction::Timeout,
|
||||
Some(message) => message,
|
||||
};
|
||||
|
||||
let action: proto::Action = match serde_json::from_str(&message) {
|
||||
Err(err) => return PlayerAction::ParseError(err.to_string()),
|
||||
Ok(action) => action,
|
||||
};
|
||||
|
||||
let commands = action.commands.into_iter().map(|command| {
|
||||
match self.parse_command(player_num, &command) {
|
||||
Ok(dispatch) => {
|
||||
self.state.dispatch(&dispatch);
|
||||
PlayerCommand {
|
||||
command,
|
||||
error: None,
|
||||
}
|
||||
},
|
||||
Err(error) => {
|
||||
PlayerCommand {
|
||||
command,
|
||||
error: Some(error),
|
||||
}
|
||||
}
|
||||
}
|
||||
}).collect();
|
||||
|
||||
return PlayerAction::Commands(commands);
|
||||
}
|
||||
|
||||
fn parse_command(&self, player_num: usize, mv: &proto::Command)
|
||||
-> Result<Dispatch, CommandError>
|
||||
{
|
||||
let origin_id = *self.planet_map
|
||||
.get(&mv.origin)
|
||||
.ok_or(CommandError::OriginDoesNotExist)?;
|
||||
|
||||
let target_id = *self.planet_map
|
||||
.get(&mv.destination)
|
||||
.ok_or(CommandError::DestinationDoesNotExist)?;
|
||||
|
||||
if self.state.planets[origin_id].owner() != Some(player_num) {
|
||||
return Err(CommandError::OriginNotOwned);
|
||||
}
|
||||
|
||||
if self.state.planets[origin_id].ship_count() < mv.ship_count {
|
||||
return Err(CommandError::NotEnoughShips);
|
||||
}
|
||||
|
||||
if mv.ship_count == 0 {
|
||||
return Err(CommandError::ZeroShipMove);
|
||||
}
|
||||
|
||||
Ok(Dispatch {
|
||||
origin: origin_id,
|
||||
target: target_id,
|
||||
ship_count: mv.ship_count,
|
||||
})
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue