refactor: introduce promise helper type
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8eeb81bd5a
commit
78a6032b60
1 changed files with 30 additions and 46 deletions
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@ -104,16 +104,7 @@ impl pb::client_api_service_server::ClientApiService for ClientApiServer {
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let client_messages = req.into_inner();
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enum ConnState {
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Connected {
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server_messages: ServerMessages,
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},
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Awaiting {
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rx: oneshot::Receiver<ServerMessages>,
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},
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}
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let conn_state = {
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let server_messages_promise = {
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// during this block, a lack is held on the routing table
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let mut routing_table = self.router.routing_table.lock().unwrap();
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@ -132,26 +123,23 @@ impl pb::client_api_service_server::ClientApiService for ClientApiServer {
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},
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);
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ConnState::Awaiting { rx }
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Promise::Awaiting(rx)
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}
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PlayerConnectionState::ServerConnected {
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tx,
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server_messages,
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} => {
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tx.send(client_messages).unwrap();
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ConnState::Connected { server_messages }
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Promise::Resolved(server_messages)
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}
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PlayerConnectionState::ClientConnected { .. } => panic!("player already connected"),
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}
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};
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let server_messages = match conn_state {
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ConnState::Connected { server_messages } => server_messages,
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ConnState::Awaiting { rx } => rx
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.await
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.map_err(|_| Status::internal("failed to connect player to game"))?,
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};
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let server_messages = server_messages_promise
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.get_value()
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.await
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.map_err(|_| Status::internal("failed to connect player to game"))?;
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Ok(Response::new(UnboundedReceiverStream::new(server_messages)))
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}
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@ -230,16 +218,7 @@ impl runner::BotSpec for RemoteBotSpec {
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) -> Box<dyn PlayerHandle> {
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let (server_msg_snd, server_msg_recv) = mpsc::unbounded_channel();
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enum ConnState {
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Connected {
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client_messages: ClientMessages,
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},
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Awaiting {
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rx: oneshot::Receiver<ClientMessages>,
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},
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}
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let conn_state = {
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let client_messages_promise = {
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// during this block, we hold a lock on the routing table.
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let mut routing_table = self.router.routing_table.lock().unwrap();
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@ -257,35 +236,23 @@ impl runner::BotSpec for RemoteBotSpec {
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server_messages: server_msg_recv,
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},
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);
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ConnState::Awaiting { rx }
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Promise::Awaiting(rx)
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}
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PlayerConnectionState::ClientConnected {
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tx,
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client_messages,
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} => {
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tx.send(server_msg_recv).unwrap();
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ConnState::Connected { client_messages }
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Promise::Resolved(client_messages)
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}
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PlayerConnectionState::ServerConnected { .. } => panic!("server already connected"),
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}
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};
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let maybe_client_messages = match conn_state {
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ConnState::Connected { client_messages } => Some(client_messages),
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ConnState::Awaiting { rx } => {
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let fut = tokio::time::timeout(Duration::from_secs(10), rx);
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match fut.await {
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Ok(Ok(client_messages)) => Some(client_messages),
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_ => {
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// ensure router cleanup
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self.router.take(&self.player_key);
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None
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}
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}
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}
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};
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let client_messages_future =
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tokio::time::timeout(Duration::from_secs(10), client_messages_promise.get_value());
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if let Some(client_messages) = maybe_client_messages {
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if let Ok(Ok(client_messages)) = client_messages_future.await {
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tokio::spawn(handle_bot_messages(
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player_id,
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event_bus.clone(),
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@ -293,6 +260,9 @@ impl runner::BotSpec for RemoteBotSpec {
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));
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}
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// ensure router cleanup
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self.router.take(&self.player_key);
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// If the player did not connect, the receiving half of `sender`
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// will be dropped here, resulting in a time-out for every turn.
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// This is fine for now, but
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@ -404,3 +374,17 @@ pub async fn run_client_api(runner_config: Arc<GlobalConfig>, pool: ConnectionPo
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.await
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.unwrap()
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}
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enum Promise<T> {
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Resolved(T),
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Awaiting(oneshot::Receiver<T>),
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}
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impl<T> Promise<T> {
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async fn get_value(self) -> Result<T, oneshot::error::RecvError> {
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match self {
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Promise::Resolved(val) => Ok(val),
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Promise::Awaiting(rx) => rx.await,
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}
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}
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}
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