From ff061f2a7a0e3a62792ffcef8f2cd3ec6ddc5710 Mon Sep 17 00:00:00 2001 From: Ilion Beyst Date: Tue, 7 Jun 2022 19:12:49 +0200 Subject: [PATCH] timeout when player never connects --- planetwars-server/src/modules/bot_api.rs | 32 +++++++++++++++++------- 1 file changed, 23 insertions(+), 9 deletions(-) diff --git a/planetwars-server/src/modules/bot_api.rs b/planetwars-server/src/modules/bot_api.rs index f5aae20..2fffc79 100644 --- a/planetwars-server/src/modules/bot_api.rs +++ b/planetwars-server/src/modules/bot_api.rs @@ -48,7 +48,7 @@ impl PlayerRouter { routing_table.insert(player_id, entry); } - fn get(&self, player_id: &str) -> Option { + fn take(&self, player_id: &str) -> Option { // TODO: this design does not allow for reconnects. Is this desired? let mut routing_table = self.routing_table.lock().unwrap(); routing_table.remove(player_id) @@ -75,7 +75,7 @@ impl pb::bot_api_service_server::BotApiService for BotApiServer { let sync_data = self .router - .get(player_id_str) + .take(player_id_str) .ok_or_else(|| Status::not_found("player_id not found"))?; let stream = req.into_inner(); @@ -106,21 +106,35 @@ impl runner::BotSpec for RemoteBotSpec { ) -> Box { let (tx, rx) = oneshot::channel(); let (server_msg_snd, server_msg_recv) = mpsc::unbounded_channel(); + let player_key = "test_player".to_string(); self.router.put( - "test_player".to_string(), + player_key.clone(), SyncThingData { tx, server_messages: server_msg_recv, }, ); - let client_messages = rx.await.unwrap(); - tokio::spawn(handle_bot_messages( - player_id, - event_bus.clone(), - client_messages, - )); + let fut = tokio::time::timeout(Duration::from_secs(10), rx); + match fut.await { + Ok(Ok(client_messages)) => { + // let client_messages = rx.await.unwrap(); + tokio::spawn(handle_bot_messages( + player_id, + event_bus.clone(), + client_messages, + )); + } + _ => { + // ensure router cleanup + self.router.take(&player_key); + } + }; + // If the player did not connect, the receiving half of `sender` + // will be dropped here, resulting in a time-out for every turn. + // This is fine for now, but + // TODO: provide a formal mechanism for player startup failure Box::new(RemoteBotHandle { sender: server_msg_snd, player_id,