client_api: allow player to connect before match has started
This commit is contained in:
parent
d68731a114
commit
8eeb81bd5a
1 changed files with 134 additions and 41 deletions
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@ -33,10 +33,26 @@ pub struct ClientApiServer {
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router: PlayerRouter,
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router: PlayerRouter,
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}
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}
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type ClientMessages = Streaming<pb::PlayerApiClientMessage>;
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type ServerMessages = mpsc::UnboundedReceiver<Result<pb::PlayerApiServerMessage, Status>>;
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enum PlayerConnectionState {
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Reserved,
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ClientConnected {
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tx: oneshot::Sender<ServerMessages>,
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client_messages: ClientMessages,
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},
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ServerConnected {
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tx: oneshot::Sender<ClientMessages>,
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server_messages: ServerMessages,
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},
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// In connected state, the connection is removed from the PlayerRouter
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}
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/// Routes players to their handler
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/// Routes players to their handler
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#[derive(Clone)]
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#[derive(Clone)]
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struct PlayerRouter {
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struct PlayerRouter {
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routing_table: Arc<Mutex<HashMap<String, SyncThingData>>>,
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routing_table: Arc<Mutex<HashMap<String, PlayerConnectionState>>>,
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}
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}
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impl PlayerRouter {
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impl PlayerRouter {
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@ -55,12 +71,12 @@ impl Default for PlayerRouter {
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// TODO: implement a way to expire entries
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// TODO: implement a way to expire entries
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impl PlayerRouter {
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impl PlayerRouter {
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fn put(&self, player_key: String, entry: SyncThingData) {
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fn put(&self, player_key: String, entry: PlayerConnectionState) {
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let mut routing_table = self.routing_table.lock().unwrap();
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let mut routing_table = self.routing_table.lock().unwrap();
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routing_table.insert(player_key, entry);
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routing_table.insert(player_key, entry);
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}
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}
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fn take(&self, player_key: &str) -> Option<SyncThingData> {
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fn take(&self, player_key: &str) -> Option<PlayerConnectionState> {
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// TODO: this design does not allow for reconnects. Is this desired?
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// TODO: this design does not allow for reconnects. Is this desired?
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let mut routing_table = self.routing_table.lock().unwrap();
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let mut routing_table = self.routing_table.lock().unwrap();
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routing_table.remove(player_key)
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routing_table.remove(player_key)
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@ -81,21 +97,62 @@ impl pb::client_api_service_server::ClientApiService for ClientApiServer {
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.get("player_key")
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.get("player_key")
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.ok_or_else(|| Status::unauthenticated("no player_key provided"))?;
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.ok_or_else(|| Status::unauthenticated("no player_key provided"))?;
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let player_key_str = player_key
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let player_key_string = player_key
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.to_str()
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.to_str()
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.map_err(|_| Status::invalid_argument("unreadable string"))?;
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.map_err(|_| Status::invalid_argument("unreadable string"))?
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.to_string();
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let sync_data = self
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let client_messages = req.into_inner();
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.router
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.take(player_key_str)
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.ok_or_else(|| Status::not_found("player_key not found"))?;
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let stream = 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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sync_data.tx.send(stream).unwrap();
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let conn_state = {
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Ok(Response::new(UnboundedReceiverStream::new(
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// during this block, a lack is held on the routing table
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sync_data.server_messages,
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)))
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let mut routing_table = self.router.routing_table.lock().unwrap();
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let connection_state = routing_table
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.remove(&player_key_string)
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.ok_or_else(|| Status::not_found("player_key not found"))?;
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match connection_state {
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PlayerConnectionState::Reserved => {
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let (tx, rx) = oneshot::channel();
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routing_table.insert(
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player_key_string,
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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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);
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ConnState::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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}
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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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Ok(Response::new(UnboundedReceiverStream::new(server_messages)))
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}
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}
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async fn create_match(
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async fn create_match(
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@ -119,6 +176,9 @@ impl pb::client_api_service_server::ClientApiService for ClientApiServer {
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.map_err(|_| Status::not_found("map not found"))?;
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.map_err(|_| Status::not_found("map not found"))?;
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let player_key = gen_alphanumeric(32);
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let player_key = gen_alphanumeric(32);
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// ensure that the player key is registered in the router when we send a response
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self.router
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.put(player_key.clone(), PlayerConnectionState::Reserved);
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let remote_bot_spec = Box::new(RemoteBotSpec {
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let remote_bot_spec = Box::new(RemoteBotSpec {
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player_key: player_key.clone(),
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player_key: player_key.clone(),
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@ -155,12 +215,6 @@ impl pb::client_api_service_server::ClientApiService for ClientApiServer {
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}
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}
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}
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}
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// TODO: please rename me
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struct SyncThingData {
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tx: oneshot::Sender<Streaming<pb::PlayerApiClientMessage>>,
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server_messages: mpsc::UnboundedReceiver<Result<pb::PlayerApiServerMessage, Status>>,
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}
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struct RemoteBotSpec {
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struct RemoteBotSpec {
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player_key: String,
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player_key: String,
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router: PlayerRouter,
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router: PlayerRouter,
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@ -174,32 +228,71 @@ impl runner::BotSpec for RemoteBotSpec {
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event_bus: Arc<Mutex<EventBus>>,
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event_bus: Arc<Mutex<EventBus>>,
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_match_logger: MatchLogger,
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_match_logger: MatchLogger,
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) -> Box<dyn PlayerHandle> {
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) -> Box<dyn PlayerHandle> {
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let (tx, rx) = oneshot::channel();
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let (server_msg_snd, server_msg_recv) = mpsc::unbounded_channel();
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let (server_msg_snd, server_msg_recv) = mpsc::unbounded_channel();
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self.router.put(
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self.player_key.clone(),
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SyncThingData {
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tx,
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server_messages: server_msg_recv,
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},
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);
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let fut = tokio::time::timeout(Duration::from_secs(10), rx);
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enum ConnState {
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match fut.await {
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Connected {
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Ok(Ok(client_messages)) => {
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client_messages: ClientMessages,
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// let client_messages = rx.await.unwrap();
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},
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tokio::spawn(handle_bot_messages(
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Awaiting {
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player_id,
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rx: oneshot::Receiver<ClientMessages>,
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event_bus.clone(),
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},
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}
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let conn_state = {
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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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let connection_state = routing_table
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.remove(&self.player_key)
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.expect("player key not found in routing table");
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match connection_state {
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PlayerConnectionState::Reserved => {
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let (tx, rx) = oneshot::channel();
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routing_table.insert(
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self.player_key.clone(),
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PlayerConnectionState::ServerConnected {
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tx,
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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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}
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PlayerConnectionState::ClientConnected {
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tx,
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client_messages,
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client_messages,
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));
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} => {
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}
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tx.send(server_msg_recv).unwrap();
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_ => {
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ConnState::Connected { client_messages }
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// ensure router cleanup
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}
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self.router.take(&self.player_key);
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PlayerConnectionState::ServerConnected { .. } => panic!("server already connected"),
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}
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}
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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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if let Some(client_messages) = maybe_client_messages {
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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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client_messages,
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));
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}
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// If the player did not connect, the receiving half of `sender`
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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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// 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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// This is fine for now, but
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@ -217,7 +310,7 @@ async fn handle_bot_messages(
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event_bus: Arc<Mutex<EventBus>>,
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event_bus: Arc<Mutex<EventBus>>,
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mut messages: Streaming<pb::PlayerApiClientMessage>,
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mut messages: Streaming<pb::PlayerApiClientMessage>,
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) {
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) {
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// TODO: can this be writte nmore nicely?
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// TODO: can this be written more nicely?
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while let Some(message) = messages.message().await.unwrap() {
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while let Some(message) = messages.message().await.unwrap() {
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match message.client_message {
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match message.client_message {
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Some(pb::PlayerApiClientMessageType::Action(resp)) => {
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Some(pb::PlayerApiClientMessageType::Action(resp)) => {
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