Fix desyncs when forcing rope re-selection after missing a shot or hitting bounce world edge
Also re-introduce rope-reselection when touching ground
use mio::tcp::*;
use mio::*;
use std::io::Write;
use std::io;
use netbuf;
use utils;
use protocol::ProtocolDecoder;
use protocol::messages::*;
use super::actions::Action::*;
use super::actions::Action;
pub struct HWClient {
sock: TcpStream,
decoder: ProtocolDecoder,
buf_out: netbuf::Buf,
pub id: Token,
pub room_id: Option<Token>,
pub nick: String,
pub protocol_number: u32,
pub is_master: bool,
pub is_ready: bool,
pub is_joined_mid_game: bool,
}
impl HWClient {
pub fn new(sock: TcpStream) -> HWClient {
HWClient {
sock: sock,
decoder: ProtocolDecoder::new(),
buf_out: netbuf::Buf::new(),
room_id: None,
id: Token(0),
nick: String::new(),
protocol_number: 0,
is_master: false,
is_ready: false,
is_joined_mid_game: false,
}
}
pub fn register(&mut self, poll: &Poll, token: Token) {
poll.register(&self.sock, token, Ready::all(),
PollOpt::edge())
.ok().expect("could not register socket with event loop");
self.send_msg(HWServerMessage::Connected(utils::PROTOCOL_VERSION));
}
pub fn deregister(&mut self, poll: &Poll) {
poll.deregister(&self.sock)
.ok().expect("could not deregister socket");
}
pub fn send_raw_msg(&mut self, msg: &[u8]) {
self.buf_out.write(msg).unwrap();
self.flush();
}
pub fn send_string(&mut self, msg: &String) {
self.send_raw_msg(&msg.as_bytes());
}
pub fn send_msg(&mut self, msg: HWServerMessage) {
self.send_string(&msg.to_raw_protocol());
}
fn flush(&mut self) {
self.buf_out.write_to(&mut self.sock).unwrap();
self.sock.flush();
}
pub fn readable(&mut self, poll: &Poll) -> Vec<Action> {
let v = self.decoder.read_from(&mut self.sock).unwrap();
debug!("Read {} bytes", v);
let mut response = Vec::new();
{
for msg in self.decoder.extract_messages() {
response.push(ReactProtocolMessage(msg));
}
}
self.decoder.sweep();
response
}
pub fn writable(&mut self, poll: &Poll) -> io::Result<()> {
self.buf_out.write_to(&mut self.sock)?;
Ok(())
}
pub fn error(&mut self, poll: &Poll) -> Vec<Action> {
return vec![ByeClient("Connection reset".to_string())]
}
}