gameServer2/src/server/actions.rs
author alfadur
Tue, 26 Jun 2018 23:22:38 +0300
changeset 13422 5fb27f94fc3b
parent 13419 81e0ed105f5d
child 13423 87a6cad20c90
permissions -rw-r--r--
Implement game config messages

use std::{
    io, io::Write
};
use super::{
    server::HWServer,
    room::RoomId,
    client::{ClientId, HWClient},
    room::HWRoom,
    handlers
};
use protocol::messages::{
    HWProtocolMessage,
    HWServerMessage,
    HWServerMessage::*
};

pub enum Destination {
    ToSelf,
        ToAll {
        room_id: Option<RoomId>,
        protocol: Option<u32>,
        skip_self: bool
    }
}

pub struct PendingMessage {
    pub destination: Destination,
    pub message: HWServerMessage
}

impl PendingMessage {
    pub fn send_self(message: HWServerMessage) -> PendingMessage {
        PendingMessage{ destination: Destination::ToSelf, message }
    }

    pub fn send_all(message: HWServerMessage) -> PendingMessage {
        let destination = Destination::ToAll {
            room_id: None,
            protocol: None,
            skip_self: false,
        };
        PendingMessage{ destination, message }
    }

    pub fn in_room(mut self, clients_room_id: RoomId) -> PendingMessage {
        if let Destination::ToAll {ref mut room_id, ..} = self.destination {
            *room_id = Some(clients_room_id)
        }
        self
    }

    pub fn with_protocol(mut self, protocol_number: u32) -> PendingMessage {
        if let Destination::ToAll {ref mut protocol, ..} = self.destination {
            *protocol = Some(protocol_number)
        }
        self
    }

    pub fn but_self(mut self) -> PendingMessage {
        if let Destination::ToAll {ref mut skip_self, ..} = self.destination {
            *skip_self = true
        }
        self
    }

    pub fn action(self) -> Action { Send(self) }
}

impl Into<Action> for PendingMessage {
    fn into(self) -> Action { self.action() }
}

impl HWServerMessage {
    pub fn send_self(self) -> PendingMessage { PendingMessage::send_self(self) }
    pub fn send_all(self) -> PendingMessage { PendingMessage::send_all(self) }
}

pub enum Action {
    Send(PendingMessage),
    RemoveClient,
    ByeClient(String),
    ReactProtocolMessage(HWProtocolMessage),
    CheckRegistered,
    JoinLobby,
    AddRoom(String, Option<String>),
    RemoveRoom(RoomId),
    MoveToRoom(RoomId),
    MoveToLobby(String),
    ChangeMaster(RoomId, Option<ClientId>),
    RemoveTeam(String),
    RemoveClientTeams,
    SendRoomUpdate(Option<String>),
    Warn(String),
    ProtocolError(String)
}

use self::Action::*;

pub fn run_action(server: &mut HWServer, client_id: usize, action: Action) {
    match action {
        Send(msg) => server.send(client_id, msg.destination, msg.message),
        ByeClient(msg) => {
            let room_id;
            let nick;
            {
                let c = &server.clients[client_id];
                room_id = c.room_id;
                nick = c.nick.clone();
            }

            room_id.map (|id| {
                if id != server.lobby_id {
                    server.react(client_id, vec![
                        MoveToLobby(format!("quit: {}", msg.clone()))]);
                }
            });

            server.react(client_id, vec![
                LobbyLeft(nick, msg.clone()).send_all().action(),
                Bye(msg).send_self().action(),
                RemoveClient]);
        },
        RemoveClient => {
            server.removed_clients.push(client_id);
            if server.clients.contains(client_id) {
                server.clients.remove(client_id);
            }
        },
        ReactProtocolMessage(msg) =>
            handlers::handle(server, client_id, msg),
        CheckRegistered =>
            if server.clients[client_id].protocol_number > 0 && server.clients[client_id].nick != "" {
                server.react(client_id, vec![
                    JoinLobby,
                    ]);
            },
        JoinLobby => {
            server.clients[client_id].room_id = Some(server.lobby_id);

            let joined_msg;
            {
                let mut lobby_nicks = Vec::new();
                for (_, c) in server.clients.iter() {
                    if c.room_id.is_some() {
                        lobby_nicks.push(c.nick.clone());
                    }
                }
                joined_msg = LobbyJoined(lobby_nicks);
            }
            let everyone_msg = LobbyJoined(vec![server.clients[client_id].nick.clone()]);
            let flags_msg = ClientFlags(
                "+i".to_string(),
                server.clients.iter()
                    .filter(|(_, c)| c.room_id.is_some())
                    .map(|(_, c)| c.nick.clone())
                    .collect());
            let server_msg = ServerMessage("\u{1f994} is watching".to_string());
            let rooms_msg = Rooms(server.rooms.iter()
                .filter(|(id, _)| *id != server.lobby_id)
                .flat_map(|(_, r)|
                    r.info(r.master_id.map(|id| &server.clients[id])))
                .collect());
            server.react(client_id, vec![
                everyone_msg.send_all().but_self().action(),
                joined_msg.send_self().action(),
                flags_msg.send_self().action(),
                server_msg.send_self().action(),
                rooms_msg.send_self().action(),
                ]);
        },
        AddRoom(name, password) => {
            let room_id = server.add_room();;
            let actions = {
                let r = &mut server.rooms[room_id];
                let c = &mut server.clients[client_id];
                r.master_id = Some(c.id);
                r.name = name;
                r.password = password;
                r.protocol_number = c.protocol_number;

                vec![
                    RoomAdd(r.info(Some(&c))).send_all()
                        .with_protocol(r.protocol_number).action(),
                    MoveToRoom(room_id)]
            };
            server.react(client_id, actions);
        },
        RemoveRoom(room_id) => {
            let actions = {
                let r = &mut server.rooms[room_id];
                vec![RoomRemove(r.name.clone()).send_all()
                        .with_protocol(r.protocol_number).action()]
            };
            server.rooms.remove(room_id);
            server.react(client_id, actions);
        }
        MoveToRoom(room_id) => {
            let actions = {
                let r = &mut server.rooms[room_id];
                let c = &mut server.clients[client_id];
                r.players_number += 1;
                c.room_id = Some(room_id);
                c.is_joined_mid_game = false;
                if r.master_id == Some(c.id) {
                    r.ready_players_number += 1;
                    c.is_master = true;
                    c.is_ready = true;
                } else {
                    c.is_ready = false;
                    c.is_master = false;
                }
                let flags_msg = ClientFlags("+i".to_string(), vec![c.nick.clone()]);

                let mut v = vec![
                    RoomJoined(vec![c.nick.clone()]).send_all().in_room(room_id).action(),
                    flags_msg.send_all().action(),
                    SendRoomUpdate(None)];
                if !c.is_master {
                    v.push(ConfigEntry("FULLMAPCONFIG".to_string(), r.map_config())
                        .send_self().action());
                    for cfg in r.game_config().into_iter() {
                        v.push(cfg.into_server_msg().send_self().action());
                    }
                }
                v
            };
            server.react(client_id, actions);
        },
        MoveToLobby(msg) => {
            let mut actions = Vec::new();
            let lobby_id = server.lobby_id;
            if let (c, Some(r)) = server.client_and_room(client_id) {
                r.players_number -= 1;
                if c.is_ready {
                    r.ready_players_number -= 1;
                }
                if r.players_number > 0 && c.is_master {
                    actions.push(ChangeMaster(r.id, None));
                }
                actions.push(RemoveClientTeams);
                actions.push(RoomLeft(c.nick.clone(), msg)
                    .send_all().in_room(r.id).but_self().action());
                actions.push(ClientFlags("-i".to_string(), vec![c.nick.clone()])
                    .send_all().action());
                actions.push(SendRoomUpdate(Some(r.name.clone())));
            }
            server.react(client_id, actions);
            actions = Vec::new();

            if let (c, Some(r)) = server.client_and_room(client_id) {
                c.room_id = Some(lobby_id);
                if r.players_number == 0 {
                    actions.push(RemoveRoom(r.id));
                }
            }
            server.react(client_id, actions)
        }
        ChangeMaster(room_id, new_id) => {
            let mut actions = Vec::new();
            let room_client_ids = server.room_clients(room_id);
            let new_id = new_id.or_else(||
                room_client_ids.iter().find(|id| **id != client_id).map(|id| *id));
            let new_nick = new_id.map(|id| server.clients[id].nick.clone());

            if let (c, Some(r)) = server.client_and_room(client_id) {
                match r.master_id {
                    Some(id) if id == c.id => {
                        c.is_master = false;
                        r.master_id = None;
                        actions.push(ClientFlags("-h".to_string(), vec![c.nick.clone()])
                            .send_all().in_room(r.id).action());
                    }
                    Some(_) => unreachable!(),
                    None => {}
                }
                r.master_id = new_id;
                if let Some(nick) = new_nick {
                    actions.push(ClientFlags("+h".to_string(), vec![nick])
                        .send_all().in_room(r.id).action());
                }
            }
            new_id.map(|id| server.clients[id].is_master = true);
            server.react(client_id, actions);
        }
        RemoveTeam(name) => {
            let actions = if let (_, Some(r)) = server.client_and_room(client_id) {
                r.remove_team(&name);
                vec![TeamRemove(name).send_all().in_room(r.id).action(),
                     SendRoomUpdate(None)]
            } else {
                Vec::new()
            };
            server.react(client_id, actions);
        },
        RemoveClientTeams => {
            let actions = if let (c, Some(r)) = server.client_and_room(client_id) {
                r.client_teams(c.id).map(|t| RemoveTeam(t.name.clone())).collect()
            } else {
                Vec::new()
            };
            server.react(client_id, actions);
        }
        SendRoomUpdate(old_name) => {
            let actions = if let (c, Some(r)) = server.client_and_room(client_id) {
                let name = old_name.unwrap_or_else(|| r.name.clone());
                vec![RoomUpdated(name, r.info(Some(&c)))
                    .send_all().with_protocol(r.protocol_number).action()]
            } else {
                Vec::new()
            };
            server.react(client_id, actions);
        }

        Warn(msg) => {
            run_action(server, client_id, Warning(msg).send_self().action());
        }
        ProtocolError(msg) => {
            run_action(server, client_id, Error(msg).send_self().action())
        }
    }
}