rust/hedgewars-server/src/server/core.rs
author alfadur <mail@none>
Mon, 04 Feb 2019 19:22:21 +0300
changeset 14677 6e6632068a33
parent 14676 455865ccd36c
child 14678 08a8605bafaf
permissions -rw-r--r--
Server action refactoring part 3 of N
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use super::{
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    actions,
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    actions::{Destination, PendingMessage},
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    client::HWClient,
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    coretypes::{ClientId, RoomId},
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    handlers,
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    io::HWServerIO,
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    room::HWRoom,
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};
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use crate::protocol::messages::*;
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use crate::utils;
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use base64::encode;
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use log::*;
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use rand::{thread_rng, RngCore};
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use slab;
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use std::borrow::BorrowMut;
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type Slab<T> = slab::Slab<T>;
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pub struct HWServer {
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    pub clients: Slab<HWClient>,
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    pub rooms: Slab<HWRoom>,
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    pub lobby_id: RoomId,
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    pub output: Vec<(Vec<ClientId>, HWServerMessage)>,
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    pub removed_clients: Vec<ClientId>,
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    pub io: Box<dyn HWServerIO>,
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}
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impl HWServer {
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    pub fn new(clients_limit: usize, rooms_limit: usize, io: Box<dyn HWServerIO>) -> HWServer {
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        let rooms = Slab::with_capacity(rooms_limit);
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        let clients = Slab::with_capacity(clients_limit);
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        let mut server = HWServer {
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            clients,
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            rooms,
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            lobby_id: 0,
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            output: vec![],
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            removed_clients: vec![],
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            io,
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        };
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        server.lobby_id = server.add_room().id;
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        server
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    }
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    pub fn add_client(&mut self) -> ClientId {
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        let key: ClientId;
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        {
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            let entry = self.clients.vacant_entry();
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            key = entry.key();
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            let mut salt = [0u8; 18];
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            thread_rng().fill_bytes(&mut salt);
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            let client = HWClient::new(entry.key(), encode(&salt));
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            entry.insert(client);
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        }
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        self.send(
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            key,
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            &Destination::ToSelf,
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            HWServerMessage::Connected(utils::PROTOCOL_VERSION),
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        );
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        key
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    }
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    pub fn client_lost(&mut self, client_id: ClientId) {
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        actions::run_action(
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            self,
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            client_id,
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            actions::Action::ByeClient("Connection reset".to_string()),
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        );
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    }
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    pub fn add_room(&mut self) -> &mut HWRoom {
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        allocate_room(&mut self.rooms)
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    }
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    #[inline]
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    pub fn create_room(
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        &mut self,
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        creator_id: ClientId,
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        name: String,
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        password: Option<String>,
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    ) -> RoomId {
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        create_room(
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            &mut self.clients[creator_id],
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            &mut self.rooms,
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            name,
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            password,
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        )
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    }
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    #[inline]
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    pub fn move_to_room(&mut self, client_id: ClientId, room_id: RoomId) {
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        move_to_room(&mut self.clients[client_id], &mut self.rooms[room_id])
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    }
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    pub fn send(
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        &mut self,
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        client_id: ClientId,
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        destination: &Destination,
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        message: HWServerMessage,
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    ) {
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    }
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    pub fn send_msg(&mut self, client_id: ClientId, message: PendingMessage) {
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        self.send(client_id, &message.destination, message.message)
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    }
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    pub fn react(&mut self, client_id: ClientId, actions: Vec<actions::Action>) {
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        for action in actions {
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            actions::run_action(self, client_id, action);
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        }
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    }
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    pub fn lobby(&self) -> &HWRoom {
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        &self.rooms[self.lobby_id]
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    }
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    pub fn has_room(&self, name: &str) -> bool {
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        self.rooms.iter().any(|(_, r)| r.name == name)
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    }
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    pub fn find_room(&self, name: &str) -> Option<&HWRoom> {
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        self.rooms
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            .iter()
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            .find_map(|(_, r)| Some(r).filter(|r| r.name == name))
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    }
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    pub fn find_room_mut(&mut self, name: &str) -> Option<&mut HWRoom> {
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        self.rooms
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            .iter_mut()
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            .find_map(|(_, r)| Some(r).filter(|r| r.name == name))
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    }
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    pub fn find_client(&self, nick: &str) -> Option<&HWClient> {
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        self.clients
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            .iter()
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            .find_map(|(_, c)| Some(c).filter(|c| c.nick == nick))
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    }
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    pub fn find_client_mut(&mut self, nick: &str) -> Option<&mut HWClient> {
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        self.clients
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            .iter_mut()
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            .find_map(|(_, c)| Some(c).filter(|c| c.nick == nick))
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    }
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    pub fn select_clients<F>(&self, f: F) -> Vec<ClientId>
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    where
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        F: Fn(&(usize, &HWClient)) -> bool,
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    {
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        self.clients.iter().filter(f).map(|(_, c)| c.id).collect()
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    }
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    pub fn room_clients(&self, room_id: RoomId) -> Vec<ClientId> {
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        self.select_clients(|(_, c)| c.room_id == Some(room_id))
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    }
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    pub fn protocol_clients(&self, protocol: u16) -> Vec<ClientId> {
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        self.select_clients(|(_, c)| c.protocol_number == protocol)
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    }
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    pub fn other_clients_in_room(&self, self_id: ClientId) -> Vec<ClientId> {
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        let room_id = self.clients[self_id].room_id;
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        self.select_clients(|(id, c)| *id != self_id && c.room_id == room_id)
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    }
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    pub fn client_and_room(&mut self, client_id: ClientId) -> (&mut HWClient, Option<&mut HWRoom>) {
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        let c = &mut self.clients[client_id];
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        if let Some(room_id) = c.room_id {
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            (c, Some(&mut self.rooms[room_id]))
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        } else {
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            (c, None)
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        }
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    }
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    pub fn room(&mut self, client_id: ClientId) -> Option<&mut HWRoom> {
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        self.client_and_room(client_id).1
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    }
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}
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fn allocate_room(rooms: &mut Slab<HWRoom>) -> &mut HWRoom {
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    let entry = rooms.vacant_entry();
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    let key = entry.key();
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    let room = HWRoom::new(entry.key());
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    entry.insert(room)
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}
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fn create_room(
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    client: &mut HWClient,
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    rooms: &mut Slab<HWRoom>,
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    name: String,
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    password: Option<String>,
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) -> RoomId {
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    let room = allocate_room(rooms);
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    room.master_id = Some(client.id);
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    room.name = name;
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    room.password = password;
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    room.protocol_number = client.protocol_number;
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    room.players_number = 1;
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    room.ready_players_number = 1;
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    client.room_id = Some(room.id);
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    client.set_is_master(true);
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    client.set_is_ready(true);
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    client.set_is_joined_mid_game(false);
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    room.id
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}
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fn move_to_room(client: &mut HWClient, room: &mut HWRoom) {
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    debug_assert!(client.room_id != Some(room.id));
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    room.players_number += 1;
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    client.room_id = Some(room.id);
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    client.set_is_joined_mid_game(room.game_info.is_some());
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    client.set_is_in_game(room.game_info.is_some());
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    if let Some(ref mut info) = room.game_info {
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        let teams = info.client_teams(client.id);
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        client.teams_in_game = teams.clone().count() as u8;
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        client.clan = teams.clone().next().map(|t| t.color);
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        let team_names: Vec<_> = teams.map(|t| t.name.clone()).collect();
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        if !team_names.is_empty() {
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            info.left_teams.retain(|name| !team_names.contains(&name));
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            info.teams_in_game += team_names.len() as u8;
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            room.teams = info
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                .teams_at_start
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                .iter()
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                .filter(|(_, t)| !team_names.contains(&t.name))
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                .cloned()
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                .collect();
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        }
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    }
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}