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