use std::{
io, io::Write,
iter::once
};
use super::{
server::HWServer,
room::{RoomId, GameInfo},
client::{ClientId, HWClient},
room::HWRoom,
handlers
};
use protocol::messages::{
HWProtocolMessage,
HWServerMessage,
HWServerMessage::*
};
use utils::to_engine_msg;
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>),
StartRoomGame(RoomId),
SendTeamRemovalMessage(String),
FinishRoomGame(RoomId),
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);
},
StartRoomGame(room_id) => {
let actions = {
let (room_clients, room_nicks): (Vec<_>, Vec<_>) = server.clients.iter()
.map(|(id, c)| (id, c.nick.clone())).unzip();
let room = &mut server.rooms[room_id];
if !room.has_multiple_clans() {
vec![Warn("The game can't be started with less than two clans!".to_string())]
} else if room.game_info.is_some() {
vec![Warn("The game is already in progress".to_string())]
} else {
room.game_info = Some(GameInfo {
teams_in_game: room.teams.len() as u8
});
for id in room_clients {
let c = &mut server.clients[id];
c.is_in_game = true;
c.team_indices = room.client_team_indices(c.id);
}
vec![RunGame.send_all().in_room(room.id).action(),
SendRoomUpdate(None),
ClientFlags("+g".to_string(), room_nicks)
.send_all().in_room(room.id).action()]
}
};
server.react(client_id, actions);
}
SendTeamRemovalMessage(team_name) => {
let mut actions = Vec::new();
if let (c, Some(r)) = server.client_and_room(client_id) {
if let Some(ref mut info) = r.game_info {
let msg = once(b'F').chain(team_name.bytes());
actions.push(ForwardEngineMessage(to_engine_msg(msg)).
send_all().in_room(r.id).but_self().action());
info.teams_in_game -= 1;
if info.teams_in_game == 0 {
actions.push(FinishRoomGame(r.id));
}
}
}
server.react(client_id, actions);
}
FinishRoomGame(room_id) => {
let actions = {
let r = &mut server.rooms[room_id];
r.game_info = None;
r.ready_players_number = 0;
vec![SendRoomUpdate(None),
RoundFinished.send_all().in_room(r.id).action()]
};
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())
}
}
}