gameServer2/src/server/server.rs
author alfadur
Thu, 14 Jun 2018 12:31:15 -0400
changeset 13419 28b314ad566d
parent 13124 1e39b8749072
child 13421 cdf69667593b
permissions -rw-r--r--
handle edge polling properly
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use slab;
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use mio::net::*;
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use mio::*;
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use std::io;
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use utils;
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use super::client::*;
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use super::room::*;
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use super::actions;
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use protocol::messages::*;
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use super::handlers;
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type Slab<T> = slab::Slab<T>;
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pub enum Destination {
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    ToSelf(ClientId),
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    ToOthers(ClientId)
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}
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pub struct PendingMessage(pub Destination, pub HWServerMessage);
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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<PendingMessage>,
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    pub removed_clients: Vec<ClientId>,
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}
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impl HWServer {
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    pub fn new(clients_limit: usize, rooms_limit: usize) -> 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, 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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        };
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        server.lobby_id = server.add_room();
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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 client = HWClient::new(entry.key());
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            entry.insert(client);
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        }
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        self.send_self(key, HWServerMessage::Connected(utils::PROTOCOL_VERSION));
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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(self, client_id,
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                            actions::Action::ByeClient("Connection reset".to_string()));
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    }
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    pub fn add_room(&mut self) -> RoomId {
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        let entry = self.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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        key
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    }
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    pub fn handle_msg(&mut self, client_id: ClientId, msg: HWProtocolMessage) {
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        handlers::handle(self, client_id, msg);
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    }
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    pub fn send_self(&mut self, client_id: ClientId, msg: HWServerMessage) {
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        self.output.push(PendingMessage(
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            Destination::ToSelf(client_id), msg));
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    }
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    pub fn send_others(&mut self, client_id: ClientId, msg: HWServerMessage) {
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        self.output.push(PendingMessage(
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            Destination::ToOthers(client_id), msg));
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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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}