separated the server logic from all the async io mess.
use slab;
use mio::net::*;
use mio::*;
use std::io;
use utils;
use super::client::*;
use super::room::*;
use super::actions;
use protocol::messages::*;
use super::handlers;
type Slab<T> = slab::Slab<T>;
pub enum Destination {
ToSelf(ClientId),
ToOthers(ClientId)
}
pub struct PendingMessage(pub Destination, pub HWServerMessage);
pub struct HWServer {
pub clients: Slab<HWClient>,
pub rooms: Slab<HWRoom>,
pub lobby_id: RoomId,
pub output: Vec<PendingMessage>,
pub removed_clients: Vec<ClientId>,
}
impl HWServer {
pub fn new(clients_limit: usize, rooms_limit: usize) -> 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![]
};
server.lobby_id = server.add_room();
server
}
pub fn add_client(&mut self) -> ClientId {
let key: ClientId;
{
let entry = self.clients.vacant_entry();
key = entry.key();
let client = HWClient::new(entry.key());
entry.insert(client);
}
self.send_self(key, 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) -> RoomId {
let entry = self.rooms.vacant_entry();
let key = entry.key();
let room = HWRoom::new(entry.key());
entry.insert(room);
key
}
pub fn handle_msg(&mut self, client_id: ClientId, msg: HWProtocolMessage) {
handlers::handle(self, client_id, msg);
}
pub fn send_self(&mut self, client_id: ClientId, msg: HWServerMessage) {
self.output.push(PendingMessage(
Destination::ToSelf(client_id), msg));
}
pub fn send_others(&mut self, client_id: ClientId, msg: HWServerMessage) {
self.output.push(PendingMessage(
Destination::ToOthers(client_id), msg));
}
pub fn react(&mut self, client_id: ClientId, actions: Vec<actions::Action>) {
for action in actions {
actions::run_action(self, client_id, action);
}
}
}