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Diffstat (limited to 'server/src/room/handle.rs')
-rw-r--r-- | server/src/room/handle.rs | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/server/src/room/handle.rs b/server/src/room/handle.rs new file mode 100644 index 0000000..d397c70 --- /dev/null +++ b/server/src/room/handle.rs @@ -0,0 +1,106 @@ +use std::collections::HashSet; + +use super::messages::{ClientMessage, ServerMessage}; + +// send a ServerMessage::Connections to all sockets +pub async fn send_connections(v: &mut super::Clients, added: Option<usize>, removed: Option<usize>, frame: u64) { + // get the list of connection IDs + let connections: Vec<usize> = v.iter() + .enumerate() + .filter(|(_, n)| n.is_some()) + .map(|(id, _)| id) + .collect(); + + super::send(v, |id, _c| { + Some(ServerMessage::Connections { + connections: connections.clone(), + added, + removed, + id, + frame, + }) + }).await; +} + +// handle incoming websocket messages +pub async fn handle( + v: &mut super::Clients, + requests: &mut HashSet<(u64, Option<usize>, usize)>, // frame, connection, client id + pending: &mut Vec<(Option<usize>, Option<usize>)>, + id: usize, + msg: ClientMessage, +) { + match msg { + // broadcast inputs to every other connection + ClientMessage::Input { data, frame } => { + super::broadcast(v, ServerMessage::Input { + data, + frame, + connection: id + }, Some(id)).await; + }, + // a client needs the current game state, grab it from another client + ClientMessage::RequestState { frame, connection } => { + let count = super::conn_count(v); + + if count < 2 { // nobody to request state *from* + if let Some(Some(client)) = v.get(id) { + client.send(ServerMessage::State { + state: serde_json::Value::Null, + frame: 0, + connection: None, + }).await.ok(); + } + return; + } + + // request state from other clients + requests.insert((frame, connection, id)); + + match connection { + None => { + super::broadcast(v, ServerMessage::RequestState { frame }, Some(id)).await; + }, + Some(id) => { // it's to a specific connection + let Some(Some(client)) = v.get(id) else { + return; + }; + client.send(ServerMessage::RequestState { frame }).await.ok(); + }, + } + }, + // a client responded to a request for game state, tell all the requestees + ClientMessage::State { state, frame } => { + let mut new_requests = HashSet::new(); + for (fr, conn, cid) in requests.drain() { + if + fr != frame || // this isn't the requested frame + (conn.is_some() && Some(id) != conn) // this isn't the requested connection + { + new_requests.insert((fr, conn, cid)); + continue; + } + if let Some(Some(client)) = v.get(cid) { + client.send(ServerMessage::State { + state: state.clone(), + frame, + connection: Some(id), + }).await.ok(); + } + } + *requests = new_requests; + }, + // a client said what frame they're on, actually send the connections message + ClientMessage::Frame { frame } => { + for (added, removed) in pending.into_iter() { + send_connections(v, *added, *removed, frame).await; + } + *pending = Vec::new(); + }, + ClientMessage::Ping { frame } => { + if let Some(Some(client)) = v.get(id) { + client.send(ServerMessage::Pong { frame }).await.ok(); + } + } + } +} |