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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();
}
}
}
}
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