SeaBattle/sea_battle_backend/src/human_player_ws.rs

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Rust
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use std::sync::Arc;
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use std::time::{Duration, Instant};
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use actix::prelude::*;
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use actix::{Actor, Handler, StreamHandler};
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use actix_web_actors::ws;
use actix_web_actors::ws::{CloseCode, CloseReason, Message, ProtocolError, WebsocketContext};
use uuid::Uuid;
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use crate::data::{
BoatsLayout, BotType, Coordinates, CurrentGameStatus, EndGameMap, FireResult, GameRules,
};
use crate::game::{AddPlayer, Game};
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use crate::human_player::HumanPlayer;
use crate::random_bot::RandomBot;
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/// How often heartbeat pings are sent
const HEARTBEAT_INTERVAL: Duration = Duration::from_secs(10);
/// How long before lack of client response causes a timeout
const CLIENT_TIMEOUT: Duration = Duration::from_secs(120);
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#[derive(Default, Debug)]
pub enum StartMode {
Bot(GameRules),
#[default]
AgainstHuman,
}
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#[derive(serde::Deserialize, serde::Serialize, Debug)]
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#[serde(tag = "type")]
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pub enum ClientMessage {
StopGame,
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BoatsLayout { layout: BoatsLayout },
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Fire { location: Coordinates },
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}
#[derive(Message)]
#[rtype(result = "()")]
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#[derive(serde::Serialize, serde::Deserialize, Debug)]
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#[serde(tag = "type")]
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pub enum ServerMessage {
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WaitingForAnotherPlayer,
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QueryBoatsLayout {
rules: GameRules,
},
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RejectedBoatsLayout {
errors: Vec<String>,
},
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WaitingForOtherPlayerConfiguration,
OtherPlayerReady,
GameStarting,
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OtherPlayerMustFire {
status: CurrentGameStatus,
},
RequestFire {
status: CurrentGameStatus,
},
StrikeResult {
pos: Coordinates,
result: FireResult,
},
OpponentStrikeResult {
pos: Coordinates,
result: FireResult,
},
LostGame {
your_map: EndGameMap,
opponent_map: EndGameMap,
},
WonGame {
your_map: EndGameMap,
opponent_map: EndGameMap,
},
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}
pub struct HumanPlayerWS {
inner: Option<Arc<HumanPlayer>>,
pub start_mode: StartMode,
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hb: Instant,
}
impl Default for HumanPlayerWS {
fn default() -> Self {
Self {
inner: None,
start_mode: Default::default(),
hb: Instant::now(),
}
}
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}
impl HumanPlayerWS {
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/// helper method that sends ping to client every second.
///
/// also this method checks heartbeats from client
fn hb(&self, ctx: &mut <Self as Actor>::Context) {
ctx.run_interval(HEARTBEAT_INTERVAL, |act, ctx| {
// check client heartbeats
if Instant::now().duration_since(act.hb) > CLIENT_TIMEOUT {
// heartbeat timed out
println!("Websocket Client heartbeat failed, disconnecting!");
// stop actor
ctx.stop();
// don't try to send a ping
return;
}
ctx.ping(b"");
});
}
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fn send_message(&self, msg: ServerMessage, ctx: &mut <HumanPlayerWS as Actor>::Context) {
ctx.text(serde_json::to_string(&msg).unwrap());
}
}
impl Actor for HumanPlayerWS {
type Context = WebsocketContext<Self>;
fn started(&mut self, ctx: &mut Self::Context) {
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self.hb(ctx);
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self.send_message(ServerMessage::WaitingForAnotherPlayer, ctx);
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// Start game, according to appropriate start mode
match &self.start_mode {
StartMode::Bot(rules) => {
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log::debug!("Start play with a bot");
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let game = Game::new(rules.clone()).start();
match rules.bot_type {
BotType::Random => {
game.do_send(AddPlayer(Arc::new(RandomBot::new(game.clone()))));
}
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};
let player = Arc::new(HumanPlayer {
name: "Human".to_string(),
game: game.clone(),
player: ctx.address(),
uuid: Uuid::new_v4(),
});
self.inner = Some(player.clone());
game.do_send(AddPlayer(player));
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}
StartMode::AgainstHuman => {
unimplemented!();
}
}
}
fn stopped(&mut self, _ctx: &mut Self::Context) {
if let Some(player) = &self.inner {
player.handle_client_message(ClientMessage::StopGame);
}
}
}
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impl StreamHandler<Result<ws::Message, ProtocolError>> for HumanPlayerWS {
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fn handle(&mut self, msg: Result<Message, ProtocolError>, ctx: &mut Self::Context) {
match msg {
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Ok(Message::Ping(msg)) => {
self.hb = Instant::now();
ctx.pong(&msg);
}
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Ok(Message::Binary(_bin)) => log::warn!("Got unsupported binary message!"),
Ok(Message::Text(msg)) => match serde_json::from_str::<ClientMessage>(&msg) {
Ok(msg) => match &self.inner {
None => {
log::error!("Client tried to send message without game!");
ctx.text("No game yet!");
}
Some(p) => p.handle_client_message(msg),
},
Err(e) => log::warn!("Got invalid message from client! {:?}", e),
},
Ok(Message::Nop) => log::warn!("Got WS nop"),
Ok(Message::Continuation(_)) => {
log::warn!("Got unsupported continuation message!");
}
Ok(Message::Pong(_)) => {
log::info!("Got pong message");
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self.hb = Instant::now();
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}
Ok(Message::Close(reason)) => {
log::info!("Client asked to close this socket! reason={:?}", reason);
ctx.close(Some(CloseReason::from(CloseCode::Away)));
}
Err(e) => log::warn!("Websocket protocol error! {:?}", e),
}
}
}
impl Handler<ServerMessage> for HumanPlayerWS {
type Result = ();
fn handle(&mut self, msg: ServerMessage, ctx: &mut Self::Context) -> Self::Result {
ctx.text(serde_json::to_string(&msg).unwrap());
}
}