Fix a few bugs
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3c2b96f3a2
commit
04ee20dac2
@ -90,12 +90,12 @@ impl Client {
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match Self::recv_next_msg(&mut stream).await {
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Ok(msg) => {
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if let Err(e) = sender.send(msg.clone()) {
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log::error!("Failed to forward ws message! {} (msg={:?})", e, msg);
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log::debug!("Failed to forward ws message! {} (msg={:?})", e, msg);
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break;
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}
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}
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Err(e) => {
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log::error!("Failed receive next message from websocket! {}", e);
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log::debug!("Failed receive next message from websocket! {}", e);
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break;
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}
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}
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@ -14,7 +14,6 @@ use tui::Terminal;
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use cli_player::cli_args::{cli_args, TestDevScreen};
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use cli_player::client::Client;
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use cli_player::server::start_server_if_missing;
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use cli_player::ui_screens::configure_game_rules::GameRulesConfigurationScreen;
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use cli_player::ui_screens::game_screen::GameScreen;
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use cli_player::ui_screens::input_screen::InputScreen;
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@ -22,7 +21,6 @@ use cli_player::ui_screens::popup_screen::PopupScreen;
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use cli_player::ui_screens::select_play_mode_screen::{SelectPlayModeResult, SelectPlayModeScreen};
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use cli_player::ui_screens::*;
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use sea_battle_backend::data::GameRules;
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use sea_battle_backend::human_player_ws::ServerMessage;
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use sea_battle_backend::utils::Res;
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/// Test code screens
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@ -103,21 +101,11 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
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}
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}
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match choice {
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let client = match choice {
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ScreenResult::Ok(SelectPlayModeResult::PlayRandom) => {
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PopupScreen::new("Connecting...").show_once(terminal)?;
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let client = Client::start_random_play(&username).await?;
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PopupScreen::new("Waiting for opponent...").show_once(terminal)?;
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// Wait for the server to become ready
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while !matches!(
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client.recv_next_message().await?,
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ServerMessage::OpponentConnected
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) {}
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// Display game screen
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GameScreen::new(client).show(terminal).await?;
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Client::start_random_play(&username).await?
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}
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// Play against bot
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@ -130,20 +118,14 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
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// Then connect to server
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PopupScreen::new("Connecting...").show_once(terminal)?;
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let client = Client::start_bot_play(&rules).await?;
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// Wait for the server to become ready
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while !matches!(
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client.recv_next_message().await?,
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ServerMessage::OpponentConnected
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) {}
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// Display game screen
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GameScreen::new(client).show(terminal).await?;
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Client::start_bot_play(&rules).await?
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}
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ScreenResult::Canceled | ScreenResult::Ok(SelectPlayModeResult::Exit) => return Ok(()),
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}
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};
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// Display game screen
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GameScreen::new(client).show(terminal).await?;
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}
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}
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@ -151,8 +133,6 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
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pub async fn main() -> Result<(), Box<dyn Error>> {
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env_logger::Builder::from_env(Env::default()).init();
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start_server_if_missing().await;
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// setup terminal
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enable_raw_mode()?;
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let mut stdout = io::stdout();
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@ -26,5 +26,7 @@ pub async fn start_server_if_missing() {
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.expect("Failed to run local server!")
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}));
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});
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network_utils::wait_for_port(cli_args().listen_port()).await;
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}
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}
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@ -26,9 +26,11 @@ use crate::ui_widgets::game_map_widget::{ColoredCells, GameMapWidget};
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type CoordinatesMapper = HashMap<Coordinates, Coordinates>;
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#[derive(Eq, PartialEq)]
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#[derive(Eq, PartialEq, Ord, PartialOrd)]
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enum GameStatus {
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Pending,
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Connecting,
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WaitingForAnotherPlayer,
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OpponentConnected,
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WaitingForOpponentBoatsConfig,
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OpponentReady,
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Starting,
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@ -45,14 +47,14 @@ enum GameStatus {
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impl GameStatus {
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pub fn can_show_game_maps(&self) -> bool {
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self != &GameStatus::Pending
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&& self != &GameStatus::WaitingForOpponentBoatsConfig
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&& self != &GameStatus::OpponentReady
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self > &GameStatus::Starting
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}
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pub fn status_text(&self) -> &str {
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match self {
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GameStatus::Pending => "Game is pending...",
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GameStatus::Connecting => "Connecting...",
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GameStatus::WaitingForAnotherPlayer => "Waiting for another player...",
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GameStatus::OpponentConnected => "Opponent connected!",
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GameStatus::WaitingForOpponentBoatsConfig => "Waiting for ### boats configuration",
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GameStatus::OpponentReady => "### is ready!",
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GameStatus::Starting => "Game is starting...",
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@ -90,6 +92,7 @@ impl Buttons {
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pub struct GameScreen {
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client: Client,
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invite_code: Option<String>,
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status: GameStatus,
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opponent_name: Option<String>,
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game: CurrentGameStatus,
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@ -102,7 +105,8 @@ impl GameScreen {
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pub fn new(client: Client) -> Self {
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Self {
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client,
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status: GameStatus::Pending,
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invite_code: None,
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status: GameStatus::Connecting,
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opponent_name: None,
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game: Default::default(),
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curr_shoot_position: Coordinates::new(0, 0),
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@ -214,10 +218,23 @@ impl GameScreen {
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// Handle incoming messages
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while let Some(msg) = self.client.try_recv_next_message().await? {
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match msg {
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ServerMessage::SetInviteCode { .. } => unimplemented!(),
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ServerMessage::InvalidInviteCode => unimplemented!(),
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ServerMessage::WaitingForAnotherPlayer => unimplemented!(),
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ServerMessage::OpponentConnected => unimplemented!(),
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ServerMessage::SetInviteCode { code } => {
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self.status = GameStatus::WaitingForAnotherPlayer;
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self.invite_code = Some(code);
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}
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ServerMessage::InvalidInviteCode => {
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PopupScreen::new("Invalid invite code!").show(terminal)?;
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return Ok(ScreenResult::Ok(()));
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}
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ServerMessage::WaitingForAnotherPlayer => {
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self.status = GameStatus::WaitingForAnotherPlayer;
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}
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ServerMessage::OpponentConnected => {
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self.status = GameStatus::OpponentConnected;
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}
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ServerMessage::SetOpponentName { name } => self.opponent_name = Some(name),
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@ -427,13 +444,19 @@ impl GameScreen {
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}
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fn ui<B: Backend>(&mut self, f: &mut Frame<B>) -> CoordinatesMapper {
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let status_text = self
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let mut status_text = self
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.status
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.status_text()
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.replace("###", self.opponent_name());
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// If the game is in a state where game maps can not be shown
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if !self.status.can_show_game_maps() {
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if self.status == GameStatus::WaitingForAnotherPlayer {
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if let Some(code) = &self.invite_code {
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status_text.push_str(&format!("\n Invite code: {}", code));
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}
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}
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PopupScreen::new(&status_text).show_in_frame(f);
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return HashMap::default();
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}
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@ -89,7 +89,6 @@ impl Handler<CreateInvite> for DispatcherActor {
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msg.1.do_send(ServerMessage::SetInviteCode {
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code: invite_code.clone(),
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});
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msg.1.do_send(ServerMessage::WaitingForAnotherPlayer);
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self.with_invite.insert(
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invite_code,
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PendingPlayer {
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