Can play using invites

This commit is contained in:
Pierre HUBERT 2022-10-17 18:47:33 +02:00
parent e760bcbe33
commit d8f96f732a
4 changed files with 114 additions and 42 deletions

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@ -5,7 +5,9 @@ use futures::{SinkExt, StreamExt};
use hyper_rustls::ConfigBuilderExt; use hyper_rustls::ConfigBuilderExt;
use sea_battle_backend::data::GameRules; use sea_battle_backend::data::GameRules;
use sea_battle_backend::human_player_ws::{ClientMessage, ServerMessage}; use sea_battle_backend::human_player_ws::{ClientMessage, ServerMessage};
use sea_battle_backend::server::{BotPlayQuery, PlayRandomQuery}; use sea_battle_backend::server::{
AcceptInviteQuery, BotPlayQuery, CreateInviteQuery, PlayRandomQuery,
};
use sea_battle_backend::utils::res_utils::{boxed_error, Res}; use sea_battle_backend::utils::res_utils::{boxed_error, Res};
use std::fmt::Display; use std::fmt::Display;
use std::sync::mpsc::TryRecvError; use std::sync::mpsc::TryRecvError;
@ -61,6 +63,38 @@ impl Client {
.await .await
} }
/// Start a play by creating an invite
pub async fn start_create_invite<D: Display>(rules: &GameRules, player_name: D) -> Res<Self> {
Self::connect_url(
&cli_args().remote_server_uri,
&format!(
"/play/create_invite?{}",
serde_urlencoded::to_string(&CreateInviteQuery {
rules: rules.clone(),
player_name: player_name.to_string()
})
.unwrap()
),
)
.await
}
/// Start a play by accepting an invite
pub async fn start_accept_invite<D: Display>(code: String, player_name: D) -> Res<Self> {
Self::connect_url(
&cli_args().remote_server_uri,
&format!(
"/play/accept_invite?{}",
serde_urlencoded::to_string(&AcceptInviteQuery {
code,
player_name: player_name.to_string()
})
.unwrap()
),
)
.await
}
/// Do connect to a server, returning /// Do connect to a server, returning
async fn connect_url(server: &str, uri: &str) -> Res<Self> { async fn connect_url(server: &str, uri: &str) -> Res<Self> {
let mut ws_url = server.replace("http", "ws"); let mut ws_url = server.replace("http", "ws");

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@ -21,7 +21,9 @@ use cli_player::ui_screens::input_screen::InputScreen;
use cli_player::ui_screens::popup_screen::PopupScreen; use cli_player::ui_screens::popup_screen::PopupScreen;
use cli_player::ui_screens::select_play_mode_screen::{SelectPlayModeResult, SelectPlayModeScreen}; use cli_player::ui_screens::select_play_mode_screen::{SelectPlayModeResult, SelectPlayModeScreen};
use cli_player::ui_screens::*; use cli_player::ui_screens::*;
use sea_battle_backend::consts::{MAX_PLAYER_NAME_LENGTH, MIN_PLAYER_NAME_LENGTH}; use sea_battle_backend::consts::{
INVITE_CODE_LENGTH, MAX_PLAYER_NAME_LENGTH, MIN_PLAYER_NAME_LENGTH,
};
use sea_battle_backend::data::GameRules; use sea_battle_backend::data::GameRules;
use sea_battle_backend::utils::res_utils::Res; use sea_battle_backend::utils::res_utils::Res;
@ -72,8 +74,8 @@ async fn run_dev<B: Backend>(
))? ))?
} }
/// Ask the user to specify its username /// Ask the user to specify the name he should be identified with
fn query_username<B: Backend>(terminal: &mut Terminal<B>) -> Res<String> { fn query_player_name<B: Backend>(terminal: &mut Terminal<B>) -> Res<String> {
let mut hostname = hostname::get()?.to_string_lossy().to_string(); let mut hostname = hostname::get()?.to_string_lossy().to_string();
if hostname.len() > MAX_PLAYER_NAME_LENGTH { if hostname.len() > MAX_PLAYER_NAME_LENGTH {
hostname = hostname[0..MAX_PLAYER_NAME_LENGTH].to_string(); hostname = hostname[0..MAX_PLAYER_NAME_LENGTH].to_string();
@ -103,29 +105,49 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
let choice = SelectPlayModeScreen::default().show(terminal)?; let choice = SelectPlayModeScreen::default().show(terminal)?;
if let ScreenResult::Ok(c) = choice { if let ScreenResult::Ok(c) = choice {
if c.need_user_name() && username.is_empty() { if c.need_player_name() && username.is_empty() {
username = query_username(terminal)?; username = query_player_name(terminal)?;
}
if c.need_custom_rules() {
rules = match GameRulesConfigurationScreen::new(rules.clone()).show(terminal)? {
ScreenResult::Ok(r) => r,
ScreenResult::Canceled => continue,
}
} }
} }
PopupScreen::new("🔌 Connecting...").show_once(terminal)?;
let client = match choice { let client = match choice {
ScreenResult::Ok(SelectPlayModeResult::PlayRandom) => { ScreenResult::Ok(SelectPlayModeResult::PlayRandom) => {
PopupScreen::new("Connecting...").show_once(terminal)?;
Client::start_random_play(&username).await? Client::start_random_play(&username).await?
} }
// Play against bot // Play against bot
ScreenResult::Ok(SelectPlayModeResult::PlayAgainstBot) => { ScreenResult::Ok(SelectPlayModeResult::PlayAgainstBot) => {
// First, ask for custom rules Client::start_bot_play(&rules).await?
rules = match GameRulesConfigurationScreen::new(rules.clone()).show(terminal)? { }
ScreenResult::Ok(r) => r,
ScreenResult::Canceled => continue, // Create invite
ScreenResult::Ok(SelectPlayModeResult::CreateInvite) => {
Client::start_create_invite(&rules, &username).await?
}
// Join invite
ScreenResult::Ok(SelectPlayModeResult::AcceptInvite) => {
let code = match InputScreen::new("Invite code")
.set_min_length(INVITE_CODE_LENGTH)
.set_max_length(INVITE_CODE_LENGTH)
.show(terminal)?
.value()
{
None => continue,
Some(v) => v,
}; };
// Then connect to server PopupScreen::new("🔌 Connecting...").show_once(terminal)?;
PopupScreen::new("Connecting...").show_once(terminal)?; Client::start_accept_invite(code, &username).await?
Client::start_bot_play(&rules).await?
} }
ScreenResult::Canceled | ScreenResult::Ok(SelectPlayModeResult::Exit) => return Ok(()), ScreenResult::Canceled | ScreenResult::Ok(SelectPlayModeResult::Exit) => return Ok(()),

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@ -53,21 +53,21 @@ impl GameStatus {
pub fn status_text(&self) -> &str { pub fn status_text(&self) -> &str {
match self { match self {
GameStatus::Connecting => "Connecting...", GameStatus::Connecting => "🔌 Connecting...",
GameStatus::WaitingForAnotherPlayer => "Waiting for another player...", GameStatus::WaitingForAnotherPlayer => "🕑 Waiting for another player...",
GameStatus::OpponentConnected => "Opponent connected!", GameStatus::OpponentConnected => "Opponent connected!",
GameStatus::WaitingForOpponentBoatsConfig => "Waiting for ### boats configuration", GameStatus::WaitingForOpponentBoatsConfig => "🕑 Waiting for ### boats configuration",
GameStatus::OpponentReady => "### is ready!", GameStatus::OpponentReady => "### is ready!",
GameStatus::Starting => "Game is starting...", GameStatus::Starting => "🕑 Game is starting...",
GameStatus::MustFire => "You must fire!", GameStatus::MustFire => "🚨 You must fire!",
GameStatus::OpponentMustFire => "### must fire!", GameStatus::OpponentMustFire => "💣 ### must fire!",
GameStatus::WonGame => "You win the game!", GameStatus::WonGame => "🎉 You win the game!",
GameStatus::LostGame => "### wins the game. You loose.", GameStatus::LostGame => "😿 ### wins the game. You loose.",
GameStatus::RematchRequestedByOpponent => "Rematch requested by ###", GameStatus::RematchRequestedByOpponent => "Rematch requested by ###",
GameStatus::RematchRequestedByPlayer => "Rematch requested by you", GameStatus::RematchRequestedByPlayer => "Rematch requested by you",
GameStatus::RematchAccepted => "Rematch accepted!", GameStatus::RematchAccepted => "Rematch accepted!",
GameStatus::RematchRejected => "Rematch rejected!", GameStatus::RematchRejected => "Rematch rejected!",
GameStatus::OpponentLeftGame => "Opponent left game!", GameStatus::OpponentLeftGame => "Opponent left game!",
} }
} }
} }
@ -83,10 +83,10 @@ enum Buttons {
impl Buttons { impl Buttons {
pub fn text(&self) -> &str { pub fn text(&self) -> &str {
match self { match self {
Buttons::RequestRematch => "Request rematch", Buttons::RequestRematch => "Request rematch",
Buttons::AcceptRematch => "Accept rematch", Buttons::AcceptRematch => "Accept rematch",
Buttons::RejectRematch => "Reject rematch", Buttons::RejectRematch => "Reject rematch",
Buttons::QuitGame => "Quit game", Buttons::QuitGame => "Quit game",
} }
} }
} }
@ -241,7 +241,7 @@ impl GameScreen {
} }
ServerMessage::InvalidInviteCode => { ServerMessage::InvalidInviteCode => {
PopupScreen::new("Invalid invite code!").show(terminal)?; PopupScreen::new("Invalid invite code!").show(terminal)?;
return Ok(ScreenResult::Ok(())); return Ok(ScreenResult::Ok(()));
} }
@ -475,7 +475,7 @@ impl GameScreen {
if !self.status.can_show_game_maps() { if !self.status.can_show_game_maps() {
if self.status == GameStatus::WaitingForAnotherPlayer { if self.status == GameStatus::WaitingForAnotherPlayer {
if let Some(code) = &self.invite_code { if let Some(code) = &self.invite_code {
status_text.push_str(&format!("\n Invite code: {}", code)); status_text.push_str(&format!("\n\n🎫 Invite code: {}", code));
} }
} }

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@ -17,14 +17,22 @@ pub enum SelectPlayModeResult {
#[default] #[default]
PlayAgainstBot, PlayAgainstBot,
PlayRandom, PlayRandom,
CreateInvite,
AcceptInvite,
Exit, Exit,
} }
impl SelectPlayModeResult { impl SelectPlayModeResult {
/// Specify whether a selected play mode requires a user name or not /// Specify whether a selected play mode requires a user name or not
pub fn need_user_name(&self) -> bool { pub fn need_player_name(&self) -> bool {
self != &SelectPlayModeResult::PlayAgainstBot && self != &SelectPlayModeResult::Exit self != &SelectPlayModeResult::PlayAgainstBot && self != &SelectPlayModeResult::Exit
} }
/// Specify whether a selected play mode requires a the user to specify its own game rules or
/// not
pub fn need_custom_rules(&self) -> bool {
self == &SelectPlayModeResult::PlayAgainstBot || self == &SelectPlayModeResult::CreateInvite
}
} }
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
@ -33,17 +41,25 @@ struct PlayModeDescription {
value: SelectPlayModeResult, value: SelectPlayModeResult,
} }
const AVAILABLE_PLAY_MODES: [PlayModeDescription; 3] = [ const AVAILABLE_PLAY_MODES: [PlayModeDescription; 5] = [
PlayModeDescription { PlayModeDescription {
name: "Play against bot (offline)", name: "🤖 Play against bot (offline)",
value: SelectPlayModeResult::PlayAgainstBot, value: SelectPlayModeResult::PlayAgainstBot,
}, },
PlayModeDescription { PlayModeDescription {
name: "Play against random player (online)", name: "🎲 Play against random player (online)",
value: SelectPlayModeResult::PlayRandom, value: SelectPlayModeResult::PlayRandom,
}, },
PlayModeDescription { PlayModeDescription {
name: "Exit app", name: " Create play invite (online)",
value: SelectPlayModeResult::CreateInvite,
},
PlayModeDescription {
name: "🎫 Accept play invite (online)",
value: SelectPlayModeResult::AcceptInvite,
},
PlayModeDescription {
name: "❌ Exit app",
value: SelectPlayModeResult::Exit, value: SelectPlayModeResult::Exit,
}, },
]; ];
@ -92,7 +108,7 @@ impl SelectPlayModeScreen {
} }
fn ui<B: Backend>(&mut self, f: &mut Frame<B>) { fn ui<B: Backend>(&mut self, f: &mut Frame<B>) {
let area = centered_rect_size(50, 5, &f.size()); let area = centered_rect_size(50, 2 + AVAILABLE_PLAY_MODES.len() as u16, &f.size());
// Create a List from all list items and highlight the currently selected one // Create a List from all list items and highlight the currently selected one
let items = AVAILABLE_PLAY_MODES let items = AVAILABLE_PLAY_MODES