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6 Commits

Author SHA1 Message Date
b1145cc362 Limit player name length
All checks were successful
continuous-integration/drone/push Build is passing
2022-10-16 18:51:05 +02:00
e0132b68ed Can notify a player that the server is waiting for opponent play configuration 2022-10-16 18:42:18 +02:00
e97f4b593a Can fire directly with the mouse 2022-10-16 18:38:22 +02:00
1c08e2ec01 Connections are properly closed 2022-10-16 18:35:17 +02:00
70d70c2851 Handle bug that happens when a player leaves the game in an early stage 2022-10-16 18:35:17 +02:00
04ee20dac2 Fix a few bugs 2022-10-16 18:06:31 +02:00
13 changed files with 132 additions and 47 deletions

View File

@@ -90,12 +90,12 @@ impl Client {
match Self::recv_next_msg(&mut stream).await {
Ok(msg) => {
if let Err(e) = sender.send(msg.clone()) {
log::error!("Failed to forward ws message! {} (msg={:?})", e, msg);
log::debug!("Failed to forward ws message! {} (msg={:?})", e, msg);
break;
}
}
Err(e) => {
log::error!("Failed receive next message from websocket! {}", e);
log::debug!("Failed receive next message from websocket! {}", e);
break;
}
}
@@ -162,4 +162,11 @@ impl Client {
pub async fn recv_next_message(&self) -> Res<ServerMessage> {
Ok(self.receiver.recv()?)
}
/// Close connection
pub async fn close_connection(&mut self) {
if let Err(e) = self.sink.send(Message::Close(None)).await {
log::debug!("Failed to close WS connection! {:?}", e);
}
}
}

View File

@@ -14,15 +14,14 @@ use tui::Terminal;
use cli_player::cli_args::{cli_args, TestDevScreen};
use cli_player::client::Client;
use cli_player::server::start_server_if_missing;
use cli_player::ui_screens::configure_game_rules::GameRulesConfigurationScreen;
use cli_player::ui_screens::game_screen::GameScreen;
use cli_player::ui_screens::input_screen::InputScreen;
use cli_player::ui_screens::popup_screen::PopupScreen;
use cli_player::ui_screens::select_play_mode_screen::{SelectPlayModeResult, SelectPlayModeScreen};
use cli_player::ui_screens::*;
use sea_battle_backend::consts::{MAX_PLAYER_NAME_LENGTH, MIN_PLAYER_NAME_LENGTH};
use sea_battle_backend::data::GameRules;
use sea_battle_backend::human_player_ws::ServerMessage;
use sea_battle_backend::utils::Res;
/// Test code screens
@@ -74,12 +73,17 @@ async fn run_dev<B: Backend>(
/// Ask the user to specify its username
fn query_username<B: Backend>(terminal: &mut Terminal<B>) -> Res<String> {
let 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 {
hostname = hostname[0..MAX_PLAYER_NAME_LENGTH].to_string();
}
let res =
InputScreen::new("Please specify the name to which other players should identify you:")
.set_title("Player name")
.set_value(&hostname)
.set_min_length(MIN_PLAYER_NAME_LENGTH)
.set_max_length(MAX_PLAYER_NAME_LENGTH)
.show(terminal)?;
Ok(res.value().unwrap_or(hostname))
@@ -103,21 +107,11 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
}
}
match choice {
let client = match choice {
ScreenResult::Ok(SelectPlayModeResult::PlayRandom) => {
PopupScreen::new("Connecting...").show_once(terminal)?;
let client = Client::start_random_play(&username).await?;
PopupScreen::new("Waiting for opponent...").show_once(terminal)?;
// Wait for the server to become ready
while !matches!(
client.recv_next_message().await?,
ServerMessage::OpponentConnected
) {}
// Display game screen
GameScreen::new(client).show(terminal).await?;
Client::start_random_play(&username).await?
}
// Play against bot
@@ -130,28 +124,21 @@ async fn run_app<B: Backend>(terminal: &mut Terminal<B>) -> Res {
// Then connect to server
PopupScreen::new("Connecting...").show_once(terminal)?;
let client = Client::start_bot_play(&rules).await?;
// Wait for the server to become ready
while !matches!(
client.recv_next_message().await?,
ServerMessage::OpponentConnected
) {}
// Display game screen
GameScreen::new(client).show(terminal).await?;
Client::start_bot_play(&rules).await?
}
ScreenResult::Canceled | ScreenResult::Ok(SelectPlayModeResult::Exit) => return Ok(()),
}
};
// Display game screen
GameScreen::new(client).show(terminal).await?;
}
}
#[tokio::main]
pub async fn main() -> Result<(), Box<dyn Error>> {
env_logger::Builder::from_env(Env::default()).init();
start_server_if_missing().await;
cli_args(); // Avoid a crash if help argument is triggered
// setup terminal
enable_raw_mode()?;

View File

@@ -26,5 +26,7 @@ pub async fn start_server_if_missing() {
.expect("Failed to run local server!")
}));
});
network_utils::wait_for_port(cli_args().listen_port()).await;
}
}

View File

@@ -26,9 +26,11 @@ use crate::ui_widgets::game_map_widget::{ColoredCells, GameMapWidget};
type CoordinatesMapper = HashMap<Coordinates, Coordinates>;
#[derive(Eq, PartialEq)]
#[derive(Eq, PartialEq, Ord, PartialOrd)]
enum GameStatus {
Pending,
Connecting,
WaitingForAnotherPlayer,
OpponentConnected,
WaitingForOpponentBoatsConfig,
OpponentReady,
Starting,
@@ -45,14 +47,14 @@ enum GameStatus {
impl GameStatus {
pub fn can_show_game_maps(&self) -> bool {
self != &GameStatus::Pending
&& self != &GameStatus::WaitingForOpponentBoatsConfig
&& self != &GameStatus::OpponentReady
self > &GameStatus::Starting
}
pub fn status_text(&self) -> &str {
match self {
GameStatus::Pending => "Game is pending...",
GameStatus::Connecting => "Connecting...",
GameStatus::WaitingForAnotherPlayer => "Waiting for another player...",
GameStatus::OpponentConnected => "Opponent connected!",
GameStatus::WaitingForOpponentBoatsConfig => "Waiting for ### boats configuration",
GameStatus::OpponentReady => "### is ready!",
GameStatus::Starting => "Game is starting...",
@@ -90,6 +92,7 @@ impl Buttons {
pub struct GameScreen {
client: Client,
invite_code: Option<String>,
status: GameStatus,
opponent_name: Option<String>,
game: CurrentGameStatus,
@@ -102,7 +105,8 @@ impl GameScreen {
pub fn new(client: Client) -> Self {
Self {
client,
status: GameStatus::Pending,
invite_code: None,
status: GameStatus::Connecting,
opponent_name: None,
game: Default::default(),
curr_shoot_position: Coordinates::new(0, 0),
@@ -141,6 +145,7 @@ impl GameScreen {
KeyCode::Char('q')
if confirm(terminal, "Do you really want to leave game?") =>
{
self.client.close_connection().await;
return Ok(ScreenResult::Canceled);
}
@@ -188,7 +193,10 @@ impl GameScreen {
.await?;
self.status = GameStatus::RematchRejected;
}
Buttons::QuitGame => return Ok(ScreenResult::Ok(())),
Buttons::QuitGame => {
self.client.close_connection().await;
return Ok(ScreenResult::Ok(()));
}
},
_ => {}
@@ -206,6 +214,16 @@ impl GameScreen {
coordinates_mapper.get(&Coordinates::new(mouse.column, mouse.row))
{
self.curr_shoot_position = *c;
if self.can_fire()
&& self.game.can_fire_at_location(self.curr_shoot_position)
{
self.client
.send_message(&ClientMessage::Fire {
location: self.curr_shoot_position,
})
.await?;
}
}
}
}
@@ -214,10 +232,23 @@ impl GameScreen {
// Handle incoming messages
while let Some(msg) = self.client.try_recv_next_message().await? {
match msg {
ServerMessage::SetInviteCode { .. } => unimplemented!(),
ServerMessage::InvalidInviteCode => unimplemented!(),
ServerMessage::WaitingForAnotherPlayer => unimplemented!(),
ServerMessage::OpponentConnected => unimplemented!(),
ServerMessage::SetInviteCode { code } => {
self.status = GameStatus::WaitingForAnotherPlayer;
self.invite_code = Some(code);
}
ServerMessage::InvalidInviteCode => {
PopupScreen::new("Invalid invite code!").show(terminal)?;
return Ok(ScreenResult::Ok(()));
}
ServerMessage::WaitingForAnotherPlayer => {
self.status = GameStatus::WaitingForAnotherPlayer;
}
ServerMessage::OpponentConnected => {
self.status = GameStatus::OpponentConnected;
}
ServerMessage::SetOpponentName { name } => self.opponent_name = Some(name),
@@ -232,6 +263,7 @@ impl GameScreen {
.await?
}
ScreenResult::Canceled => {
self.client.close_connection().await;
return Ok(ScreenResult::Canceled);
}
};
@@ -427,13 +459,19 @@ impl GameScreen {
}
fn ui<B: Backend>(&mut self, f: &mut Frame<B>) -> CoordinatesMapper {
let status_text = self
let mut status_text = self
.status
.status_text()
.replace("###", self.opponent_name());
// If the game is in a state where game maps can not be shown
if !self.status.can_show_game_maps() {
if self.status == GameStatus::WaitingForAnotherPlayer {
if let Some(code) = &self.invite_code {
status_text.push_str(&format!("\n Invite code: {}", code));
}
}
PopupScreen::new(&status_text).show_in_frame(f);
return HashMap::default();
}

View File

@@ -55,6 +55,16 @@ impl<'a> InputScreen<'a> {
self
}
pub fn set_min_length(mut self, v: usize) -> Self {
self.min_len = v;
self
}
pub fn set_max_length(mut self, v: usize) -> Self {
self.max_len = v;
self
}
/// Get error contained in input
fn error(&self) -> Option<&'static str> {
if self.value.len() > self.max_len {

View File

@@ -58,6 +58,8 @@ impl Player for BotPlayer {
unreachable!()
}
fn waiting_for_opponent_boats_layout(&self) {}
fn notify_other_player_ready(&self) {}
fn notify_game_starting(&self) {}

View File

@@ -21,3 +21,6 @@ pub const MULTI_PLAYER_PLAYER_BOATS: [usize; 5] = [2, 3, 3, 4, 5];
pub const ALPHABET: &str = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
pub const INVITE_CODE_LENGTH: usize = 5;
pub const MIN_PLAYER_NAME_LENGTH: usize = 1;
pub const MAX_PLAYER_NAME_LENGTH: usize = 10;

View File

@@ -57,6 +57,8 @@ pub struct PlayConfiguration {
pub max_boats_number: usize,
pub bot_types: &'static [BotDescription],
pub ordinate_alphabet: &'static str,
pub min_player_name_len: usize,
pub max_player_name_len: usize,
}
impl Default for PlayConfiguration {
@@ -72,6 +74,8 @@ impl Default for PlayConfiguration {
max_boats_number: MAX_BOATS_NUMBER,
bot_types: &BOTS_TYPES,
ordinate_alphabet: ALPHABET,
min_player_name_len: MIN_PLAYER_NAME_LENGTH,
max_player_name_len: MAX_PLAYER_NAME_LENGTH,
}
}
}

View File

@@ -89,7 +89,6 @@ impl Handler<CreateInvite> for DispatcherActor {
msg.1.do_send(ServerMessage::SetInviteCode {
code: invite_code.clone(),
});
msg.1.do_send(ServerMessage::WaitingForAnotherPlayer);
self.with_invite.insert(
invite_code,
PendingPlayer {

View File

@@ -22,6 +22,8 @@ pub trait Player {
fn rejected_boats_layout(&self, errors: Vec<&'static str>);
fn waiting_for_opponent_boats_layout(&self);
fn notify_other_player_ready(&self);
fn notify_game_starting(&self);
@@ -68,6 +70,14 @@ enum GameStatus {
RematchRejected,
}
impl GameStatus {
pub fn can_game_continue_with_bot(&self) -> bool {
*self != GameStatus::Finished
&& *self != GameStatus::RematchRejected
&& *self != GameStatus::RematchRequested
}
}
pub struct Game {
rules: GameRules,
players: Vec<Arc<dyn Player>>,
@@ -286,6 +296,8 @@ impl Handler<SetBoatsLayout> for Game {
if self.map_0.is_some() && self.map_1.is_some() {
self.players.iter().for_each(|p| p.notify_game_starting());
self.start_fire_exchanges();
} else {
self.players[player_index].waiting_for_opponent_boats_layout();
}
}
}
@@ -363,7 +375,9 @@ impl Handler<PlayerLeftGame> for Game {
self.players[opponent(offline_player)].opponent_left_game();
// If the other player is a bot or if the game is not running, stop the game
if self.status != GameStatus::Started || self.players[opponent(offline_player)].is_bot() {
if !self.status.can_game_continue_with_bot()
|| self.players[opponent(offline_player)].is_bot()
{
ctx.stop();
} else {
// Replace the player with a bot
@@ -371,8 +385,11 @@ impl Handler<PlayerLeftGame> for Game {
Arc::new(BotPlayer::new(self.rules.bot_type, ctx.address()));
self.players[opponent(offline_player)].opponent_replaced_by_bot();
if self.turn == offline_player {
// Re-do current action
if self.status == GameStatus::Started {
self.request_fire();
} else if self.status == GameStatus::WaitingForBoatsDisposition {
self.players[offline_player].query_boats_layout(&self.rules);
}
}
}

View File

@@ -47,6 +47,11 @@ impl Player for HumanPlayer {
});
}
fn waiting_for_opponent_boats_layout(&self) {
self.player
.do_send(ServerMessage::WaitingForOtherPlayerConfiguration);
}
fn notify_other_player_ready(&self) {
self.player.do_send(ServerMessage::OpponentReady);
}
@@ -109,6 +114,7 @@ impl Player for HumanPlayer {
impl HumanPlayer {
pub fn handle_client_message(&self, msg: ClientMessage) {
log::debug!("Got message from client: {:?}", msg);
match msg {
ClientMessage::StopGame => self.game.do_send(PlayerLeftGame(self.uuid)),
ClientMessage::BoatsLayout { layout } => {

View File

@@ -8,6 +8,7 @@ use actix_web_actors::ws::{CloseCode, CloseReason, Message, ProtocolError, Webso
use uuid::Uuid;
use crate::bot_player::BotPlayer;
use crate::consts::{MAX_PLAYER_NAME_LENGTH, MIN_PLAYER_NAME_LENGTH};
use crate::data::{BoatsLayout, Coordinates, CurrentGameStatus, FireResult, GameRules};
use crate::dispatcher_actor::{AcceptInvite, CreateInvite, DispatcherActor, PlayRandom};
use crate::game::{AddPlayer, Game};
@@ -149,6 +150,12 @@ impl Actor for HumanPlayerWS {
type Context = WebsocketContext<Self>;
fn started(&mut self, ctx: &mut Self::Context) {
// Check player name length
if self.name.len() < MIN_PLAYER_NAME_LENGTH || self.name.len() > MAX_PLAYER_NAME_LENGTH {
ctx.stop();
return;
}
self.hb(ctx);
self.send_message(ServerMessage::WaitingForAnotherPlayer, ctx);
@@ -222,7 +229,7 @@ impl StreamHandler<Result<ws::Message, ProtocolError>> for HumanPlayerWS {
log::warn!("Got unsupported continuation message!");
}
Ok(Message::Pong(_)) => {
log::info!("Got pong message");
log::debug!("Got pong message");
self.hb = Instant::now();
}
Ok(Message::Close(reason)) => {
@@ -238,6 +245,7 @@ impl Handler<ServerMessage> for HumanPlayerWS {
type Result = ();
fn handle(&mut self, msg: ServerMessage, ctx: &mut Self::Context) -> Self::Result {
log::debug!("Send message through WS: {:?}", msg);
ctx.text(serde_json::to_string(&msg).unwrap());
}
}

View File

@@ -131,6 +131,8 @@ async fn start_random(
resp
}
pub async fn start_server(args: Args) -> std::io::Result<()> {
log::info!("Start to listen on {}", args.listen_address);
let args_clone = args.clone();
let dispatcher_actor = DispatcherActor::default().start();