SeaBattle/rust/cli_player/src/client.rs

137 lines
4.9 KiB
Rust

use crate::cli_args::cli_args;
use crate::server;
use futures::stream::{SplitSink, SplitStream};
use futures::{SinkExt, StreamExt};
use sea_battle_backend::data::GameRules;
use sea_battle_backend::human_player_ws::{ClientMessage, ServerMessage};
use sea_battle_backend::server::BotPlayQuery;
use sea_battle_backend::utils::{boxed_error, Res};
use std::sync::mpsc;
use std::sync::mpsc::TryRecvError;
use tokio::net::TcpStream;
use tokio_tungstenite::tungstenite::Message;
use tokio_tungstenite::{MaybeTlsStream, WebSocketStream};
type WsStream = WebSocketStream<MaybeTlsStream<TcpStream>>;
/// Connection client
///
/// This structure acts as a wrapper around websocket connection that handles automatically parsing
/// of incoming messages and encoding of outgoing messages
pub struct Client {
sink: SplitSink<WsStream, Message>,
receiver: mpsc::Receiver<ServerMessage>,
}
impl Client {
/// Start to play against a bot
///
/// When playing against a bot, local server is always used
pub async fn start_bot_play(rules: &GameRules) -> Res<Self> {
server::start_server_if_missing().await;
Self::connect_url(
&cli_args().local_server_address(),
&format!(
"/play/bot?{}",
serde_urlencoded::to_string(&BotPlayQuery {
rules: rules.clone(),
player_name: "Human".to_string()
})
.unwrap()
),
)
.await
}
/// Do connect to a server, returning
async fn connect_url(server: &str, uri: &str) -> Res<Self> {
let mut url = server.replace("http", "ws");
url.push_str(uri);
log::debug!("Connecting to {}", url);
// Connect to websocket & split streams
let (socket, _) = tokio_tungstenite::connect_async(url).await?;
let (sink, mut stream) = socket.split();
// Receive server message on a separate task
let (sender, receiver) = mpsc::channel();
tokio::task::spawn(async move {
loop {
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);
break;
}
}
Err(e) => {
log::error!("Failed receive next message from websocket! {}", e);
break;
}
}
}
});
Ok(Self { sink, receiver })
}
/// Receive next message from stream
async fn recv_next_msg(stream: &mut SplitStream<WsStream>) -> Res<ServerMessage> {
loop {
let chunk = match stream.next().await {
None => return Err(boxed_error("No more message in queue!")),
Some(d) => d,
};
match chunk? {
Message::Text(t) => {
log::debug!("TEXT Got a text message from server!");
let msg: ServerMessage = serde_json::from_str(&t)?;
return Ok(msg);
}
Message::Binary(_) => {
log::debug!("BINARY Got an unexpected binary message");
return Err(boxed_error("Received an unexpected binary message!"));
}
Message::Ping(_) => {
log::debug!("PING Got a ping message from server");
}
Message::Pong(_) => {
log::debug!("PONG Got a pong message");
}
Message::Close(_) => {
log::debug!("CLOSE Got a close websocket message");
return Err(boxed_error("Server requested to close connection!"));
}
Message::Frame(_) => {
log::debug!("FRAME Got an unexpected frame from server!");
return Err(boxed_error("Got an unexpected frame!"));
}
}
}
}
/// Send a message through the stream
pub async fn send_message(&mut self, msg: &ClientMessage) -> Res {
self.sink
.send(Message::Text(serde_json::to_string(&msg)?))
.await?;
Ok(())
}
/// Try to receive next message from websocket, in a non-blocking way
pub async fn try_recv_next_message(&self) -> Res<Option<ServerMessage>> {
match self.receiver.try_recv() {
Ok(msg) => Ok(Some(msg)),
Err(TryRecvError::Empty) => Ok(None),
Err(TryRecvError::Disconnected) => Err(boxed_error("Receiver channel disconnected!")),
}
}
/// Block until the next message from websocket is availabl
pub async fn recv_next_message(&self) -> Res<ServerMessage> {
Ok(self.receiver.recv()?)
}
}