trictrac/clients/backbone-lib/src/session.rs

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//! The public-facing session API.
//!
//! # Usage
//!
//! ```ignore
//! // Connect (async, returns after handshake completes)
//! let mut session: GameSession<MyAction, MyDelta, MyState> =
//! GameSession::connect::<MyBackend>(RoomConfig {
//! relay_url: "ws://localhost:8080/ws".to_string(),
//! game_id: "my-game".to_string(),
//! room_id: "room-42".to_string(),
//! rule_variation: 0,
//! role: RoomRole::Create,
//! reconnect_token: None,
//! })
//! .await?;
//!
//! // In a loop (e.g. Dioxus coroutine with futures::select!):
//! loop {
//! futures::select! {
//! cmd = ui_rx.next().fuse() => session.send_action(cmd),
//! event = session.next_event().fuse() => match event {
//! Some(SessionEvent::Update(u)) => view_state.apply(u),
//! Some(SessionEvent::Disconnected(reason)) | None => break,
//! }
//! }
//! }
//! ```
use ewebsock::{WsEvent, WsMessage};
use futures::StreamExt;
use futures::channel::mpsc::{self, UnboundedReceiver, UnboundedSender};
use protocol::JoinRequest;
use crate::client::client_loop;
use crate::host::host_loop;
use crate::platform::{TaskBound, sleep_ms, spawn_task};
use crate::protocol::{parse_handshake_response, send_join_request};
use crate::traits::{BackEndArchitecture, SerializationCap, ViewStateUpdate};
// ---------------------------------------------------------------------------
// Public configuration types
// ---------------------------------------------------------------------------
/// Whether to create a new room (host) or join an existing one (client).
pub enum RoomRole {
Create,
Join,
}
/// Configuration required to connect to a game session.
pub struct RoomConfig {
/// WebSocket URL of the relay server (e.g. `"ws://localhost:8080/ws"`).
pub relay_url: String,
/// Game identifier registered on the relay (e.g. `"tic-tac-toe"`).
pub game_id: String,
/// Room identifier shared between host and clients.
pub room_id: String,
/// Game mode/variant. Only used when `role` is `Create`.
pub rule_variation: u16,
pub role: RoomRole,
/// If `Some`, attempt to reconnect to an existing session instead of creating/joining fresh.
/// The value is the token returned by a previous successful handshake.
pub reconnect_token: Option<u64>,
/// Serialized backend state for host reconnect.
///
/// Produced by the app layer (e.g. `serde_json::to_vec(&view_state)`) and stored in
/// localStorage. Passed to [`BackEndArchitecture::from_bytes`] when the host
/// reconnects so the game can resume from the last known state.
/// Ignored for non-host reconnects and normal connections.
pub host_state: Option<Vec<u8>>,
}
/// Error returned by [`GameSession::connect`].
#[derive(Debug)]
pub enum ConnectError {
WebSocket(String),
Handshake(String),
}
impl std::fmt::Display for ConnectError {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
ConnectError::WebSocket(e) => write!(f, "WebSocket error: {e}"),
ConnectError::Handshake(e) => write!(f, "Handshake error: {e}"),
}
}
}
// ---------------------------------------------------------------------------
// Internal message type (UI → background task)
// ---------------------------------------------------------------------------
pub(crate) enum BackendMsg<A> {
Action(A),
Disconnect,
}
// ---------------------------------------------------------------------------
// Session event (background task → UI)
// ---------------------------------------------------------------------------
/// Events emitted by the session to the UI.
pub enum SessionEvent<Delta, ViewState> {
/// A state update arrived from the host backend.
Update(ViewStateUpdate<ViewState, Delta>),
/// The session ended. `None` = clean disconnect, `Some(reason)` = error.
Disconnected(Option<String>),
}
// ---------------------------------------------------------------------------
// GameSession
// ---------------------------------------------------------------------------
/// A connected game session.
///
/// Created by [`GameSession::connect`]. Holds channels to the background task
/// that owns the WebSocket connection and (on host) the game backend.
pub struct GameSession<Action, Delta, ViewState> {
/// The player ID assigned by the relay server. Always `0` for the host.
pub player_id: u16,
/// The game mode/variant selected by the host.
pub rule_variation: u16,
/// `true` if this client is hosting the game (runs the backend).
pub is_host: bool,
/// Token to persist in localStorage for reconnect on page refresh.
/// Only meaningful for non-host players (player_id > 0).
pub reconnect_token: u64,
action_tx: UnboundedSender<BackendMsg<Action>>,
event_rx: UnboundedReceiver<SessionEvent<Delta, ViewState>>,
}
impl<A, D, VS> GameSession<A, D, VS>
where
A: SerializationCap + TaskBound,
D: SerializationCap + Clone + TaskBound,
VS: SerializationCap + Clone + TaskBound,
{
/// Connects to the relay server and performs the handshake.
///
/// Returns after the relay confirms the player ID and rule variation.
/// Spawns a background task that drives the WebSocket connection for the
/// lifetime of the session.
///
/// # Errors
/// Returns `Err` if the WebSocket cannot be opened or the handshake fails.
pub async fn connect<Backend>(config: RoomConfig) -> Result<Self, ConnectError>
where
Backend: BackEndArchitecture<A, D, VS> + TaskBound,
{
let create_room = matches!(config.role, RoomRole::Create);
// 1. Open WebSocket.
let (mut ws_sender, ws_receiver) =
ewebsock::connect(&config.relay_url, ewebsock::Options::default())
.map_err(|e| ConnectError::WebSocket(e.to_string()))?;
// 2. Wait for the Opened event (WASM WebSocket is async).
loop {
match ws_receiver.try_recv() {
Some(WsEvent::Opened) => break,
Some(WsEvent::Error(e)) => return Err(ConnectError::WebSocket(e)),
Some(WsEvent::Closed) => {
return Err(ConnectError::WebSocket("Connection closed".to_string()));
}
Some(_) => continue,
None => sleep_ms(1).await,
}
}
// 3. Send the join request.
let req = JoinRequest {
game_id: config.game_id,
room_id: config.room_id,
rule_variation: config.rule_variation,
create_room,
reconnect_token: config.reconnect_token,
};
send_join_request(&mut ws_sender, &req).map_err(ConnectError::Handshake)?;
// 4. Wait for the handshake response.
let (player_id, rule_variation, reconnect_token) = loop {
match ws_receiver.try_recv() {
Some(WsEvent::Message(WsMessage::Binary(data))) => {
break parse_handshake_response(data).map_err(ConnectError::Handshake)?;
}
Some(WsEvent::Error(e)) => return Err(ConnectError::Handshake(e)),
Some(WsEvent::Closed) => {
// The relay may have sent a binary error frame just before
// closing. ewebsock can deliver Closed before that frame,
// so drain one more message to catch it.
if let Some(WsEvent::Message(WsMessage::Binary(data))) =
ws_receiver.try_recv()
{
break parse_handshake_response(data)
.map_err(ConnectError::Handshake)?;
}
return Err(ConnectError::Handshake(
"Connection closed during handshake".to_string(),
));
}
Some(_) => continue,
None => sleep_ms(1).await,
}
};
// The relay assigns player_id == 0 exclusively to the host.
let is_host = player_id == 0;
// 5. Set up channels between the UI and the background task.
let (action_tx, action_rx) = mpsc::unbounded::<BackendMsg<A>>();
let (event_tx, event_rx) = mpsc::unbounded::<SessionEvent<D, VS>>();
// 6. Spawn the background event loop.
if is_host {
spawn_task(host_loop::<A, D, VS, Backend>(
ws_sender,
ws_receiver,
action_rx,
event_tx,
rule_variation,
config.host_state,
));
} else {
spawn_task(client_loop::<A, D, VS>(
ws_sender,
ws_receiver,
action_rx,
event_tx,
));
}
Ok(GameSession {
player_id,
rule_variation,
is_host,
reconnect_token,
action_tx,
event_rx,
})
}
/// Sends a game action to the backend (fire-and-forget).
pub fn send_action(&self, action: A) {
self.action_tx
.unbounded_send(BackendMsg::Action(action))
.ok();
}
/// Awaits the next session event.
///
/// Returns `None` if the background task has exited (i.e. the session is
/// over). Normal termination arrives as `Some(SessionEvent::Disconnected(_))`
/// before the channel closes.
pub async fn next_event(&mut self) -> Option<SessionEvent<D, VS>> {
self.event_rx.next().await
}
/// Signals the background task to send a graceful disconnect message and
/// shut down. Consumes the session.
pub fn disconnect(self) {
self.action_tx
.unbounded_send(BackendMsg::Disconnect)
.ok();
}
}