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

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Rust
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//! Background task for the host (game server) side of a session.
use std::collections::HashSet;
use ewebsock::{WsEvent, WsMessage, WsReceiver, WsSender};
use futures::channel::mpsc::{UnboundedReceiver, UnboundedSender};
use web_time::{Duration, Instant};
use crate::platform::sleep_ms;
use crate::protocol::{
ToServerCommand, parse_server_command, send_delta, send_disconnect, send_full_state,
send_kick, send_reset,
};
use crate::session::{BackendMsg, SessionEvent};
use crate::traits::{BackEndArchitecture, BackendCommand, SerializationCap, ViewStateUpdate};
struct Timer {
id: u16,
fire_at: Instant,
}
pub(crate) async fn host_loop<A, D, VS, Backend>(
mut ws_sender: WsSender,
ws_receiver: WsReceiver,
mut action_rx: UnboundedReceiver<BackendMsg<A>>,
event_tx: UnboundedSender<SessionEvent<D, VS>>,
rule_variation: u16,
host_state: Option<Vec<u8>>,
) where
A: SerializationCap,
D: SerializationCap + Clone,
VS: SerializationCap + Clone,
Backend: BackEndArchitecture<A, D, VS>,
{
let mut backend = host_state
.as_deref()
.and_then(|b| Backend::from_bytes(rule_variation, b))
.unwrap_or_else(|| Backend::new(rule_variation));
backend.player_arrival(0);
// Push initial state to UI immediately.
let initial = backend.get_view_state().clone();
event_tx
.unbounded_send(SessionEvent::Update(ViewStateUpdate::Full(initial)))
.ok();
let mut timers: Vec<Timer> = Vec::new();
let mut cancelled_timers: HashSet<u16> = HashSet::new();
let mut remote_player_count: u16 = 0;
loop {
let mut client_joined = false;
// 1. Drain local actions / detect session drop or disconnect request.
loop {
match action_rx.try_next() {
Ok(Some(BackendMsg::Action(action))) => {
backend.inform_rpc(0, action);
}
Ok(Some(BackendMsg::Disconnect)) => {
send_disconnect(&mut ws_sender, true);
event_tx
.unbounded_send(SessionEvent::Disconnected(None))
.ok();
return;
}
Ok(None) => {
// All senders dropped — session was dropped without calling disconnect().
send_disconnect(&mut ws_sender, true);
return;
}
Err(_) => break, // Channel empty; nothing pending.
}
}
// 2. Drain WebSocket events from the relay.
loop {
match ws_receiver.try_recv() {
Some(WsEvent::Message(WsMessage::Binary(data))) => {
match parse_server_command::<A>(data) {
ToServerCommand::ClientJoin(id) => {
backend.player_arrival(id);
remote_player_count += 1;
client_joined = true;
}
ToServerCommand::ClientLeft(id) => {
backend.player_departure(id);
remote_player_count = remote_player_count.saturating_sub(1);
}
ToServerCommand::Rpc(id, payload) => {
backend.inform_rpc(id, payload);
}
ToServerCommand::Error(e) => {
event_tx
.unbounded_send(SessionEvent::Disconnected(Some(e)))
.ok();
return;
}
}
}
Some(WsEvent::Closed) => {
event_tx
.unbounded_send(SessionEvent::Disconnected(Some(
"Connection closed".to_string(),
)))
.ok();
return;
}
Some(WsEvent::Error(e)) => {
event_tx
.unbounded_send(SessionEvent::Disconnected(Some(e)))
.ok();
return;
}
Some(_) => continue, // Ignore Opened / text messages.
None => break, // No more events this iteration.
}
}
// 3. Fire elapsed timers.
let now = Instant::now();
let mut fired = Vec::new();
timers.retain(|t| {
if t.fire_at <= now {
fired.push(t.id);
false
} else {
true
}
});
for id in fired {
if !cancelled_timers.remove(&id) {
backend.timer_triggered(id);
}
}
// 4. Drain and process backend commands.
let commands = backend.drain_commands();
if commands.is_empty() && !client_joined {
sleep_ms(2).await;
continue;
}
let mut delta_batch: Vec<D> = Vec::new();
let mut reset = false;
for cmd in commands {
match cmd {
BackendCommand::TerminateRoom => {
send_disconnect(&mut ws_sender, true);
event_tx
.unbounded_send(SessionEvent::Disconnected(None))
.ok();
return;
}
BackendCommand::SetTimer { timer_id, duration } => {
// Cancel any existing timer with the same id, then re-arm.
timers.retain(|t| t.id != timer_id);
cancelled_timers.remove(&timer_id);
timers.push(Timer {
id: timer_id,
fire_at: Instant::now() + Duration::from_secs_f32(duration),
});
}
BackendCommand::CancelTimer { timer_id } => {
cancelled_timers.insert(timer_id);
}
BackendCommand::KickPlayer { player } => {
if remote_player_count > 0 {
send_kick(&mut ws_sender, player);
}
}
BackendCommand::ResetViewState => {
reset = true;
}
BackendCommand::Delta(d) => {
delta_batch.push(d);
}
}
}
if reset {
// Reset supersedes all pending deltas: send fresh full state.
let state = backend.get_view_state().clone();
if remote_player_count > 0 {
send_reset(&mut ws_sender, &state);
}
event_tx
.unbounded_send(SessionEvent::Update(ViewStateUpdate::Full(state)))
.ok();
} else {
// Broadcast deltas, then notify local UI.
if remote_player_count > 0 && !delta_batch.is_empty() {
send_delta(&mut ws_sender, &delta_batch);
}
for d in delta_batch {
event_tx
.unbounded_send(SessionEvent::Update(ViewStateUpdate::Incremental(d)))
.ok();
}
}
// Send full state to clients that joined this iteration.
if client_joined {
send_full_state(&mut ws_sender, backend.get_view_state());
}
sleep_ms(2).await;
}
}