trictrac/server/src/main.rs

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Rust
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use log::{info, trace, warn};
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use std::net::{IpAddr, Ipv4Addr, SocketAddr, UdpSocket};
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use std::thread;
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use std::time::{Duration, Instant, SystemTime};
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use renet::{
transport::{
NetcodeServerTransport, ServerAuthentication, ServerConfig, NETCODE_USER_DATA_BYTES,
},
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ConnectionConfig, RenetServer, ServerEvent,
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};
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// Only clients that can provide the same PROTOCOL_ID that the server is using will be able to connect.
// This can be used to make sure players use the most recent version of the client for instance.
pub const PROTOCOL_ID: u64 = 2878;
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/// Utility function for extracting a players name from renet user data
fn name_from_user_data(user_data: &[u8; NETCODE_USER_DATA_BYTES]) -> String {
let mut buffer = [0u8; 8];
buffer.copy_from_slice(&user_data[0..8]);
let mut len = u64::from_le_bytes(buffer) as usize;
len = len.min(NETCODE_USER_DATA_BYTES - 8);
let data = user_data[8..len + 8].to_vec();
String::from_utf8(data).unwrap()
}
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fn main() {
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env_logger::init();
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let mut server = RenetServer::new(ConnectionConfig::default());
// Setup transport layer
const SERVER_ADDR: SocketAddr = SocketAddr::new(IpAddr::V4(Ipv4Addr::new(127, 0, 0, 1)), 5000);
let socket: UdpSocket = UdpSocket::bind(SERVER_ADDR).unwrap();
let server_config = ServerConfig {
max_clients: 2,
protocol_id: PROTOCOL_ID,
public_addr: SERVER_ADDR,
authentication: ServerAuthentication::Unsecure,
};
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let current_time = SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.unwrap();
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let mut transport = NetcodeServerTransport::new(current_time, server_config, socket).unwrap();
trace!("❂ TricTrac server listening on {}", SERVER_ADDR);
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let mut game_state = store::GameState::default();
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let mut last_updated = Instant::now();
loop {
// Update server time
let now = Instant::now();
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let delta_time = now - last_updated;
server.update(delta_time);
transport.update(delta_time, &mut server).unwrap();
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last_updated = now;
// Receive connection events from clients
while let Some(event) = server.get_event() {
match event {
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ServerEvent::ClientConnected { client_id } => {
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let user_data = transport.user_data(client_id).unwrap();
// Tell the recently joined player about the other player
for (player_id, player) in game_state.players.iter() {
let event = store::GameEvent::PlayerJoined {
player_id: *player_id,
name: player.name.clone(),
};
server.send_message(client_id, 0, bincode::serialize(&event).unwrap());
}
// Add the new player to the game
let event = store::GameEvent::PlayerJoined {
player_id: client_id,
name: name_from_user_data(&user_data),
};
game_state.consume(&event);
// Tell all players that a new player has joined
server.broadcast_message(0, bincode::serialize(&event).unwrap());
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info!("🎉 Client {} connected.", client_id);
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// In TicTacTussle the game can begin once two players has joined
if game_state.players.len() == 2 {
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let event = store::GameEvent::BeginGame {
goes_first: client_id,
};
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game_state.consume(&event);
server.broadcast_message(0, bincode::serialize(&event).unwrap());
trace!("The game gas begun");
}
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}
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ServerEvent::ClientDisconnected {
client_id,
reason: _,
} => {
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// First consume a disconnect event
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let event = store::GameEvent::PlayerDisconnected {
player_id: client_id,
};
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game_state.consume(&event);
server.broadcast_message(0, bincode::serialize(&event).unwrap());
info!("Client {} disconnected", client_id);
// Then end the game, since tic tac toe can't go on with a single player
let event = store::GameEvent::EndGame {
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reason: store::EndGameReason::PlayerLeft {
player_id: client_id,
},
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};
game_state.consume(&event);
server.broadcast_message(0, bincode::serialize(&event).unwrap());
// NOTE: Since we don't authenticate users we can't do any reconnection attempts.
// We simply have no way to know if the next user is the same as the one that disconnected.
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}
}
}
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// Receive GameEvents from clients. Broadcast valid events.
for client_id in server.clients_id().into_iter() {
while let Some(message) = server.receive_message(client_id, 0) {
if let Ok(event) = bincode::deserialize::<store::GameEvent>(&message) {
if game_state.validate(&event) {
game_state.consume(&event);
trace!("Player {} sent:\n\t{:#?}", client_id, event);
server.broadcast_message(0, bincode::serialize(&event).unwrap());
// Determine if a player has won the game
if let Some(winner) = game_state.determine_winner() {
let event = store::GameEvent::EndGame {
reason: store::EndGameReason::PlayerWon { winner },
};
server.broadcast_message(0, bincode::serialize(&event).unwrap());
}
} else {
warn!("Player {} sent invalid event:\n\t{:#?}", client_id, event);
}
}
}
}
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transport.send_packets(&mut server);
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thread::sleep(Duration::from_millis(50));
}
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}