trictrac/clients/web/src/app.rs

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use futures::channel::mpsc;
use futures::{FutureExt, StreamExt};
use gloo_storage::{LocalStorage, Storage};
use leptos::prelude::*;
use leptos::task::spawn_local;
use leptos_router::components::{Route, Router, Routes};
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use leptos_router::hooks::use_location;
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use leptos_router::path;
use serde::{Deserialize, Serialize};
use backbone_lib::session::{ConnectError, GameSession, RoomConfig, RoomRole, SessionEvent};
use backbone_lib::traits::ViewStateUpdate;
use crate::api;
use crate::game::components::{ConnectingScreen, GameScreen};
use crate::game::session::{
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compute_last_moves, patch_player_name, push_or_show, run_local_bot_game,
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};
use crate::game::trictrac::backend::TrictracBackend;
use crate::game::trictrac::types::{GameDelta, PlayerAction, ScoredEvent, SerStage, ViewState};
use crate::i18n::*;
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use crate::nav::SiteNav;
use crate::portal::{
account::AccountPage,
forgot_password::ForgotPasswordPage,
game_detail::GameDetailPage,
lobby::LobbyPage,
profile::ProfilePage,
reset_password::ResetPasswordPage,
verify_email::VerifyEmailPage,
};
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use trictrac_store::CheckerMove;
use std::collections::VecDeque;
const RELAY_URL: &str = "ws://localhost:8080/ws";
const GAME_ID: &str = "trictrac";
const STORAGE_KEY: &str = "trictrac_session";
/// The state the UI needs to render the game screen.
#[derive(Clone, PartialEq)]
pub struct GameUiState {
pub view_state: ViewState,
/// 0 = host, 1 = guest
pub player_id: u16,
pub room_id: String,
pub is_bot_game: bool,
pub waiting_for_confirm: bool,
pub pause_reason: Option<PauseReason>,
pub my_scored_event: Option<ScoredEvent>,
pub opp_scored_event: Option<ScoredEvent>,
pub last_moves: Option<(CheckerMove, CheckerMove)>,
}
/// Reason the UI is paused waiting for the player to click Continue.
#[derive(Clone, Debug, PartialEq)]
pub enum PauseReason {
AfterOpponentRoll,
AfterOpponentGo,
AfterOpponentMove,
AfterOpponentPreGameRoll,
}
/// Which screen is currently shown (used to toggle game overlay).
#[derive(Clone, PartialEq)]
pub enum Screen {
Login { error: Option<String> },
Connecting,
Playing(GameUiState),
}
/// Commands sent from UI event handlers into the network task.
pub enum NetCommand {
CreateRoom {
room: String,
},
JoinRoom {
room: String,
},
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Reconnect {
relay_url: String,
game_id: String,
room_id: String,
token: u64,
host_state: Option<Vec<u8>>,
},
PlayVsBot,
Action(PlayerAction),
Disconnect,
}
#[derive(Serialize, Deserialize)]
struct StoredSession {
relay_url: String,
game_id: String,
room_id: String,
token: u64,
#[serde(default)]
is_host: bool,
#[serde(default)]
view_state: Option<ViewState>,
}
fn save_session(session: &StoredSession) {
LocalStorage::set(STORAGE_KEY, session).ok();
}
fn load_session() -> Option<StoredSession> {
LocalStorage::get::<StoredSession>(STORAGE_KEY).ok()
}
fn clear_session() {
LocalStorage::delete(STORAGE_KEY);
}
async fn submit_game_result(room_code: String, game_state: ViewState) {
let [score_pl1, score_pl2] = game_state.scores;
let result_str = format!("{:?} - {:?}", score_pl1.holes, score_pl2.holes);
let outcomes = if score_pl1.holes < score_pl2.holes {
[("0", "loss"), ("1", "win")]
} else if score_pl2.holes < score_pl1.holes {
[("0", "win"), ("1", "loss")]
} else {
[("0", "draw"), ("1", "draw")]
};
let body = serde_json::json!({
"room_code": room_code,
"game_id": GAME_ID,
"result": result_str,
"outcomes": std::collections::HashMap::from(outcomes),
});
let _ = gloo_net::http::Request::post(&format!("{}/games/result", api::HTTP_BASE))
.credentials(web_sys::RequestCredentials::Include)
.json(&body)
.unwrap()
.send()
.await;
}
#[component]
pub fn App() -> impl IntoView {
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let i18n = use_i18n();
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let stored = load_session();
let initial_screen = if stored.is_some() {
Screen::Connecting
} else {
Screen::Login { error: None }
};
let screen: RwSignal<Screen> = RwSignal::new(initial_screen);
provide_context(screen);
// Auth: fetch once on load; shared by nav + game + portal components.
let auth_username: RwSignal<Option<String>> = RwSignal::new(None);
let auth_email_verified: RwSignal<bool> = RwSignal::new(false);
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provide_context(auth_username);
provide_context(auth_email_verified);
// Set to true once get_me resolves (success or failure) so lobby can
// decide immediately whether to show the nickname modal.
let auth_loaded: RwSignal<bool> = RwSignal::new(false);
provide_context(auth_loaded);
// Nickname chosen by an anonymous player; used instead of "Anonymous".
let anon_nickname: RwSignal<Option<String>> = RwSignal::new(None);
provide_context(anon_nickname);
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spawn_local(async move {
if let Ok(me) = api::get_me().await {
auth_username.set(Some(me.username));
auth_email_verified.set(me.email_verified);
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}
auth_loaded.set(true);
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});
let (cmd_tx, mut cmd_rx) = mpsc::unbounded::<NetCommand>();
let pending: RwSignal<VecDeque<GameUiState>> = RwSignal::new(VecDeque::new());
provide_context(pending);
provide_context(cmd_tx.clone());
if let Some(s) = stored {
let host_state = s
.view_state
.as_ref()
.and_then(|vs| serde_json::to_vec(vs).ok());
cmd_tx
.unbounded_send(NetCommand::Reconnect {
relay_url: s.relay_url,
game_id: s.game_id,
room_id: s.room_id,
token: s.token,
host_state,
})
.ok();
}
spawn_local(async move {
loop {
let remote_config: Option<(RoomConfig, bool)> = loop {
match cmd_rx.next().await {
Some(NetCommand::PlayVsBot) => break None,
Some(NetCommand::CreateRoom { room }) => {
break Some((
RoomConfig {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room,
rule_variation: 0,
role: RoomRole::Create,
reconnect_token: None,
host_state: None,
},
false,
));
}
Some(NetCommand::JoinRoom { room }) => {
break Some((
RoomConfig {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room,
rule_variation: 0,
role: RoomRole::Join,
reconnect_token: None,
host_state: None,
},
false,
));
}
Some(NetCommand::Reconnect {
relay_url,
game_id,
room_id,
token,
host_state,
}) => {
break Some((
RoomConfig {
relay_url,
game_id,
room_id,
rule_variation: 0,
role: RoomRole::Join,
reconnect_token: Some(token),
host_state,
},
true,
));
}
_ => {}
}
};
if remote_config.is_none() {
let player_name = auth_username
.get_untracked()
.or_else(|| anon_nickname.get_untracked())
.unwrap_or_else(|| untrack(|| t_string!(i18n, anonymous_name).to_string()));
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loop {
let restart =
run_local_bot_game(screen, &mut cmd_rx, pending, player_name.clone()).await;
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if !restart {
break;
}
}
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
continue;
}
let (config, is_reconnect) = remote_config.unwrap();
screen.set(Screen::Connecting);
let room_id_for_storage = config.room_id.clone();
let mut session: GameSession<PlayerAction, GameDelta, ViewState> =
match GameSession::connect::<TrictracBackend>(config).await {
Ok(s) => s,
Err(ConnectError::WebSocket(e) | ConnectError::Handshake(e)) => {
if is_reconnect {
clear_session();
}
screen.set(Screen::Login { error: Some(e) });
continue;
}
};
if !session.is_host {
save_session(&StoredSession {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room_id_for_storage.clone(),
token: session.reconnect_token,
is_host: false,
view_state: None,
});
}
let is_host = session.is_host;
let player_id = session.player_id;
let reconnect_token = session.reconnect_token;
let my_name = auth_username
.get_untracked()
.or_else(|| anon_nickname.get_untracked())
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.unwrap_or_else(|| t_string!(i18n, anonymous_name).to_string());
// Announce our name to the host backend so it can broadcast it to
// the opponent. Done once immediately after connecting.
session.send_action(PlayerAction::SetName(my_name.clone()));
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let mut vs = ViewState::default_with_names("", "");
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let mut result_submitted = false;
loop {
futures::select! {
cmd = cmd_rx.next().fuse() => match cmd {
Some(NetCommand::Action(action)) => {
session.send_action(action);
}
_ => {
clear_session();
session.disconnect();
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
break;
}
},
event = session.next_event().fuse() => match event {
Some(SessionEvent::Update(u)) => {
let prev_vs = vs.clone();
match u {
ViewStateUpdate::Full(state) => vs = state,
ViewStateUpdate::Incremental(delta) => vs.apply_delta(&delta),
}
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patch_player_name(&mut vs, player_id, &my_name);
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if is_host && !result_submitted && vs.stage == SerStage::Ended {
result_submitted = true;
let room = room_id_for_storage.clone();
let gs = vs.clone();
spawn_local(submit_game_result(room, gs));
}
if is_host {
save_session(&StoredSession {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room_id_for_storage.clone(),
token: reconnect_token,
is_host: true,
view_state: Some(vs.clone()),
});
}
let is_own_move = prev_vs.active_mp_player == Some(player_id);
push_or_show(
&prev_vs,
GameUiState {
view_state: vs.clone(),
player_id,
room_id: room_id_for_storage.clone(),
is_bot_game: false,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
last_moves: compute_last_moves(&prev_vs, &vs, is_own_move),
},
pending,
screen,
);
}
Some(SessionEvent::Disconnected(reason)) => {
pending.update(|q| q.clear());
screen.set(Screen::Login { error: reason });
break;
}
None => {
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
break;
}
}
}
}
}
});
view! {
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<Router>
<SiteNav />
<main>
<Routes fallback=|| view! { <p class="portal-empty" style="padding:3rem;text-align:center">"Page not found."</p> }>
<Route path=path!("/") view=LobbyPage />
<Route path=path!("/account") view=AccountPage />
<Route path=path!("/profile/:username") view=ProfilePage />
<Route path=path!("/games/:id") view=GameDetailPage />
<Route path=path!("/verify-email") view=VerifyEmailPage />
<Route path=path!("/forgot-password") view=ForgotPasswordPage />
<Route path=path!("/reset-password") view=ResetPasswordPage />
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</Routes>
</main>
<GameOverlay pending=pending screen=screen />
</Router>
}
}
/// Renders the full-screen game overlay, but only when the current route is "/".
/// This lets the user navigate to profile/account pages while a game is running.
#[component]
fn GameOverlay(
pending: RwSignal<VecDeque<GameUiState>>,
screen: RwSignal<Screen>,
) -> impl IntoView {
let location = use_location();
move || {
if location.pathname.get() != "/" {
return view! {}.into_any();
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}
let q = pending.get();
let front = q.front().cloned();
if let Some(state) = front {
return view! {
<div class="game-overlay"><GameScreen state /></div>
}
.into_any();
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}
match screen.get() {
Screen::Playing(state) => view! {
<div class="game-overlay"><GameScreen state /></div>
}
.into_any(),
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Screen::Connecting => view! {
<div class="game-overlay"><ConnectingScreen /></div>
}
.into_any(),
_ => view! {}.into_any(),
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}
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}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game::session::infer_pause_reason;
use crate::game::trictrac::types::{PlayerScore, SerStage, SerTurnStage};
fn score() -> PlayerScore {
PlayerScore {
name: String::new(),
points: 0,
holes: 0,
can_bredouille: false,
}
}
fn vs(dice: (u8, u8), turn_stage: SerTurnStage, active: Option<u16>) -> ViewState {
ViewState {
board: [0i8; 24],
stage: SerStage::InGame,
turn_stage,
active_mp_player: active,
scores: [score(), score()],
dice,
dice_jans: Vec::new(),
dice_moves: (CheckerMove::default(), CheckerMove::default()),
pre_game_roll: None,
}
}
#[test]
fn dice_change_is_after_roll() {
let prev = vs((0, 0), SerTurnStage::RollDice, Some(1));
let next = vs((3, 5), SerTurnStage::Move, Some(1));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentRoll)
);
}
#[test]
fn hold_to_move_is_after_go() {
let prev = vs((3, 5), SerTurnStage::HoldOrGoChoice, Some(1));
let next = vs((3, 5), SerTurnStage::Move, Some(1));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentGo)
);
}
#[test]
fn turn_switch_is_after_move() {
let prev = vs((3, 5), SerTurnStage::Move, Some(1));
let next = vs((3, 5), SerTurnStage::RollDice, Some(0));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentMove)
);
}
#[test]
fn own_action_returns_none() {
let prev = vs((0, 0), SerTurnStage::RollDice, Some(0));
let next = vs((2, 4), SerTurnStage::Move, Some(0));
assert_eq!(infer_pause_reason(&prev, &next, 0), None);
}
#[test]
fn no_active_player_returns_none() {
let mut prev = vs((0, 0), SerTurnStage::RollDice, None);
prev.stage = SerStage::PreGame;
let mut next = prev.clone();
next.active_mp_player = Some(0);
assert_eq!(infer_pause_reason(&prev, &next, 0), None);
}
}