chore: integrate multiplayer code (wip)
This commit is contained in:
parent
2838d59f30
commit
4f5e21becb
66 changed files with 6423 additions and 18 deletions
17
clients/backbone-lib/Cargo.toml
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17
clients/backbone-lib/Cargo.toml
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[package]
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name = "backbone-lib"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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serde = { version = "1.0", features = ["derive"] }
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postcard = { version = "1.1", features = ["use-std"] }
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bytes = "1.11"
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ewebsock = "0.8"
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protocol = { path = "../../server/protocol" }
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futures = "0.3"
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web-time = "1.1"
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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wasm-bindgen-futures = "0.4"
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gloo-timers = { version = "0.3", features = ["futures"] }
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84
clients/backbone-lib/src/client.rs
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84
clients/backbone-lib/src/client.rs
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@ -0,0 +1,84 @@
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//! Background task for the client (non-host) side of a session.
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use ewebsock::{WsEvent, WsMessage, WsReceiver, WsSender};
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use futures::channel::mpsc::{UnboundedReceiver, UnboundedSender};
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use crate::platform::sleep_ms;
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use crate::protocol::{parse_client_update, send_disconnect, send_rpc};
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use crate::session::{BackendMsg, SessionEvent};
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use crate::traits::SerializationCap;
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pub(crate) async fn client_loop<A, D, VS>(
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mut ws_sender: WsSender,
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ws_receiver: WsReceiver,
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mut action_rx: UnboundedReceiver<BackendMsg<A>>,
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event_tx: UnboundedSender<SessionEvent<D, VS>>,
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) where
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A: SerializationCap,
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D: SerializationCap,
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VS: SerializationCap,
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{
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loop {
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// 1. Drain outbound actions.
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loop {
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match action_rx.try_next() {
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Ok(Some(BackendMsg::Action(action))) => {
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send_rpc(&mut ws_sender, &action);
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}
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Ok(Some(BackendMsg::Disconnect)) => {
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send_disconnect(&mut ws_sender, false);
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event_tx
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.unbounded_send(SessionEvent::Disconnected(None))
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.ok();
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return;
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}
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Ok(None) => {
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send_disconnect(&mut ws_sender, false);
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return;
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}
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Err(_) => break,
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}
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}
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// 2. Drain inbound state updates.
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loop {
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match ws_receiver.try_recv() {
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Some(WsEvent::Message(WsMessage::Binary(data))) => {
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match parse_client_update::<VS, D>(data) {
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Ok(updates) => {
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for u in updates {
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event_tx
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.unbounded_send(SessionEvent::Update(u))
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.ok();
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}
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}
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Err(e) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(e)))
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.ok();
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return;
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}
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}
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}
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Some(WsEvent::Closed) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(
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"Connection closed".to_string(),
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)))
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.ok();
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return;
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}
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Some(WsEvent::Error(e)) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(e)))
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.ok();
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return;
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}
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Some(_) => continue,
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None => break,
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}
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}
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sleep_ms(2).await;
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}
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}
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211
clients/backbone-lib/src/host.rs
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211
clients/backbone-lib/src/host.rs
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//! Background task for the host (game server) side of a session.
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use std::collections::HashSet;
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use ewebsock::{WsEvent, WsMessage, WsReceiver, WsSender};
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use futures::channel::mpsc::{UnboundedReceiver, UnboundedSender};
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use web_time::{Duration, Instant};
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use crate::platform::sleep_ms;
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use crate::protocol::{
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ToServerCommand, parse_server_command, send_delta, send_disconnect, send_full_state,
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send_kick, send_reset,
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};
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use crate::session::{BackendMsg, SessionEvent};
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use crate::traits::{BackEndArchitecture, BackendCommand, SerializationCap, ViewStateUpdate};
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struct Timer {
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id: u16,
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fire_at: Instant,
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}
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pub(crate) async fn host_loop<A, D, VS, Backend>(
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mut ws_sender: WsSender,
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ws_receiver: WsReceiver,
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mut action_rx: UnboundedReceiver<BackendMsg<A>>,
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event_tx: UnboundedSender<SessionEvent<D, VS>>,
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rule_variation: u16,
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host_state: Option<Vec<u8>>,
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) where
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A: SerializationCap,
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D: SerializationCap + Clone,
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VS: SerializationCap + Clone,
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Backend: BackEndArchitecture<A, D, VS>,
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{
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let mut backend = host_state
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.as_deref()
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.and_then(|b| Backend::from_bytes(rule_variation, b))
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.unwrap_or_else(|| Backend::new(rule_variation));
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backend.player_arrival(0);
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// Push initial state to UI immediately.
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let initial = backend.get_view_state().clone();
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event_tx
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.unbounded_send(SessionEvent::Update(ViewStateUpdate::Full(initial)))
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.ok();
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let mut timers: Vec<Timer> = Vec::new();
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let mut cancelled_timers: HashSet<u16> = HashSet::new();
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let mut remote_player_count: u16 = 0;
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loop {
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let mut client_joined = false;
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// 1. Drain local actions / detect session drop or disconnect request.
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loop {
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match action_rx.try_next() {
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Ok(Some(BackendMsg::Action(action))) => {
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backend.inform_rpc(0, action);
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}
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Ok(Some(BackendMsg::Disconnect)) => {
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send_disconnect(&mut ws_sender, true);
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event_tx
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.unbounded_send(SessionEvent::Disconnected(None))
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.ok();
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return;
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}
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Ok(None) => {
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// All senders dropped — session was dropped without calling disconnect().
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send_disconnect(&mut ws_sender, true);
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return;
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}
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Err(_) => break, // Channel empty; nothing pending.
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}
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}
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// 2. Drain WebSocket events from the relay.
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loop {
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match ws_receiver.try_recv() {
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Some(WsEvent::Message(WsMessage::Binary(data))) => {
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match parse_server_command::<A>(data) {
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ToServerCommand::ClientJoin(id) => {
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backend.player_arrival(id);
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remote_player_count += 1;
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client_joined = true;
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}
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ToServerCommand::ClientLeft(id) => {
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backend.player_departure(id);
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remote_player_count = remote_player_count.saturating_sub(1);
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}
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ToServerCommand::Rpc(id, payload) => {
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backend.inform_rpc(id, payload);
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}
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ToServerCommand::Error(e) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(e)))
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.ok();
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return;
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}
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}
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}
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Some(WsEvent::Closed) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(
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"Connection closed".to_string(),
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)))
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.ok();
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return;
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}
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Some(WsEvent::Error(e)) => {
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event_tx
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.unbounded_send(SessionEvent::Disconnected(Some(e)))
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.ok();
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return;
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}
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Some(_) => continue, // Ignore Opened / text messages.
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None => break, // No more events this iteration.
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}
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}
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// 3. Fire elapsed timers.
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let now = Instant::now();
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let mut fired = Vec::new();
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timers.retain(|t| {
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if t.fire_at <= now {
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fired.push(t.id);
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false
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} else {
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true
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}
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});
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for id in fired {
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if !cancelled_timers.remove(&id) {
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backend.timer_triggered(id);
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}
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}
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// 4. Drain and process backend commands.
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let commands = backend.drain_commands();
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if commands.is_empty() && !client_joined {
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sleep_ms(2).await;
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continue;
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}
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let mut delta_batch: Vec<D> = Vec::new();
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let mut reset = false;
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for cmd in commands {
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match cmd {
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BackendCommand::TerminateRoom => {
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send_disconnect(&mut ws_sender, true);
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event_tx
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.unbounded_send(SessionEvent::Disconnected(None))
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.ok();
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return;
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}
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BackendCommand::SetTimer { timer_id, duration } => {
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// Cancel any existing timer with the same id, then re-arm.
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timers.retain(|t| t.id != timer_id);
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cancelled_timers.remove(&timer_id);
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timers.push(Timer {
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id: timer_id,
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fire_at: Instant::now() + Duration::from_secs_f32(duration),
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});
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}
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BackendCommand::CancelTimer { timer_id } => {
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cancelled_timers.insert(timer_id);
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}
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BackendCommand::KickPlayer { player } => {
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if remote_player_count > 0 {
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send_kick(&mut ws_sender, player);
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}
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}
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BackendCommand::ResetViewState => {
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reset = true;
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}
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BackendCommand::Delta(d) => {
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delta_batch.push(d);
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}
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}
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}
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if reset {
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// Reset supersedes all pending deltas: send fresh full state.
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let state = backend.get_view_state().clone();
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if remote_player_count > 0 {
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send_reset(&mut ws_sender, &state);
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}
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event_tx
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.unbounded_send(SessionEvent::Update(ViewStateUpdate::Full(state)))
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.ok();
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} else {
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// Broadcast deltas, then notify local UI.
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if remote_player_count > 0 && !delta_batch.is_empty() {
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send_delta(&mut ws_sender, &delta_batch);
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}
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for d in delta_batch {
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event_tx
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.unbounded_send(SessionEvent::Update(ViewStateUpdate::Incremental(d)))
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.ok();
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}
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}
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// Send full state to clients that joined this iteration.
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if client_joined {
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send_full_state(&mut ws_sender, backend.get_view_state());
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}
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sleep_ms(2).await;
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}
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}
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10
clients/backbone-lib/src/lib.rs
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10
clients/backbone-lib/src/lib.rs
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pub mod session;
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pub mod traits;
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mod client;
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mod host;
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mod platform;
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mod protocol;
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pub use session::{ConnectError, GameSession, RoomConfig, RoomRole, SessionEvent};
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pub use traits::{BackEndArchitecture, BackendCommand, SerializationCap, ViewStateUpdate};
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48
clients/backbone-lib/src/platform.rs
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48
clients/backbone-lib/src/platform.rs
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use std::future::Future;
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/// Spawns a background task.
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/// - WASM: uses `wasm_bindgen_futures::spawn_local` (no Send required)
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/// - Native: spawns an OS thread running `futures::executor::block_on`
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#[cfg(target_arch = "wasm32")]
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pub fn spawn_task<F>(fut: F)
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where
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F: Future<Output = ()> + 'static,
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{
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wasm_bindgen_futures::spawn_local(fut);
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub fn spawn_task<F>(fut: F)
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where
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F: Future<Output = ()> + Send + 'static,
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{
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std::thread::spawn(move || {
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futures::executor::block_on(fut);
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});
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}
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/// Yields for approximately `ms` milliseconds.
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/// - WASM: non-blocking yield via browser timer
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/// - Native: blocks the current thread (safe on a dedicated background thread)
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#[cfg(target_arch = "wasm32")]
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pub async fn sleep_ms(ms: u32) {
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gloo_timers::future::TimeoutFuture::new(ms).await;
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub async fn sleep_ms(ms: u32) {
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std::thread::sleep(std::time::Duration::from_millis(ms as u64));
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}
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/// Platform-agnostic bound for types that can be moved into a background task.
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/// - WASM: only requires `'static` (single-threaded, no Send needed)
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/// - Native: requires `Send + 'static`
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#[cfg(target_arch = "wasm32")]
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pub trait TaskBound: 'static {}
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#[cfg(target_arch = "wasm32")]
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impl<T: 'static> TaskBound for T {}
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#[cfg(not(target_arch = "wasm32"))]
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pub trait TaskBound: Send + 'static {}
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#[cfg(not(target_arch = "wasm32"))]
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impl<T: Send + 'static> TaskBound for T {}
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159
clients/backbone-lib/src/protocol.rs
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159
clients/backbone-lib/src/protocol.rs
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//! Wire protocol encoding/decoding helpers.
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//!
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//! Translates between raw WebSocket binary frames and typed Rust values using
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//! postcard serialization and the message-type constants from the `protocol` crate.
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use crate::traits::{SerializationCap, ViewStateUpdate};
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use bytes::{Buf, BufMut, Bytes, BytesMut};
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use ewebsock::{WsMessage, WsSender};
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use postcard::{from_bytes, take_from_bytes, to_stdvec};
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use protocol::{
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CLIENT_DISCONNECTS, CLIENT_DISCONNECTS_SELF, CLIENT_GETS_KICKED, CLIENT_ID_SIZE, DELTA_UPDATE,
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FULL_UPDATE, HAND_SHAKE_RESPONSE, JoinRequest, NEW_CLIENT, RESET, SERVER_DISCONNECTS,
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SERVER_ERROR, SERVER_RPC,
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};
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// ---------------------------------------------------------------------------
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// Inbound command types (relay → host)
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// ---------------------------------------------------------------------------
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pub enum ToServerCommand<A> {
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ClientJoin(u16),
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ClientLeft(u16),
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Rpc(u16, A),
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Error(String),
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}
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// ---------------------------------------------------------------------------
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// Send helpers
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// ---------------------------------------------------------------------------
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|
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fn send_binary(sender: &mut WsSender, data: &[u8]) {
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sender.send(WsMessage::Binary(data.to_vec()));
|
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}
|
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|
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pub fn send_join_request(sender: &mut WsSender, req: &JoinRequest) -> Result<(), String> {
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let bytes = to_stdvec(req).map_err(|e| e.to_string())?;
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send_binary(sender, &bytes);
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Ok(())
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}
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|
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pub fn send_rpc<A: SerializationCap>(sender: &mut WsSender, action: &A) {
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let raw = to_stdvec(action).expect("Failed to serialize RPC");
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let mut buf = BytesMut::with_capacity(1 + raw.len());
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buf.put_u8(SERVER_RPC);
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buf.put_slice(&raw);
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send_binary(sender, &buf);
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}
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pub fn send_delta<D: SerializationCap>(sender: &mut WsSender, deltas: &[D]) {
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let serialized: Vec<u8> = deltas
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.iter()
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.flat_map(|d| to_stdvec(d).expect("Failed to serialize delta"))
|
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.collect();
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let mut buf = BytesMut::with_capacity(1 + serialized.len());
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buf.put_u8(DELTA_UPDATE);
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buf.put_slice(&serialized);
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send_binary(sender, &buf);
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}
|
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pub fn send_full_state<VS: SerializationCap>(sender: &mut WsSender, state: &VS) {
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let serialized = to_stdvec(state).expect("Failed to serialize full state");
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let mut buf = BytesMut::with_capacity(1 + serialized.len());
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buf.put_u8(FULL_UPDATE);
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buf.put_slice(&serialized);
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send_binary(sender, &buf);
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}
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pub fn send_reset<VS: SerializationCap>(sender: &mut WsSender, state: &VS) {
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let serialized = to_stdvec(state).expect("Failed to serialize reset state");
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let mut buf = BytesMut::with_capacity(1 + serialized.len());
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buf.put_u8(RESET);
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buf.put_slice(&serialized);
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send_binary(sender, &buf);
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}
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pub fn send_kick(sender: &mut WsSender, player_id: u16) {
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let mut buf = BytesMut::with_capacity(1 + CLIENT_ID_SIZE);
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buf.put_u8(CLIENT_GETS_KICKED);
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buf.put_u16(player_id);
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send_binary(sender, &buf);
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}
|
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|
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pub fn send_disconnect(sender: &mut WsSender, as_host: bool) {
|
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let msg = if as_host {
|
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SERVER_DISCONNECTS
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} else {
|
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CLIENT_DISCONNECTS_SELF
|
||||
};
|
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send_binary(sender, &[msg]);
|
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}
|
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|
||||
// ---------------------------------------------------------------------------
|
||||
// Receive / parse helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Parses the relay's handshake response.
|
||||
///
|
||||
/// Returns `(player_id, rule_variation, reconnect_token)`.
|
||||
pub fn parse_handshake_response(data: Vec<u8>) -> Result<(u16, u16, u64), String> {
|
||||
let mut bytes = Bytes::from(data);
|
||||
let msg = bytes.get_u8();
|
||||
match msg {
|
||||
SERVER_ERROR => Err(String::from_utf8_lossy(&bytes).to_string()),
|
||||
HAND_SHAKE_RESPONSE => {
|
||||
let player_id = bytes.get_u16();
|
||||
let rule_variation = bytes.get_u16();
|
||||
let token = bytes.get_u64();
|
||||
Ok((player_id, rule_variation, token))
|
||||
}
|
||||
other => Err(format!("Unexpected handshake message id: {other}")),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn parse_server_command<A: SerializationCap>(data: Vec<u8>) -> ToServerCommand<A> {
|
||||
let mut bytes = Bytes::from(data);
|
||||
let msg = bytes.get_u8();
|
||||
match msg {
|
||||
SERVER_ERROR => ToServerCommand::Error(String::from_utf8_lossy(&bytes).to_string()),
|
||||
NEW_CLIENT => ToServerCommand::ClientJoin(bytes.get_u16()),
|
||||
CLIENT_DISCONNECTS => ToServerCommand::ClientLeft(bytes.get_u16()),
|
||||
SERVER_RPC => {
|
||||
let client_id = bytes.get_u16();
|
||||
let payload: A =
|
||||
from_bytes(bytes.chunk()).expect("Failed to deserialize server RPC payload");
|
||||
ToServerCommand::Rpc(client_id, payload)
|
||||
}
|
||||
other => ToServerCommand::Error(format!("Unknown server message id: {other}")),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn parse_client_update<VS, D>(
|
||||
data: Vec<u8>,
|
||||
) -> Result<Vec<ViewStateUpdate<VS, D>>, String>
|
||||
where
|
||||
VS: SerializationCap,
|
||||
D: SerializationCap,
|
||||
{
|
||||
let mut bytes = Bytes::from(data);
|
||||
let msg = bytes.get_u8();
|
||||
match msg {
|
||||
SERVER_ERROR => Err(String::from_utf8_lossy(&bytes).to_string()),
|
||||
DELTA_UPDATE => {
|
||||
let mut result = Vec::new();
|
||||
let mut remaining: &[u8] = &bytes;
|
||||
while !remaining.is_empty() {
|
||||
let (delta, rest): (D, &[u8]) =
|
||||
take_from_bytes(remaining).map_err(|e| e.to_string())?;
|
||||
remaining = rest;
|
||||
result.push(ViewStateUpdate::Incremental(delta));
|
||||
}
|
||||
Ok(result)
|
||||
}
|
||||
FULL_UPDATE | RESET => {
|
||||
let state: VS = from_bytes(&bytes).map_err(|e| e.to_string())?;
|
||||
Ok(vec![ViewStateUpdate::Full(state)])
|
||||
}
|
||||
other => Err(format!("Unknown client message id: {other}")),
|
||||
}
|
||||
}
|
||||
266
clients/backbone-lib/src/session.rs
Normal file
266
clients/backbone-lib/src/session.rs
Normal file
|
|
@ -0,0 +1,266 @@
|
|||
//! 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();
|
||||
}
|
||||
}
|
||||
97
clients/backbone-lib/src/traits.rs
Normal file
97
clients/backbone-lib/src/traits.rs
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
use serde::Serialize;
|
||||
use serde::de::DeserializeOwned;
|
||||
|
||||
/// Marker trait for types that can be serialized with postcard.
|
||||
pub trait SerializationCap: Serialize + DeserializeOwned {}
|
||||
impl<T> SerializationCap for T where T: Serialize + DeserializeOwned {}
|
||||
|
||||
/// State updates delivered to the frontend for rendering.
|
||||
///
|
||||
/// - [`Full`](Self::Full): Immediately set all visual state, no animation.
|
||||
/// - [`Incremental`](Self::Incremental): Apply with animation/transition.
|
||||
pub enum ViewStateUpdate<ViewState, DeltaInformation> {
|
||||
/// Complete game state snapshot. Received on join or after a reset.
|
||||
Full(ViewState),
|
||||
/// Incremental state change for animated transitions.
|
||||
Incremental(DeltaInformation),
|
||||
}
|
||||
|
||||
/// Commands emitted by the game backend to control the session.
|
||||
pub enum BackendCommand<DeltaInformation>
|
||||
where
|
||||
DeltaInformation: SerializationCap,
|
||||
{
|
||||
/// Incremental state change to be broadcast to all frontends.
|
||||
Delta(DeltaInformation),
|
||||
|
||||
/// Signals a complete reset: discard queued deltas, broadcast fresh full state.
|
||||
ResetViewState,
|
||||
|
||||
/// Forcibly removes a player from the session.
|
||||
KickPlayer { player: u16 },
|
||||
|
||||
/// Schedules a callback after `duration` seconds. Overwrites any existing
|
||||
/// timer with the same `timer_id`.
|
||||
SetTimer { timer_id: u16, duration: f32 },
|
||||
|
||||
/// Cancels a previously scheduled timer. No-op if already fired or not set.
|
||||
CancelTimer { timer_id: u16 },
|
||||
|
||||
/// Shuts down the entire room and disconnects all players.
|
||||
TerminateRoom,
|
||||
}
|
||||
|
||||
/// The contract for game-specific server logic.
|
||||
///
|
||||
/// Implement this on the host side. The session calls these methods in response
|
||||
/// to network events and drives `drain_commands` to collect outbound messages.
|
||||
///
|
||||
/// # Type Parameters
|
||||
/// * `ServerRpcPayload` — Actions sent by players (e.g. `PlacePiece { x, y }`)
|
||||
/// * `DeltaInformation` — Incremental state changes for animations
|
||||
/// * `ViewState` — Complete game snapshot for syncing new clients
|
||||
pub trait BackEndArchitecture<ServerRpcPayload, DeltaInformation, ViewState>
|
||||
where
|
||||
ServerRpcPayload: SerializationCap,
|
||||
DeltaInformation: SerializationCap,
|
||||
ViewState: SerializationCap + Clone,
|
||||
{
|
||||
/// Creates a new game instance. `rule_variation` selects the game mode.
|
||||
fn new(rule_variation: u16) -> Self;
|
||||
|
||||
/// Attempt to restore a previously running game from serialized bytes.
|
||||
///
|
||||
/// Called when the host reconnects after a page refresh. The bytes are the
|
||||
/// game-specific snapshot produced by the app layer (via `serde_json` or
|
||||
/// similar) and stored in localStorage.
|
||||
///
|
||||
/// Return `None` if restoration is not supported or the bytes are invalid —
|
||||
/// the caller falls back to `new(rule_variation)`.
|
||||
fn from_bytes(_rule_variation: u16, _bytes: &[u8]) -> Option<Self>
|
||||
where
|
||||
Self: Sized,
|
||||
{
|
||||
None
|
||||
}
|
||||
|
||||
/// Called when a player connects. Player will receive a full state snapshot
|
||||
/// automatically after this returns.
|
||||
fn player_arrival(&mut self, player: u16);
|
||||
|
||||
/// Called when a player disconnects.
|
||||
fn player_departure(&mut self, player: u16);
|
||||
|
||||
/// Called when a player sends a game action.
|
||||
fn inform_rpc(&mut self, player: u16, payload: ServerRpcPayload);
|
||||
|
||||
/// Called when a previously scheduled timer fires.
|
||||
fn timer_triggered(&mut self, timer_id: u16);
|
||||
|
||||
/// Returns the complete current game state.
|
||||
fn get_view_state(&self) -> &ViewState;
|
||||
|
||||
/// Collects and clears all pending commands since the last drain.
|
||||
///
|
||||
/// Implement with `std::mem::take(&mut self.command_list)`.
|
||||
fn drain_commands(&mut self) -> Vec<BackendCommand<DeltaInformation>>;
|
||||
}
|
||||
21
clients/cli/Cargo.toml
Normal file
21
clients/cli/Cargo.toml
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
[package]
|
||||
name = "trictrac-client_cli"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[[bin]]
|
||||
name = "client_cli"
|
||||
path = "src/main.rs"
|
||||
|
||||
[dependencies]
|
||||
anyhow = "1.0.75"
|
||||
bincode = "1.3.3"
|
||||
pico-args = "0.5.0"
|
||||
pretty_assertions = "1.4.0"
|
||||
renet = "0.0.13"
|
||||
trictrac-store = { path = "../../store" }
|
||||
trictrac-bot = { path = "../../bot" }
|
||||
spiel_bot = { path = "../../spiel_bot" }
|
||||
itertools = "0.13.0"
|
||||
env_logger = "0.11.6"
|
||||
log = "0.4.20"
|
||||
357
clients/cli/src/app.rs
Normal file
357
clients/cli/src/app.rs
Normal file
|
|
@ -0,0 +1,357 @@
|
|||
use spiel_bot::strategy::{AzBotStrategy, DqnSpielBotStrategy};
|
||||
use trictrac_bot::{
|
||||
BotStrategy, DefaultStrategy, DqnBurnStrategy, ErroneousStrategy, RandomStrategy,
|
||||
StableBaselines3Strategy,
|
||||
};
|
||||
use itertools::Itertools;
|
||||
|
||||
use crate::game_runner::GameRunner;
|
||||
use trictrac_store::{CheckerMove, GameEvent, GameState, Stage, TurnStage};
|
||||
|
||||
#[derive(Debug, Default)]
|
||||
pub struct AppArgs {
|
||||
pub seed: Option<u32>,
|
||||
pub bot: Option<String>,
|
||||
}
|
||||
|
||||
// Application.
|
||||
#[derive(Debug, Default)]
|
||||
pub struct App {
|
||||
// should the application exit?
|
||||
pub should_quit: bool,
|
||||
pub schools_enabled: bool,
|
||||
pub game: GameRunner,
|
||||
}
|
||||
|
||||
impl App {
|
||||
// Constructs a new instance of [`App`].
|
||||
pub fn new(args: AppArgs) -> Self {
|
||||
let bot_strategies: Vec<Box<dyn BotStrategy>> =
|
||||
args.bot
|
||||
.as_deref()
|
||||
.map(|str_bots| {
|
||||
str_bots
|
||||
.split(",")
|
||||
.filter_map(|s| match s.trim() {
|
||||
"dummy" => {
|
||||
Some(Box::new(DefaultStrategy::default()) as Box<dyn BotStrategy>)
|
||||
}
|
||||
"random" => {
|
||||
Some(Box::new(RandomStrategy::default()) as Box<dyn BotStrategy>)
|
||||
}
|
||||
"erroneous" => {
|
||||
Some(Box::new(ErroneousStrategy::default()) as Box<dyn BotStrategy>)
|
||||
}
|
||||
"ai" => Some(Box::new(StableBaselines3Strategy::default())
|
||||
as Box<dyn BotStrategy>),
|
||||
"dqnburn" => {
|
||||
Some(Box::new(DqnBurnStrategy::default()) as Box<dyn BotStrategy>)
|
||||
}
|
||||
s if s.starts_with("ai:") => {
|
||||
let path = s.trim_start_matches("ai:");
|
||||
Some(Box::new(StableBaselines3Strategy::new(path))
|
||||
as Box<dyn BotStrategy>)
|
||||
}
|
||||
s if s.starts_with("dqnburn:") => {
|
||||
let path = s.trim_start_matches("dqnburn:");
|
||||
Some(Box::new(DqnBurnStrategy::new_with_model(&path.to_string()))
|
||||
as Box<dyn BotStrategy>)
|
||||
}
|
||||
"az" => {
|
||||
Some(Box::new(AzBotStrategy::new_mlp(None)) as Box<dyn BotStrategy>)
|
||||
}
|
||||
s if s.starts_with("az:") && !s.starts_with("az-") => {
|
||||
let path = s.trim_start_matches("az:");
|
||||
Some(Box::new(AzBotStrategy::new_mlp(Some(path))) as Box<dyn BotStrategy>)
|
||||
}
|
||||
"az-resnet" => {
|
||||
Some(Box::new(AzBotStrategy::new_resnet(None)) as Box<dyn BotStrategy>)
|
||||
}
|
||||
s if s.starts_with("az-resnet:") => {
|
||||
let path = s.trim_start_matches("az-resnet:");
|
||||
Some(Box::new(AzBotStrategy::new_resnet(Some(path))) as Box<dyn BotStrategy>)
|
||||
}
|
||||
"az-dqn" => {
|
||||
Some(Box::new(DqnSpielBotStrategy::new(None)) as Box<dyn BotStrategy>)
|
||||
}
|
||||
s if s.starts_with("az-dqn:") => {
|
||||
let path = s.trim_start_matches("az-dqn:");
|
||||
Some(Box::new(DqnSpielBotStrategy::new(Some(path))) as Box<dyn BotStrategy>)
|
||||
}
|
||||
_ => None,
|
||||
})
|
||||
.collect()
|
||||
})
|
||||
.unwrap_or_default();
|
||||
let schools_enabled = false;
|
||||
let should_quit = bot_strategies.len() > 1;
|
||||
Self {
|
||||
game: GameRunner::new(schools_enabled, bot_strategies, args.seed.map(|s| s as u64)),
|
||||
should_quit,
|
||||
schools_enabled,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn start(&mut self) {
|
||||
self.game.state = GameState::new(self.schools_enabled);
|
||||
}
|
||||
|
||||
pub fn input(&mut self, input: &str) {
|
||||
// println!("'{}'", input);
|
||||
match input {
|
||||
"state" => self.show_state(),
|
||||
"history" => self.show_history(),
|
||||
"quit" => self.quit(),
|
||||
// run bots game (when two bots)
|
||||
"bots" => self.bots_all(),
|
||||
"" => self.bots_next_step(),
|
||||
// play (when one bot)
|
||||
"roll" => self.roll_dice(),
|
||||
"go" => self.go(),
|
||||
_ => self.add_move(input),
|
||||
}
|
||||
println!("{}", self.display());
|
||||
}
|
||||
|
||||
// --- 2 bots game actions
|
||||
|
||||
fn bots_all(&mut self) {}
|
||||
|
||||
fn bots_next_step(&mut self) {}
|
||||
|
||||
// Set running to false to quit the application.
|
||||
pub fn quit(&mut self) {
|
||||
self.should_quit = true;
|
||||
}
|
||||
|
||||
pub fn show_state(&self) {
|
||||
println!("{:?}", self.game.state)
|
||||
}
|
||||
|
||||
pub fn show_history(&self) {
|
||||
for hist in self.game.state.history.iter() {
|
||||
println!("{hist:?}\n");
|
||||
}
|
||||
}
|
||||
|
||||
fn roll_dice(&mut self) {
|
||||
if self.game.player_id.is_none() {
|
||||
println!("player_id not set ");
|
||||
return;
|
||||
}
|
||||
if self.game.state.turn_stage != TurnStage::RollDice {
|
||||
println!("Not in the dice roll stage");
|
||||
return;
|
||||
}
|
||||
let dice = self.game.dice_roller.roll();
|
||||
|
||||
// get correct points for these board and dice
|
||||
// let points_rules = PointsRules::new(
|
||||
// &self
|
||||
// .game
|
||||
// .state
|
||||
// .player_color_by_id(&self.game.player_id.unwrap())
|
||||
// .unwrap(),
|
||||
// &self.game.state.board,
|
||||
// dice,
|
||||
// );
|
||||
self.game.handle_event(&GameEvent::Roll {
|
||||
player_id: self.game.player_id.unwrap(),
|
||||
});
|
||||
self.game.handle_event(&GameEvent::RollResult {
|
||||
player_id: self.game.player_id.unwrap(),
|
||||
dice,
|
||||
});
|
||||
}
|
||||
|
||||
fn go(&mut self) {
|
||||
if self.game.player_id.is_none() {
|
||||
println!("player_id not set ");
|
||||
return;
|
||||
}
|
||||
if self.game.state.turn_stage != TurnStage::HoldOrGoChoice {
|
||||
println!("Not in position to go");
|
||||
return;
|
||||
}
|
||||
self.game.handle_event(&GameEvent::Go {
|
||||
player_id: self.game.player_id.unwrap(),
|
||||
});
|
||||
}
|
||||
|
||||
fn add_move(&mut self, input: &str) {
|
||||
if self.game.player_id.is_none() {
|
||||
println!("player_id not set ");
|
||||
return;
|
||||
}
|
||||
let positions: Vec<usize> = input
|
||||
.split(' ')
|
||||
.map(|str| str.parse().unwrap_or(0))
|
||||
.collect();
|
||||
if positions.len() == 2 && positions[0] != 0 && positions[1] != 0 {
|
||||
if let Ok(checker_move) = CheckerMove::new(positions[0], positions[1]) {
|
||||
// if checker_move.is_ok() {
|
||||
if self.game.first_move.is_some() {
|
||||
let move_event = GameEvent::Move {
|
||||
player_id: self.game.player_id.unwrap(),
|
||||
moves: (self.game.first_move.unwrap(), checker_move),
|
||||
};
|
||||
if !self.game.state.validate(&move_event) {
|
||||
println!("Move invalid");
|
||||
self.game.first_move = None;
|
||||
return;
|
||||
}
|
||||
self.game.handle_event(&move_event);
|
||||
self.game.first_move = None;
|
||||
} else {
|
||||
self.game.first_move = Some(checker_move);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
println!("invalid move : {input}");
|
||||
}
|
||||
|
||||
pub fn display(&mut self) -> String {
|
||||
let winner = self
|
||||
.game
|
||||
.state
|
||||
.determine_winner()
|
||||
.and_then(|id| self.game.state.players.get(&id));
|
||||
let str_won: String = winner
|
||||
.map(|p| {
|
||||
let mut name = " winner: ".to_owned();
|
||||
name.push_str(&p.name);
|
||||
name
|
||||
})
|
||||
.unwrap_or("".to_owned());
|
||||
let mut output = "-------------------------------".to_owned();
|
||||
output += format!(
|
||||
"\n{:?}{} > {} > {:?}",
|
||||
self.game.state.stage,
|
||||
str_won,
|
||||
self.game
|
||||
.state
|
||||
.who_plays()
|
||||
.map(|pl| &pl.name)
|
||||
.unwrap_or(&"?".to_owned()),
|
||||
self.game.state.turn_stage
|
||||
)
|
||||
.as_str();
|
||||
|
||||
output = output + "\nRolled dice : " + &self.game.state.dice.to_display_string();
|
||||
|
||||
if self.game.state.stage != Stage::PreGame {
|
||||
output = output + "\nRolled dice jans : " + &format!("{:?}", self.game.state.dice_jans);
|
||||
output = output
|
||||
+ "\nLast move : "
|
||||
+ &self.game.state.dice_moves.0.to_display_string()
|
||||
+ ", "
|
||||
+ &self.game.state.dice_moves.1.to_display_string();
|
||||
|
||||
// display players points
|
||||
output += format!("\n\n{:<11} :: {:<5} :: {}", "Player", "holes", "points").as_str();
|
||||
|
||||
for player_id in self.game.state.players.keys().sorted() {
|
||||
let player = &self.game.state.players[player_id];
|
||||
output += format!(
|
||||
"\n{}. {:<8} :: {:<5} :: {}",
|
||||
&player_id, &player.name, &player.holes, &player.points,
|
||||
)
|
||||
.as_str();
|
||||
}
|
||||
}
|
||||
|
||||
output += "\n-------------------------------\n";
|
||||
output += &self.game.state.board.to_display_grid(9);
|
||||
output
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use pretty_assertions::assert_eq;
|
||||
|
||||
#[test]
|
||||
fn test_display() {
|
||||
let expected = "-------------------------------
|
||||
PreGame > ? > RollDice
|
||||
Rolled dice : 0 & 0
|
||||
-------------------------------
|
||||
|
||||
13 14 15 16 17 18 19 20 21 22 23 24
|
||||
----------------------------------------------------------------
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | 15 |
|
||||
|------------------------------ | | -----------------------------|
|
||||
| | | 15 |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
----------------------------------------------------------------
|
||||
12 11 10 9 8 7 6 5 4 3 2 1
|
||||
";
|
||||
let mut app = App::default();
|
||||
self::assert_eq!(app.display(), expected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_move() {
|
||||
let expected = "-------------------------------
|
||||
InGame > myself > RollDice
|
||||
Rolled dice : 4 & 6
|
||||
Rolled dice jans : {}
|
||||
Last move : CheckerMove { from: 24, to: 18 } , CheckerMove { from: 24, to: 20 }
|
||||
|
||||
Player :: holes :: points
|
||||
1. myself :: 0 :: 0
|
||||
2. bot :: 0 :: 0
|
||||
-------------------------------
|
||||
|
||||
13 14 15 16 17 18 19 20 21 22 23 24
|
||||
----------------------------------------------------------------
|
||||
| X | | X X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | X |
|
||||
| | | 13 |
|
||||
|------------------------------ | | -----------------------------|
|
||||
| | | 13 |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O |
|
||||
| | | O O O |
|
||||
----------------------------------------------------------------
|
||||
12 11 10 9 8 7 6 5 4 3 2 1
|
||||
";
|
||||
let mut app = App::new(AppArgs {
|
||||
seed: Some(1327),
|
||||
bot: Some("dummy".into()),
|
||||
});
|
||||
println!("avant : {}", app.display());
|
||||
app.input("roll");
|
||||
app.input("1 3");
|
||||
app.input("1 4");
|
||||
self::assert_eq!(app.display(), expected);
|
||||
}
|
||||
}
|
||||
131
clients/cli/src/game_runner.rs
Normal file
131
clients/cli/src/game_runner.rs
Normal file
|
|
@ -0,0 +1,131 @@
|
|||
use log::{debug, error};
|
||||
use trictrac_bot::{Bot, BotStrategy};
|
||||
use trictrac_store::{CheckerMove, DiceRoller, GameEvent, GameState, PlayerId, TurnStage};
|
||||
|
||||
// Application Game
|
||||
#[derive(Debug, Default)]
|
||||
pub struct GameRunner {
|
||||
pub state: GameState,
|
||||
pub dice_roller: DiceRoller,
|
||||
pub first_move: Option<CheckerMove>,
|
||||
pub player_id: Option<PlayerId>,
|
||||
bots: Vec<Bot>,
|
||||
}
|
||||
|
||||
impl GameRunner {
|
||||
// Constructs a new instance of [`App`].
|
||||
pub fn new(
|
||||
schools_enabled: bool,
|
||||
bot_strategies: Vec<Box<dyn BotStrategy>>,
|
||||
seed: Option<u64>,
|
||||
) -> Self {
|
||||
let mut state = GameState::new(schools_enabled);
|
||||
// local : player
|
||||
let player_id: Option<PlayerId> = if bot_strategies.len() > 1 {
|
||||
None
|
||||
} else {
|
||||
state.init_player("myself")
|
||||
};
|
||||
|
||||
// bots
|
||||
let bots: Vec<Bot> = bot_strategies
|
||||
.into_iter()
|
||||
.map(|strategy| {
|
||||
let bot_id: PlayerId = state.init_player("bot").unwrap();
|
||||
let bot_color = state.player_color_by_id(&bot_id).unwrap();
|
||||
Bot::new(strategy, bot_color)
|
||||
})
|
||||
.collect();
|
||||
// let bot_strategy = Box::new(DefaultStrategy::default());
|
||||
// let bot: Bot = Bot::new(bot_strategy, bot_color, schools_enabled);
|
||||
// let bot: Bot = Bot::new(bot_strategy, bot_color);
|
||||
|
||||
let first_player_id = if bots.len() > 1 {
|
||||
bots[0].player_id
|
||||
} else {
|
||||
player_id.unwrap()
|
||||
};
|
||||
let mut game = Self {
|
||||
state,
|
||||
dice_roller: DiceRoller::new(seed),
|
||||
first_move: None,
|
||||
player_id,
|
||||
bots,
|
||||
};
|
||||
game.handle_event(&GameEvent::BeginGame {
|
||||
goes_first: first_player_id,
|
||||
});
|
||||
game
|
||||
}
|
||||
|
||||
pub fn handle_event(&mut self, event: &GameEvent) -> Option<GameEvent> {
|
||||
if event == &GameEvent::PlayError {
|
||||
return None;
|
||||
}
|
||||
let valid_event = if self.state.validate(event) {
|
||||
debug!(
|
||||
"--------------- new valid event {event:?} (stage {:?}) -----------",
|
||||
self.state.turn_stage
|
||||
);
|
||||
let _ = self.state.consume(event).inspect_err(|e| error!("{}", e));
|
||||
debug!(
|
||||
" --> stage {:?} ; active player points {:?}",
|
||||
self.state.turn_stage,
|
||||
self.state.who_plays().map(|p| p.points)
|
||||
);
|
||||
event
|
||||
} else {
|
||||
debug!("{}", self.state);
|
||||
error!("event not valid : {event:?}");
|
||||
// panic!("crash and burn {} \nevt not valid {event:?}", self.state);
|
||||
&GameEvent::PlayError
|
||||
};
|
||||
|
||||
// chain all successive bot actions
|
||||
if self.bots.is_empty() {
|
||||
return None;
|
||||
}
|
||||
|
||||
// Collect bot actions to avoid borrow conflicts
|
||||
let bot_events: Vec<GameEvent> = self
|
||||
.bots
|
||||
.iter_mut()
|
||||
.filter_map(|bot| bot.handle_event(valid_event))
|
||||
.collect();
|
||||
|
||||
// if bot_events.len() > 1 {
|
||||
// println!(
|
||||
// "There might be a problem : 2 bots events : {:?}",
|
||||
// bot_events
|
||||
// );
|
||||
// }
|
||||
|
||||
let mut next_event = None;
|
||||
for bot_event in bot_events {
|
||||
let bot_result_event = self.handle_event(&bot_event);
|
||||
if let Some(bot_id) = bot_event.player_id() {
|
||||
next_event = if self.bot_needs_dice_roll(bot_id) {
|
||||
let dice = self.dice_roller.roll();
|
||||
self.handle_event(&GameEvent::RollResult {
|
||||
player_id: bot_id,
|
||||
dice,
|
||||
})
|
||||
} else {
|
||||
bot_result_event
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(winner) = self.state.determine_winner() {
|
||||
next_event = Some(trictrac_store::GameEvent::EndGame {
|
||||
reason: trictrac_store::EndGameReason::PlayerWon { winner },
|
||||
});
|
||||
}
|
||||
|
||||
next_event
|
||||
}
|
||||
|
||||
fn bot_needs_dice_roll(&self, bot_id: PlayerId) -> bool {
|
||||
self.state.active_player_id == bot_id && self.state.turn_stage == TurnStage::RollWaiting
|
||||
}
|
||||
}
|
||||
95
clients/cli/src/main.rs
Normal file
95
clients/cli/src/main.rs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
// Application.
|
||||
pub mod app;
|
||||
mod game_runner;
|
||||
|
||||
use anyhow::Result;
|
||||
use app::{App, AppArgs};
|
||||
use std::io;
|
||||
|
||||
// see pico-args example at https://github.com/RazrFalcon/pico-args/blob/master/examples/app.rs
|
||||
const HELP: &str = "\
|
||||
Trictrac CLI
|
||||
|
||||
USAGE:
|
||||
trictrac-cli [OPTIONS]
|
||||
|
||||
FLAGS:
|
||||
-h, --help Prints help information
|
||||
|
||||
OPTIONS:
|
||||
--seed SEED Sets the random generator seed
|
||||
--bot STRATEGY_BOT Add a bot player with strategy STRATEGY, a second bot may be added to play against the first : --bot STRATEGY_BOT1,STRATEGY_BOT2
|
||||
Available strategies:
|
||||
- dummy: Default strategy selecting the first valid move
|
||||
- ai: AI strategy using the default model at models/trictrac_ppo.zip
|
||||
- ai:/path/to/model.zip: AI strategy using a custom model
|
||||
- dqnburn: DQN strategy (burn-rl backend)
|
||||
- dqnburn:/path/to/model: DQN strategy (burn-rl backend) with custom model
|
||||
- az: AlphaZero MlpNet (random weights)
|
||||
- az:/path/to/model.mpk: AlphaZero MlpNet checkpoint
|
||||
- az-resnet: AlphaZero ResNet (random weights)
|
||||
- az-resnet:/path/to/model.mpk: AlphaZero ResNet checkpoint
|
||||
- az-dqn: DQN QNet (random weights, first-legal-move fallback)
|
||||
- az-dqn:/path/to/model.mpk: DQN QNet checkpoint
|
||||
|
||||
ARGS:
|
||||
<INPUT>
|
||||
";
|
||||
|
||||
fn main() -> Result<()> {
|
||||
env_logger::init();
|
||||
let args = match parse_args() {
|
||||
Ok(v) => v,
|
||||
Err(e) => {
|
||||
eprintln!("Error: {e}.");
|
||||
std::process::exit(1);
|
||||
}
|
||||
};
|
||||
// println!("{:#?}", args);
|
||||
|
||||
// Create an application.
|
||||
let mut app = App::new(args);
|
||||
|
||||
// Start the main loop.
|
||||
while !app.should_quit {
|
||||
println!("whot?>");
|
||||
let mut input = String::new();
|
||||
let _bytecount = io::stdin().read_line(&mut input)?;
|
||||
app.input(input.trim());
|
||||
}
|
||||
|
||||
// display app final state
|
||||
println!("{}", app.display());
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn parse_args() -> Result<AppArgs, pico_args::Error> {
|
||||
let mut pargs = pico_args::Arguments::from_env();
|
||||
|
||||
// Help has a higher priority and should be handled separately.
|
||||
if pargs.contains(["-h", "--help"]) {
|
||||
print!("{HELP}");
|
||||
std::process::exit(0);
|
||||
}
|
||||
|
||||
let args = AppArgs {
|
||||
// Parses an optional value that implements `FromStr`.
|
||||
seed: pargs.opt_value_from_str("--seed")?,
|
||||
bot: pargs.opt_value_from_str("--bot")?,
|
||||
// Parses an optional value from `&str` using a specified function.
|
||||
// width: pargs.opt_value_from_fn("--width", parse_width)?.unwrap_or(10),
|
||||
};
|
||||
|
||||
// It's up to the caller what to do with the remaining arguments.
|
||||
let remaining = pargs.finish();
|
||||
if !remaining.is_empty() {
|
||||
eprintln!("Warning: unused arguments left: {remaining:?}.");
|
||||
}
|
||||
|
||||
Ok(args)
|
||||
}
|
||||
|
||||
// fn parse_width(s: &str) -> Result<u32, &'static str> {
|
||||
// s.parse().map_err(|_| "not a number")
|
||||
// }
|
||||
38
clients/web-game/Cargo.toml
Normal file
38
clients/web-game/Cargo.toml
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
[package]
|
||||
name = "client_web"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
[package.metadata.leptos-i18n]
|
||||
default = "en"
|
||||
locales = ["en", "fr"]
|
||||
|
||||
[dependencies]
|
||||
leptos_i18n = { version = "0.5", features = ["csr", "interpolate_display"] }
|
||||
trictrac-store = { path = "../../store" }
|
||||
backbone-lib = { path = "../backbone-lib" }
|
||||
leptos = { version = "0.7", features = ["csr"] }
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
futures = "0.3"
|
||||
rand = "0.9"
|
||||
gloo-storage = "0.3"
|
||||
|
||||
[target.'cfg(target_arch = "wasm32")'.dependencies]
|
||||
wasm-bindgen-futures = "0.4"
|
||||
gloo-timers = { version = "0.3", features = ["futures"] }
|
||||
# getrandom 0.3 requires an explicit WASM backend; "wasm_js" uses window.crypto.getRandomValues.
|
||||
# Must be a direct dependency (not just transitive) for the feature to take effect.
|
||||
getrandom = { version = "0.3", features = ["wasm_js"] }
|
||||
web-sys = { version = "0.3", features = [
|
||||
"AudioContext",
|
||||
"AudioParam",
|
||||
"AudioNode",
|
||||
"AudioDestinationNode",
|
||||
"AudioScheduledSourceNode",
|
||||
"GainNode",
|
||||
"OscillatorNode",
|
||||
"OscillatorType",
|
||||
"BaseAudioContext",
|
||||
"HtmlAudioElement",
|
||||
] }
|
||||
2
clients/web-game/Trunk.toml
Normal file
2
clients/web-game/Trunk.toml
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[serve]
|
||||
port = 9092
|
||||
BIN
clients/web-game/assets/diceroll.mp3
Normal file
BIN
clients/web-game/assets/diceroll.mp3
Normal file
Binary file not shown.
1196
clients/web-game/assets/style.css
Normal file
1196
clients/web-game/assets/style.css
Normal file
File diff suppressed because it is too large
Load diff
1173
clients/web-game/dist/client_web-4248a2b78bb5a03.js
vendored
Normal file
1173
clients/web-game/dist/client_web-4248a2b78bb5a03.js
vendored
Normal file
File diff suppressed because it is too large
Load diff
BIN
clients/web-game/dist/client_web-4248a2b78bb5a03_bg.wasm
vendored
Normal file
BIN
clients/web-game/dist/client_web-4248a2b78bb5a03_bg.wasm
vendored
Normal file
Binary file not shown.
151
clients/web-game/dist/index.html
vendored
Normal file
151
clients/web-game/dist/index.html
vendored
Normal file
|
|
@ -0,0 +1,151 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>Trictrac</title>
|
||||
|
||||
<script type="module">
|
||||
import init, * as bindings from '/client_web-4248a2b78bb5a03.js';
|
||||
const wasm = await init({ module_or_path: '/client_web-4248a2b78bb5a03_bg.wasm' });
|
||||
|
||||
|
||||
window.wasmBindings = bindings;
|
||||
|
||||
|
||||
dispatchEvent(new CustomEvent("TrunkApplicationStarted", {detail: {wasm}}));
|
||||
|
||||
</script>
|
||||
<link rel="stylesheet" href="/style-398501cc5e039e60.css" integrity="sha384-2ThBpr9kkUyidGty3yoW5Ko7K/BgvwfBPFT7LeUlz6UN1/i79c/hWGkSxyb2jQEy"/>
|
||||
<link rel="modulepreload" href="/client_web-4248a2b78bb5a03.js" crossorigin="anonymous" integrity="sha384-RV1mp1Eo8sE16ldXkdWXd7O5F6KPrauzW++dBoewVErNRRjIDRP1Qec4gg8eEwbn"><link rel="preload" href="/client_web-4248a2b78bb5a03_bg.wasm" crossorigin="anonymous" integrity="sha384-cv/IN4k4mpulOZfHv2tWRwdZEY/Fw5cj/wWch7btaCRmegCbsiYD392KpUMFUTLF" as="fetch" type="application/wasm"></head>
|
||||
<body><script>"use strict";
|
||||
|
||||
(function () {
|
||||
|
||||
const address = '{{__TRUNK_ADDRESS__}}';
|
||||
const base = '{{__TRUNK_WS_BASE__}}';
|
||||
let protocol = '';
|
||||
protocol =
|
||||
protocol
|
||||
? protocol
|
||||
: window.location.protocol === 'https:'
|
||||
? 'wss'
|
||||
: 'ws';
|
||||
const url = protocol + '://' + address + base + '.well-known/trunk/ws';
|
||||
|
||||
class Overlay {
|
||||
constructor() {
|
||||
// create an overlay
|
||||
this._overlay = document.createElement("div");
|
||||
const style = this._overlay.style;
|
||||
style.height = "100vh";
|
||||
style.width = "100vw";
|
||||
style.position = "fixed";
|
||||
style.top = "0";
|
||||
style.left = "0";
|
||||
style.backgroundColor = "rgba(222, 222, 222, 0.5)";
|
||||
style.fontFamily = "sans-serif";
|
||||
// not sure that's the right approach
|
||||
style.zIndex = "1000000";
|
||||
style.backdropFilter = "blur(1rem)";
|
||||
|
||||
const container = document.createElement("div");
|
||||
// center it
|
||||
container.style.position = "absolute";
|
||||
container.style.top = "30%";
|
||||
container.style.left = "15%";
|
||||
container.style.maxWidth = "85%";
|
||||
|
||||
this._title = document.createElement("div");
|
||||
this._title.innerText = "Build failure";
|
||||
this._title.style.paddingBottom = "2rem";
|
||||
this._title.style.fontSize = "2.5rem";
|
||||
|
||||
this._message = document.createElement("div");
|
||||
this._message.style.whiteSpace = "pre-wrap";
|
||||
|
||||
const icon= document.createElement("div");
|
||||
icon.innerHTML = '<svg xmlns="http://www.w3.org/2000/svg" width="64" height="64" fill="#dc3545" viewBox="0 0 16 16"><path d="M8.982 1.566a1.13 1.13 0 0 0-1.96 0L.165 13.233c-.457.778.091 1.767.98 1.767h13.713c.889 0 1.438-.99.98-1.767L8.982 1.566zM8 5c.535 0 .954.462.9.995l-.35 3.507a.552.552 0 0 1-1.1 0L7.1 5.995A.905.905 0 0 1 8 5zm.002 6a1 1 0 1 1 0 2 1 1 0 0 1 0-2z"/></svg>';
|
||||
this._title.prepend(icon);
|
||||
|
||||
container.append(this._title, this._message);
|
||||
this._overlay.append(container);
|
||||
|
||||
this._inject();
|
||||
window.setInterval(() => {
|
||||
this._inject();
|
||||
}, 250);
|
||||
}
|
||||
|
||||
set reason(reason) {
|
||||
this._message.textContent = reason;
|
||||
}
|
||||
|
||||
_inject() {
|
||||
if (!this._overlay.isConnected) {
|
||||
// prepend it
|
||||
document.body?.prepend(this._overlay);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Client {
|
||||
constructor(url) {
|
||||
this.url = url;
|
||||
this.poll_interval = 5000;
|
||||
this._overlay = null;
|
||||
}
|
||||
|
||||
start() {
|
||||
const ws = new WebSocket(this.url);
|
||||
ws.onmessage = (ev) => {
|
||||
const msg = JSON.parse(ev.data);
|
||||
switch (msg.type) {
|
||||
case "reload":
|
||||
this.reload();
|
||||
break;
|
||||
case "buildFailure":
|
||||
this.buildFailure(msg.data)
|
||||
break;
|
||||
}
|
||||
};
|
||||
ws.onclose = () => this.onclose();
|
||||
}
|
||||
|
||||
onclose() {
|
||||
window.setTimeout(
|
||||
() => {
|
||||
// when we successfully reconnect, we'll force a
|
||||
// reload (since we presumably lost connection to
|
||||
// trunk due to it being killed, so it will have
|
||||
// rebuilt on restart)
|
||||
const ws = new WebSocket(this.url);
|
||||
ws.onopen = () => window.location.reload();
|
||||
ws.onclose = () => this.onclose();
|
||||
},
|
||||
this.poll_interval);
|
||||
}
|
||||
|
||||
reload() {
|
||||
window.location.reload();
|
||||
}
|
||||
|
||||
buildFailure({reason}) {
|
||||
// also log the console
|
||||
console.error("Build failed:", reason);
|
||||
|
||||
console.debug("Overlay", this._overlay);
|
||||
|
||||
if (!this._overlay) {
|
||||
this._overlay = new Overlay();
|
||||
}
|
||||
this._overlay.reason = reason;
|
||||
}
|
||||
}
|
||||
|
||||
new Client(url).start();
|
||||
|
||||
})()
|
||||
</script></body>
|
||||
</html>
|
||||
1133
clients/web-game/dist/style-398501cc5e039e60.css
vendored
Normal file
1133
clients/web-game/dist/style-398501cc5e039e60.css
vendored
Normal file
File diff suppressed because it is too large
Load diff
12
clients/web-game/index.html
Normal file
12
clients/web-game/index.html
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>Trictrac</title>
|
||||
<link data-trunk rel="rust" />
|
||||
<link data-trunk rel="css" href="assets/style.css" />
|
||||
<link data-trunk rel="copy-file" href="assets/diceroll.mp3" />
|
||||
</head>
|
||||
<body></body>
|
||||
</html>
|
||||
61
clients/web-game/locales/en.json
Normal file
61
clients/web-game/locales/en.json
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
{
|
||||
"room_name_placeholder": "Room name",
|
||||
"create_room": "Create Room",
|
||||
"join_room": "Join Room",
|
||||
"connecting": "Connecting…",
|
||||
"game_over": "Game over",
|
||||
"waiting_for_opponent": "Waiting for opponent…",
|
||||
"your_turn_roll": "Your turn — roll the dice",
|
||||
"hold_or_go": "Hold or Go?",
|
||||
"select_move": "Move a checker ({{ n }} of 2)",
|
||||
"your_turn": "Your turn",
|
||||
"opponent_turn": "Opponent's turn",
|
||||
"room_label": "Room: {{ id }}",
|
||||
"quit": "Quit",
|
||||
"roll_dice": "Roll dice",
|
||||
"go": "Go",
|
||||
"empty_move": "Empty move",
|
||||
"you_suffix": " (you)",
|
||||
"points_label": "Points",
|
||||
"holes_label": "Holes",
|
||||
"bredouille_title": "Can bredouille",
|
||||
"jan_double": "double",
|
||||
"jan_simple": "simple",
|
||||
"jan_filled_quarter": "Quarter filled",
|
||||
"jan_true_hit_small": "True hit (small jan)",
|
||||
"jan_true_hit_big": "True hit (big jan)",
|
||||
"jan_true_hit_corner": "True hit (opp. corner)",
|
||||
"jan_first_exit": "First to exit",
|
||||
"jan_six_tables": "Six tables",
|
||||
"jan_two_tables": "Two tables",
|
||||
"jan_mezeas": "Mezeas",
|
||||
"jan_false_hit_small": "False hit (small jan)",
|
||||
"jan_false_hit_big": "False hit (big jan)",
|
||||
"jan_contre_two": "Contre two tables",
|
||||
"jan_contre_mezeas": "Contre mezeas",
|
||||
"jan_helpless_man": "Helpless man",
|
||||
"play_vs_bot": "Play vs Bot",
|
||||
"vs_bot_label": "vs Bot",
|
||||
"you_win": "You win!",
|
||||
"opp_wins": "{{ name }} wins!",
|
||||
"play_again": "Play again",
|
||||
"after_opponent_roll": "Opponent rolled",
|
||||
"after_opponent_go": "Opponent chose to continue",
|
||||
"after_opponent_move": "Opponent moved — your turn",
|
||||
"after_opponent_pre_game_roll": "Opponent rolled — your turn",
|
||||
"pre_game_roll_title": "Who goes first?",
|
||||
"pre_game_roll_btn": "Roll",
|
||||
"pre_game_roll_tie": "Tie! Roll again",
|
||||
"pre_game_roll_your_die": "Your die",
|
||||
"pre_game_roll_opp_die": "Opponent's die",
|
||||
"continue_btn": "Continue",
|
||||
"scored_pts": "+{{ n }} pts",
|
||||
"hole_made": "Hole! {{ holes }}/12",
|
||||
"bredouille_applied": "Bredouille!",
|
||||
"hold": "Hold",
|
||||
"opp_scored_pts": "Opponent +{{ n }} pts",
|
||||
"opp_hole_made": "Opponent hole! {{ holes }}/12",
|
||||
"hint_move": "Click a highlighted field to move a checker",
|
||||
"hint_hold_or_go": "Hold to keep points — Go to reset the setting",
|
||||
"hint_continue": "Click Continue when ready"
|
||||
}
|
||||
61
clients/web-game/locales/fr.json
Normal file
61
clients/web-game/locales/fr.json
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
{
|
||||
"room_name_placeholder": "Nom de la salle",
|
||||
"create_room": "Créer une salle",
|
||||
"join_room": "Rejoindre",
|
||||
"connecting": "Connexion en cours…",
|
||||
"game_over": "Partie terminée",
|
||||
"waiting_for_opponent": "En attente de l'adversaire…",
|
||||
"your_turn_roll": "À votre tour — lancez les dés",
|
||||
"hold_or_go": "Tenir ou s'en aller ?",
|
||||
"select_move": "Déplacez une dame ({{ n }} sur 2)",
|
||||
"your_turn": "Votre tour",
|
||||
"opponent_turn": "Tour de l'adversaire",
|
||||
"room_label": "Salle : {{ id }}",
|
||||
"quit": "Quitter",
|
||||
"roll_dice": "Lancer les dés",
|
||||
"go": "S'en aller",
|
||||
"empty_move": "Mouvement impossible",
|
||||
"you_suffix": " (vous)",
|
||||
"points_label": "Points",
|
||||
"holes_label": "Trous",
|
||||
"bredouille_title": "Peut faire bredouille",
|
||||
"jan_double": "double",
|
||||
"jan_simple": "simple",
|
||||
"jan_filled_quarter": "Remplissage",
|
||||
"jan_true_hit_small": "Battage à vrai (petit jan)",
|
||||
"jan_true_hit_big": "Battage à vrai (grand jan)",
|
||||
"jan_true_hit_corner": "Battage coin adverse",
|
||||
"jan_first_exit": "Premier sorti",
|
||||
"jan_six_tables": "Jan de six tables",
|
||||
"jan_two_tables": "Jan de deux tables",
|
||||
"jan_mezeas": "Jan de mézéas",
|
||||
"jan_false_hit_small": "Battage à faux (petit jan)",
|
||||
"jan_false_hit_big": "Battage à faux (grand jan)",
|
||||
"jan_contre_two": "Contre jan de deux tables",
|
||||
"jan_contre_mezeas": "Contre jan de mezeas",
|
||||
"jan_helpless_man": "Dame impuissante",
|
||||
"play_vs_bot": "Jouer contre le bot",
|
||||
"vs_bot_label": "contre le bot",
|
||||
"you_win": "Vous avez gagné !",
|
||||
"opp_wins": "{{ name }} gagne !",
|
||||
"play_again": "Rejouer",
|
||||
"after_opponent_roll": "L'adversaire a lancé les dés",
|
||||
"after_opponent_go": "L'adversaire s'en va",
|
||||
"after_opponent_move": "L'adversaire a joué — à vous",
|
||||
"after_opponent_pre_game_roll": "L'adversaire a lancé — à vous",
|
||||
"pre_game_roll_title": "Qui joue en premier ?",
|
||||
"pre_game_roll_btn": "Lancer",
|
||||
"pre_game_roll_tie": "Égalité ! Relancez",
|
||||
"pre_game_roll_your_die": "Votre dé",
|
||||
"pre_game_roll_opp_die": "Dé adverse",
|
||||
"continue_btn": "Continuer",
|
||||
"scored_pts": "+{{ n }} pts",
|
||||
"hole_made": "Trou ! {{ holes }}/12",
|
||||
"bredouille_applied": "Bredouille !",
|
||||
"hold": "Tenir",
|
||||
"opp_scored_pts": "Adversaire +{{ n }} pts",
|
||||
"opp_hole_made": "Trou adverse ! {{ holes }}/12",
|
||||
"hint_move": "Cliquez un champ surligné pour déplacer",
|
||||
"hint_hold_or_go": "Tenir pour garder les points — S'en aller pour repartir",
|
||||
"hint_continue": "Cliquez Continuer quand vous êtes prêt"
|
||||
}
|
||||
656
clients/web-game/src/app.rs
Normal file
656
clients/web-game/src/app.rs
Normal file
|
|
@ -0,0 +1,656 @@
|
|||
use futures::channel::mpsc;
|
||||
use futures::{FutureExt, StreamExt};
|
||||
use gloo_storage::{LocalStorage, Storage};
|
||||
use leptos::prelude::*;
|
||||
use leptos::task::spawn_local;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use backbone_lib::session::{ConnectError, GameSession, RoomConfig, RoomRole, SessionEvent};
|
||||
use backbone_lib::traits::{BackEndArchitecture, BackendCommand, ViewStateUpdate};
|
||||
|
||||
use crate::components::{ConnectingScreen, GameScreen, LoginScreen};
|
||||
use crate::i18n::I18nContextProvider;
|
||||
use crate::trictrac::backend::TrictracBackend;
|
||||
use crate::trictrac::bot_local::bot_decide;
|
||||
use crate::trictrac::types::{
|
||||
GameDelta, JanEntry, PlayerAction, ScoredEvent, SerStage, SerTurnStage, ViewState,
|
||||
};
|
||||
use trictrac_store::CheckerMove;
|
||||
|
||||
use std::collections::VecDeque;
|
||||
|
||||
const RELAY_URL: &str = "ws://127.0.0.1:8080/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,
|
||||
/// True when this state is a buffered snapshot awaiting player confirmation.
|
||||
pub waiting_for_confirm: bool,
|
||||
/// Why we are paused — drives the status-bar message in GameScreen.
|
||||
pub pause_reason: Option<PauseReason>,
|
||||
/// Points scored by this player in the transition to this state (if any).
|
||||
pub my_scored_event: Option<ScoredEvent>,
|
||||
pub opp_scored_event: Option<ScoredEvent>,
|
||||
/// Checker moves to animate on this render. None when board is unchanged.
|
||||
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,
|
||||
/// Opponent rolled their die in the pre-game ceremony.
|
||||
AfterOpponentPreGameRoll,
|
||||
}
|
||||
|
||||
/// Which screen is currently shown.
|
||||
#[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,
|
||||
},
|
||||
Reconnect {
|
||||
relay_url: String,
|
||||
game_id: String,
|
||||
room_id: String,
|
||||
token: u64,
|
||||
host_state: Option<Vec<u8>>,
|
||||
},
|
||||
PlayVsBot,
|
||||
Action(PlayerAction),
|
||||
Disconnect,
|
||||
}
|
||||
|
||||
/// Stored in localStorage to reconnect after a page refresh.
|
||||
#[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);
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn App() -> impl IntoView {
|
||||
let stored = load_session();
|
||||
let initial_screen = if stored.is_some() {
|
||||
Screen::Connecting
|
||||
} else {
|
||||
Screen::Login { error: None }
|
||||
};
|
||||
let screen = RwSignal::new(initial_screen);
|
||||
|
||||
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 {
|
||||
// Wait for a connect/reconnect command (or PlayVsBot).
|
||||
// None means "play vs bot"; Some((config, is_reconnect)) means "connect to relay".
|
||||
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,
|
||||
));
|
||||
}
|
||||
_ => {} // Ignore game commands while disconnected.
|
||||
}
|
||||
};
|
||||
|
||||
if remote_config.is_none() {
|
||||
loop {
|
||||
let restart = run_local_bot_game(screen, &mut cmd_rx, pending).await;
|
||||
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 mut vs = ViewState::default_with_names("Blancs", "Noirs");
|
||||
|
||||
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),
|
||||
}
|
||||
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! {
|
||||
<I18nContextProvider>
|
||||
{move || {
|
||||
let q = pending.get();
|
||||
if let Some(front) = q.front() {
|
||||
view! { <GameScreen state=front.clone() /> }.into_any()
|
||||
} else {
|
||||
match screen.get() {
|
||||
Screen::Login { error } => view! { <LoginScreen error=error /> }.into_any(),
|
||||
Screen::Connecting => view! { <ConnectingScreen /> }.into_any(),
|
||||
Screen::Playing(state) => view! { <GameScreen state=state /> }.into_any(),
|
||||
}
|
||||
}
|
||||
}}
|
||||
</I18nContextProvider>
|
||||
}
|
||||
}
|
||||
|
||||
/// Runs one local bot game. Returns `true` if the player wants to play again.
|
||||
async fn run_local_bot_game(
|
||||
screen: RwSignal<Screen>,
|
||||
cmd_rx: &mut futures::channel::mpsc::UnboundedReceiver<NetCommand>,
|
||||
pending: RwSignal<VecDeque<GameUiState>>,
|
||||
) -> bool {
|
||||
let mut backend = TrictracBackend::new(0);
|
||||
backend.player_arrival(0);
|
||||
backend.player_arrival(1);
|
||||
|
||||
let mut vs = ViewState::default_with_names("You", "Bot");
|
||||
for cmd in backend.drain_commands() {
|
||||
match cmd {
|
||||
BackendCommand::ResetViewState => {
|
||||
vs = backend.get_view_state().clone();
|
||||
}
|
||||
BackendCommand::Delta(delta) => {
|
||||
vs.apply_delta(&delta);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
screen.set(Screen::Playing(GameUiState {
|
||||
view_state: vs.clone(),
|
||||
player_id: 0,
|
||||
room_id: String::new(),
|
||||
is_bot_game: true,
|
||||
waiting_for_confirm: false,
|
||||
pause_reason: None,
|
||||
my_scored_event: None,
|
||||
opp_scored_event: None,
|
||||
last_moves: None,
|
||||
}));
|
||||
|
||||
loop {
|
||||
match cmd_rx.next().await {
|
||||
Some(NetCommand::Action(action)) => {
|
||||
let prev_vs = vs.clone();
|
||||
backend.inform_rpc(0, action);
|
||||
for cmd in backend.drain_commands() {
|
||||
if let BackendCommand::Delta(delta) = cmd {
|
||||
vs.apply_delta(&delta);
|
||||
}
|
||||
}
|
||||
let scored = compute_scored_event(&prev_vs, &vs, 0);
|
||||
let opp_scored = compute_scored_event(&prev_vs, &vs, 1);
|
||||
screen.set(Screen::Playing(GameUiState {
|
||||
view_state: vs.clone(),
|
||||
player_id: 0,
|
||||
room_id: String::new(),
|
||||
is_bot_game: true,
|
||||
waiting_for_confirm: false,
|
||||
pause_reason: None,
|
||||
my_scored_event: scored,
|
||||
opp_scored_event: opp_scored,
|
||||
last_moves: compute_last_moves(&prev_vs, &vs, true),
|
||||
}));
|
||||
}
|
||||
Some(NetCommand::PlayVsBot) => return true,
|
||||
_ => return false,
|
||||
}
|
||||
|
||||
loop {
|
||||
let pgr = backend.get_view_state().pre_game_roll.clone();
|
||||
match bot_decide(backend.get_game(), pgr.as_ref()) {
|
||||
None => break,
|
||||
Some(action) => {
|
||||
backend.inform_rpc(1, action);
|
||||
// Process each delta individually so intermediate ceremony
|
||||
// states (both dice shown) can trigger a pause via push_or_show.
|
||||
for cmd in backend.drain_commands() {
|
||||
if let BackendCommand::Delta(delta) = cmd {
|
||||
let delta_prev_vs = vs.clone();
|
||||
vs.apply_delta(&delta);
|
||||
push_or_show(
|
||||
&delta_prev_vs,
|
||||
GameUiState {
|
||||
view_state: vs.clone(),
|
||||
player_id: 0,
|
||||
room_id: String::new(),
|
||||
is_bot_game: true,
|
||||
waiting_for_confirm: false,
|
||||
pause_reason: None,
|
||||
my_scored_event: None,
|
||||
opp_scored_event: None,
|
||||
last_moves: compute_last_moves(&delta_prev_vs, &vs, false),
|
||||
},
|
||||
pending,
|
||||
screen,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the checker moves to animate when the board changed between two ViewStates.
|
||||
/// Returns `None` when the board is unchanged or no real moves were recorded.
|
||||
/// `own_move`: when true, m1 was already shown via staged-moves UI, so only animate m2.
|
||||
fn compute_last_moves(prev: &ViewState, next: &ViewState, own_move: bool) -> Option<(CheckerMove, CheckerMove)> {
|
||||
if prev.board == next.board {
|
||||
return None;
|
||||
}
|
||||
let (m1, m2) = next.dice_moves;
|
||||
if m1 == CheckerMove::default() && m2 == CheckerMove::default() {
|
||||
// Relies on the engine invariant: dice_moves is updated atomically with the board
|
||||
// change in the Move event handler. Any future engine path that mutates the board
|
||||
// without setting dice_moves would bypass this guard and replay stale animation.
|
||||
return None;
|
||||
}
|
||||
if own_move {
|
||||
// m1 was already shown via the staged-moves overlay; only animate m2.
|
||||
if m2 == CheckerMove::default() { return None; }
|
||||
return Some((m2, CheckerMove::default()));
|
||||
}
|
||||
Some((m1, m2))
|
||||
}
|
||||
|
||||
/// Computes a scoring event for `player_id` by comparing the previous and next
|
||||
/// ViewState. Returns `None` when no points changed for that player.
|
||||
fn compute_scored_event(prev: &ViewState, next: &ViewState, player_id: u16) -> Option<ScoredEvent> {
|
||||
let prev_score = &prev.scores[player_id as usize];
|
||||
let next_score = &next.scores[player_id as usize];
|
||||
|
||||
let holes_gained = next_score.holes.saturating_sub(prev_score.holes);
|
||||
if holes_gained == 0 && prev_score.points == next_score.points {
|
||||
return None;
|
||||
}
|
||||
|
||||
let bredouille = holes_gained > 0 && prev_score.can_bredouille;
|
||||
|
||||
// Determine which dice_jans are "mine" depending on who was the active roller.
|
||||
let my_jans: Vec<JanEntry> = if next.active_mp_player == Some(player_id)
|
||||
&& prev.active_mp_player == Some(player_id)
|
||||
{
|
||||
// My own roll: positive totals are mine.
|
||||
next.dice_jans
|
||||
.iter()
|
||||
.filter(|e| e.total > 0)
|
||||
.cloned()
|
||||
.collect()
|
||||
} else if next.active_mp_player == Some(player_id) && prev.active_mp_player != Some(player_id) {
|
||||
// Opponent just moved: negative totals (their penalty) are scored for me.
|
||||
next.dice_jans
|
||||
.iter()
|
||||
.filter(|e| e.total < 0)
|
||||
.map(|e| JanEntry {
|
||||
total: -e.total,
|
||||
points_per: -e.points_per,
|
||||
..e.clone()
|
||||
})
|
||||
.collect()
|
||||
} else {
|
||||
return None;
|
||||
};
|
||||
|
||||
let points_earned: u8 = my_jans
|
||||
.iter()
|
||||
.fold(0u8, |acc, e| acc.saturating_add(e.total.unsigned_abs()));
|
||||
|
||||
if points_earned == 0 && holes_gained == 0 {
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(ScoredEvent {
|
||||
points_earned,
|
||||
holes_gained,
|
||||
holes_total: next_score.holes,
|
||||
bredouille,
|
||||
jans: my_jans,
|
||||
})
|
||||
}
|
||||
|
||||
/// Either queues the state as a buffered confirmation step (when the transition
|
||||
/// warrants a pause) or shows it immediately. Always updates `screen` to the
|
||||
/// live state so the UI falls through to the right content once pending drains.
|
||||
fn push_or_show(
|
||||
prev_vs: &ViewState,
|
||||
new_state: GameUiState,
|
||||
pending: RwSignal<VecDeque<GameUiState>>,
|
||||
screen: RwSignal<Screen>,
|
||||
) {
|
||||
let scored = compute_scored_event(prev_vs, &new_state.view_state, new_state.player_id);
|
||||
let opp_scored = compute_scored_event(prev_vs, &new_state.view_state, 1 - new_state.player_id);
|
||||
|
||||
if let Some(reason) = infer_pause_reason(prev_vs, &new_state.view_state, new_state.player_id) {
|
||||
// Scoring notifications go on the buffered (paused) state only.
|
||||
pending.update(|q| {
|
||||
q.push_back(GameUiState {
|
||||
waiting_for_confirm: true,
|
||||
pause_reason: Some(reason),
|
||||
my_scored_event: scored,
|
||||
opp_scored_event: opp_scored,
|
||||
..new_state.clone()
|
||||
});
|
||||
});
|
||||
// Animation belongs to the buffered confirmation step; clear it on the
|
||||
// fallback live state so it doesn't fire again after the queue drains.
|
||||
screen.set(Screen::Playing(GameUiState {
|
||||
last_moves: None,
|
||||
..new_state
|
||||
}));
|
||||
} else {
|
||||
// No pause: show scoring directly on the live state.
|
||||
screen.set(Screen::Playing(GameUiState {
|
||||
my_scored_event: scored,
|
||||
opp_scored_event: opp_scored,
|
||||
..new_state
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
/// Compares the previous and next ViewState to decide whether the transition
|
||||
/// warrants a confirmation pause. Returns None when it is the local player's
|
||||
/// own action (no pause needed).
|
||||
fn infer_pause_reason(prev: &ViewState, next: &ViewState, player_id: u16) -> Option<PauseReason> {
|
||||
let opponent_id = 1 - player_id;
|
||||
|
||||
// Pre-game ceremony: pause when both dice are revealed simultaneously
|
||||
// (i.e. the second die was just rolled). Both players see this pause.
|
||||
if next.stage == SerStage::PreGameRoll {
|
||||
if let (Some(prev_pgr), Some(next_pgr)) = (&prev.pre_game_roll, &next.pre_game_roll) {
|
||||
let both_now = next_pgr.host_die.is_some() && next_pgr.guest_die.is_some();
|
||||
let both_before = prev_pgr.host_die.is_some() && prev_pgr.guest_die.is_some();
|
||||
if both_now && !both_before {
|
||||
return Some(PauseReason::AfterOpponentPreGameRoll);
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
|
||||
// Don't fire normal pause rules on the PreGameRoll → InGame transition.
|
||||
if prev.stage == SerStage::PreGameRoll {
|
||||
return None;
|
||||
}
|
||||
|
||||
if next.active_mp_player == Some(opponent_id) {
|
||||
// Dice changed → opponent just rolled.
|
||||
if next.dice != prev.dice {
|
||||
return Some(PauseReason::AfterOpponentRoll);
|
||||
}
|
||||
// Was at HoldOrGoChoice, now Move, opponent still active → opponent went.
|
||||
if prev.turn_stage == SerTurnStage::HoldOrGoChoice && next.turn_stage == SerTurnStage::Move
|
||||
{
|
||||
return Some(PauseReason::AfterOpponentGo);
|
||||
}
|
||||
}
|
||||
|
||||
// Turn switched to us → opponent moved.
|
||||
if next.active_mp_player == Some(player_id) && prev.active_mp_player == Some(opponent_id) {
|
||||
return Some(PauseReason::AfterOpponentMove);
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::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);
|
||||
}
|
||||
}
|
||||
594
clients/web-game/src/components/board.rs
Normal file
594
clients/web-game/src/components/board.rs
Normal file
|
|
@ -0,0 +1,594 @@
|
|||
use leptos::prelude::*;
|
||||
use trictrac_store::CheckerMove;
|
||||
|
||||
use super::die::Die;
|
||||
use crate::trictrac::types::{SerTurnStage, ViewState};
|
||||
|
||||
/// Field numbers in visual display order (left-to-right for each quarter), white's perspective.
|
||||
const TOP_LEFT_W: [u8; 6] = [13, 14, 15, 16, 17, 18];
|
||||
const TOP_RIGHT_W: [u8; 6] = [19, 20, 21, 22, 23, 24];
|
||||
const BOT_LEFT_W: [u8; 6] = [12, 11, 10, 9, 8, 7];
|
||||
const BOT_RIGHT_W: [u8; 6] = [6, 5, 4, 3, 2, 1];
|
||||
|
||||
/// 180° rotation of white's layout: black's pieces (field 24) appear at the bottom.
|
||||
const TOP_LEFT_B: [u8; 6] = [1, 2, 3, 4, 5, 6];
|
||||
const TOP_RIGHT_B: [u8; 6] = [7, 8, 9, 10, 11, 12];
|
||||
const BOT_LEFT_B: [u8; 6] = [24, 23, 22, 21, 20, 19];
|
||||
const BOT_RIGHT_B: [u8; 6] = [18, 17, 16, 15, 14, 13];
|
||||
|
||||
/// The rest corner is field 12 (White) or field 13 (Black) in the store's coordinate system.
|
||||
/// Returns true when `field_num` is the rest corner for this perspective.
|
||||
#[allow(dead_code)]
|
||||
fn is_rest_corner(field_num: u8, is_white: bool) -> bool {
|
||||
if is_white {
|
||||
field_num == 12
|
||||
} else {
|
||||
field_num == 13
|
||||
}
|
||||
}
|
||||
|
||||
/// Zone CSS class for a field number (field coordinates are always White's 1-24).
|
||||
fn field_zone_class(field_num: u8) -> &'static str {
|
||||
match field_num {
|
||||
1..=6 => "zone-petit",
|
||||
7..=12 => "zone-grand",
|
||||
13..=18 => "zone-opponent",
|
||||
19..=24 => "zone-retour",
|
||||
_ => "",
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns (d0_used, d1_used) for the bar dice display.
|
||||
fn bar_matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
|
||||
let mut d0 = false;
|
||||
let mut d1 = false;
|
||||
for &(from, to) in staged {
|
||||
let dist = if from < to {
|
||||
to.saturating_sub(from)
|
||||
} else {
|
||||
from.saturating_sub(to)
|
||||
};
|
||||
if !d0 && dist == dice.0 {
|
||||
d0 = true;
|
||||
} else if !d1 && dist == dice.1 {
|
||||
d1 = true;
|
||||
} else if !d0 {
|
||||
d0 = true;
|
||||
} else {
|
||||
d1 = true;
|
||||
}
|
||||
}
|
||||
(d0, d1)
|
||||
}
|
||||
|
||||
/// Returns the displayed board value for `field_num` after applying `staged_moves`.
|
||||
/// Field numbers are always in white's coordinate system (1–24).
|
||||
fn displayed_value(
|
||||
base_board: [i8; 24],
|
||||
staged_moves: &[(u8, u8)],
|
||||
is_white: bool,
|
||||
field_num: u8,
|
||||
) -> i8 {
|
||||
let mut val = base_board[(field_num - 1) as usize];
|
||||
let delta: i8 = if is_white { 1 } else { -1 };
|
||||
for &(from, to) in staged_moves {
|
||||
if from == field_num {
|
||||
val -= delta;
|
||||
}
|
||||
if to == field_num {
|
||||
val += delta;
|
||||
}
|
||||
}
|
||||
val
|
||||
}
|
||||
|
||||
/// Fields whose checkers may be selected as the next origin given already-staged moves.
|
||||
fn valid_origins_for(seqs: &[(CheckerMove, CheckerMove)], staged: &[(u8, u8)]) -> Vec<u8> {
|
||||
let mut v: Vec<u8> = match staged.len() {
|
||||
0 => seqs
|
||||
.iter()
|
||||
.map(|(m1, _)| m1.get_from() as u8)
|
||||
.filter(|&f| f != 0)
|
||||
.collect(),
|
||||
1 => {
|
||||
let (f0, t0) = staged[0];
|
||||
seqs.iter()
|
||||
.filter(|(m1, _)| m1.get_from() as u8 == f0 && m1.get_to() as u8 == t0)
|
||||
.map(|(_, m2)| m2.get_from() as u8)
|
||||
.filter(|&f| f != 0)
|
||||
.collect()
|
||||
}
|
||||
_ => vec![],
|
||||
};
|
||||
v.sort_unstable();
|
||||
v.dedup();
|
||||
v
|
||||
}
|
||||
|
||||
/// Pixel center of a board field in the SVG overlay coordinate space.
|
||||
/// Geometry: field 60×180px, board padding 4px, gap 4px, bar 20px, center-bar 12px.
|
||||
/// With triangular flèches, arrows target the WIDE BASE of each triangle —
|
||||
/// that is where the checker stack actually sits.
|
||||
fn field_center(f: usize, is_white: bool) -> Option<(f32, f32)> {
|
||||
if f == 0 || f > 24 {
|
||||
return None;
|
||||
}
|
||||
let (qi, right, top): (usize, bool, bool) = if is_white {
|
||||
match f {
|
||||
13..=18 => (f - 13, false, true),
|
||||
19..=24 => (f - 19, true, true),
|
||||
7..=12 => (12 - f, false, false),
|
||||
1..=6 => (6 - f, true, false),
|
||||
_ => return None,
|
||||
}
|
||||
} else {
|
||||
match f {
|
||||
1..=6 => (f - 1, false, true),
|
||||
7..=12 => (f - 7, true, true),
|
||||
19..=24 => (24 - f, false, false),
|
||||
13..=18 => (18 - f, true, false),
|
||||
_ => return None,
|
||||
}
|
||||
};
|
||||
// Left-quarter field i center x: 4(pad) + i*62 + 30(half field) = 34 + 62i
|
||||
// Right-quarter: 4 + 370(quarter) + 4(gap) + 68(bar) + 4(gap) + i*62 + 30 = 480 + 62i
|
||||
let x = if right {
|
||||
480.0 + qi as f32 * 62.0
|
||||
} else {
|
||||
34.0 + qi as f32 * 62.0
|
||||
};
|
||||
// Top row triangle base (wide end) ≈ y=30; bot row triangle base ≈ y=358.
|
||||
// (Top base: 4pad + 4field-pad + 20half-checker ≈ 28; Bot base: 388 − 4pad − 4field-pad − 20 ≈ 360)
|
||||
let y = if top { 30.0 } else { 358.0 };
|
||||
Some((x, y))
|
||||
}
|
||||
|
||||
/// SVG `<g>` element drawing one arrow (shadow + gold) from `fp` to `tp`.
|
||||
fn arrow_svg(fp: (f32, f32), tp: (f32, f32)) -> AnyView {
|
||||
let (x1, y1) = fp;
|
||||
let (x2, y2) = tp;
|
||||
let dx = x2 - x1;
|
||||
let dy = y2 - y1;
|
||||
let len = (dx * dx + dy * dy).sqrt();
|
||||
if len < 10.0 {
|
||||
return view! { <g /> }.into_any();
|
||||
}
|
||||
let nx = dx / len;
|
||||
let ny = dy / len;
|
||||
let px = -ny;
|
||||
let py = nx;
|
||||
|
||||
// Shrink line ends so arrows don't overlap the checker stack
|
||||
let lx1 = x1 + nx * 20.0;
|
||||
let ly1 = y1 + ny * 20.0;
|
||||
let lx2 = x2 - nx * 15.0;
|
||||
let ly2 = y2 - ny * 15.0;
|
||||
|
||||
// Arrowhead triangle at (x2, y2)
|
||||
let ah = 15.0_f32;
|
||||
let aw = 7.0_f32;
|
||||
let bx = x2 - nx * ah;
|
||||
let bary = y2 - ny * ah;
|
||||
let pts = format!(
|
||||
"{:.1},{:.1} {:.1},{:.1} {:.1},{:.1}",
|
||||
x2,
|
||||
y2,
|
||||
bx + px * aw,
|
||||
bary + py * aw,
|
||||
bx - px * aw,
|
||||
bary - py * aw,
|
||||
);
|
||||
let shadow_pts = format!(
|
||||
"{:.1},{:.1} {:.1},{:.1} {:.1},{:.1}",
|
||||
x2,
|
||||
y2,
|
||||
bx + px * (aw + 1.5),
|
||||
bary + py * (aw + 1.5),
|
||||
bx - px * (aw + 1.5),
|
||||
bary - py * (aw + 1.5),
|
||||
);
|
||||
|
||||
view! {
|
||||
<g>
|
||||
// Drop-shadow for readability on coloured fields
|
||||
<line
|
||||
x1=format!("{lx1:.1}") y1=format!("{ly1:.1}")
|
||||
x2=format!("{lx2:.1}") y2=format!("{ly2:.1}")
|
||||
style="stroke:rgba(0,0,0,0.45);stroke-width:5;stroke-linecap:round"
|
||||
/>
|
||||
<polygon points=shadow_pts style="fill:rgba(0,0,0,0.45)" />
|
||||
// Gold arrow
|
||||
<line
|
||||
x1=format!("{lx1:.1}") y1=format!("{ly1:.1}")
|
||||
x2=format!("{lx2:.1}") y2=format!("{ly2:.1}")
|
||||
style="stroke:rgba(255,215,0,0.9);stroke-width:3;stroke-linecap:round"
|
||||
/>
|
||||
<polygon points=pts style="fill:rgba(255,215,0,0.9)" />
|
||||
</g>
|
||||
}
|
||||
.into_any()
|
||||
}
|
||||
|
||||
/// Valid destinations for a selected origin given already-staged moves.
|
||||
/// May include 0 (exit); callers handle that case.
|
||||
fn valid_dests_for(
|
||||
seqs: &[(CheckerMove, CheckerMove)],
|
||||
staged: &[(u8, u8)],
|
||||
origin: u8,
|
||||
) -> Vec<u8> {
|
||||
let mut v: Vec<u8> = match staged.len() {
|
||||
0 => seqs
|
||||
.iter()
|
||||
.filter(|(m1, _)| m1.get_from() as u8 == origin)
|
||||
.map(|(m1, _)| m1.get_to() as u8)
|
||||
.collect(),
|
||||
1 => {
|
||||
let (f0, t0) = staged[0];
|
||||
seqs.iter()
|
||||
.filter(|(m1, m2)| {
|
||||
m1.get_from() as u8 == f0
|
||||
&& m1.get_to() as u8 == t0
|
||||
&& m2.get_from() as u8 == origin
|
||||
})
|
||||
.map(|(_, m2)| m2.get_to() as u8)
|
||||
.collect()
|
||||
}
|
||||
_ => vec![],
|
||||
};
|
||||
v.sort_unstable();
|
||||
v.dedup();
|
||||
v
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn Board(
|
||||
view_state: ViewState,
|
||||
player_id: u16,
|
||||
/// Pending origin selection (first click of a move pair).
|
||||
selected_origin: RwSignal<Option<u8>>,
|
||||
/// Moves staged so far this turn (max 2). Each entry is (from, to), 0 = empty move.
|
||||
staged_moves: RwSignal<Vec<(u8, u8)>>,
|
||||
/// All valid two-move sequences for this turn (empty when not in move stage).
|
||||
valid_sequences: Vec<(CheckerMove, CheckerMove)>,
|
||||
/// Dice to display in the center bars; None means dice not yet rolled (cups shown upright).
|
||||
#[prop(default = None)]
|
||||
bar_dice: Option<(u8, u8)>,
|
||||
/// Whether we're in the move stage (determines used/unused die appearance).
|
||||
#[prop(default = false)]
|
||||
bar_is_move: bool,
|
||||
#[prop(default = false)] is_my_turn: bool,
|
||||
/// Whether the dice are a double (golden glow).
|
||||
#[prop(default = false)]
|
||||
bar_is_double: bool,
|
||||
/// Checker moves to animate on mount (None when board unchanged).
|
||||
#[prop(default = None)]
|
||||
last_moves: Option<(CheckerMove, CheckerMove)>,
|
||||
/// Fields where a hit (battue) was scored this turn — show ripple animation.
|
||||
#[prop(default = vec![])]
|
||||
hit_fields: Vec<u8>,
|
||||
) -> impl IntoView {
|
||||
let board = view_state.board;
|
||||
let is_move_stage = view_state.active_mp_player == Some(player_id)
|
||||
&& matches!(
|
||||
view_state.turn_stage,
|
||||
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
|
||||
);
|
||||
let is_white = player_id == 0;
|
||||
let hovered_moves = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
|
||||
|
||||
// Exit-eligible (§8c): all the player's checkers are in their last jan.
|
||||
// White last jan = fields 19-24 (board indices 18-23, positive values).
|
||||
// Black last jan = fields 1-6 (board indices 0-5, negative values).
|
||||
let board_snapshot = view_state.board;
|
||||
let all_in_exit: bool;
|
||||
let exit_field_test: fn(u8) -> bool;
|
||||
if is_white {
|
||||
let in_exit: i8 = board_snapshot[18..24].iter().map(|&v| v.max(0)).sum();
|
||||
let total: i8 = board_snapshot.iter().map(|&v| v.max(0)).sum();
|
||||
all_in_exit = total > 0 && in_exit == total;
|
||||
exit_field_test = |f| matches!(f, 19..=24);
|
||||
} else {
|
||||
let in_exit: i8 = board_snapshot[0..6].iter().map(|&v| (-v).max(0)).sum();
|
||||
let total: i8 = board_snapshot.iter().map(|&v| (-v).max(0)).sum();
|
||||
all_in_exit = total > 0 && in_exit == total;
|
||||
exit_field_test = |f| matches!(f, 1..=6);
|
||||
}
|
||||
|
||||
// `valid_sequences` is cloned per field (the Vec is small; Send-safe unlike Rc).
|
||||
let fields_from = |nums: &[u8], is_top_row: bool| -> Vec<AnyView> {
|
||||
nums.iter()
|
||||
.map(|&field_num| {
|
||||
// Each reactive closure gets its own owned clone — Vec<(CheckerMove,CheckerMove)>
|
||||
// is Send, which Leptos requires for reactive attribute functions.
|
||||
let seqs_c = valid_sequences.clone();
|
||||
let seqs_k = valid_sequences.clone();
|
||||
let corner_title = if is_rest_corner(field_num, is_white) {
|
||||
Some("Coin de repos — must enter and leave with 2 checkers")
|
||||
} else {
|
||||
None
|
||||
};
|
||||
// §4a — slide delta for the arriving checker at this field.
|
||||
// Computed once per field at render time; Option<(f32,f32)> is Copy.
|
||||
let slide_delta: Option<(f32, f32)> = last_moves.and_then(|(m1, m2)| {
|
||||
[m1, m2].iter().find_map(|m| {
|
||||
if m.get_to() != field_num as usize || m.get_from() == m.get_to() {
|
||||
return None;
|
||||
}
|
||||
let (fx, fy) = field_center(m.get_from(), is_white)?;
|
||||
let (tx, ty) = field_center(m.get_to(), is_white)?;
|
||||
let dx = fx - tx;
|
||||
let dy = fy - ty;
|
||||
(dx.abs() >= 1.0 || dy.abs() >= 1.0).then_some((dx, dy))
|
||||
})
|
||||
});
|
||||
// §6e — ripple on hit fields (battue).
|
||||
let is_hit_field = hit_fields.contains(&field_num);
|
||||
view! {
|
||||
<div
|
||||
id={format!("field-{field_num}")}
|
||||
title=corner_title
|
||||
class=move || {
|
||||
let staged = staged_moves.get();
|
||||
let val = displayed_value(board, &staged, is_white, field_num);
|
||||
let is_mine = if is_white { val > 0 } else { val < 0 };
|
||||
let can_stage = is_move_stage && staged.len() < 2;
|
||||
let sel = selected_origin.get();
|
||||
|
||||
let mut cls = format!("field {}", field_zone_class(field_num));
|
||||
if is_rest_corner(field_num, is_white) {
|
||||
cls.push_str(" corner");
|
||||
// Pulse when the corner can be reached this turn
|
||||
if !seqs_c.is_empty() && seqs_c.iter().any(|(m1, m2)| {
|
||||
m1.get_to() as u8 == field_num
|
||||
|| m2.get_to() as u8 == field_num
|
||||
}) {
|
||||
cls.push_str(" corner-available");
|
||||
}
|
||||
}
|
||||
if is_rest_corner(field_num, !is_white) {
|
||||
cls.push_str(" corner");
|
||||
}
|
||||
if all_in_exit && exit_field_test(field_num) {
|
||||
cls.push_str(" exit-eligible");
|
||||
}
|
||||
|
||||
if seqs_c.is_empty() {
|
||||
// No restriction (dice not rolled or not move stage)
|
||||
if can_stage && (sel.is_some() || is_mine) {
|
||||
cls.push_str(" clickable");
|
||||
}
|
||||
if sel == Some(field_num) { cls.push_str(" selected"); }
|
||||
if can_stage && sel.is_some() && sel != Some(field_num) {
|
||||
cls.push_str(" dest");
|
||||
}
|
||||
} else if can_stage {
|
||||
if let Some(origin) = sel {
|
||||
if origin == field_num {
|
||||
cls.push_str(" selected clickable");
|
||||
} else {
|
||||
let dests = valid_dests_for(&seqs_c, &staged, origin);
|
||||
// Only highlight non-exit destinations (field 0 = exit has no tile)
|
||||
if dests.iter().any(|&d| d == field_num && d != 0) {
|
||||
cls.push_str(" clickable dest");
|
||||
}
|
||||
}
|
||||
} else {
|
||||
let origins = valid_origins_for(&seqs_c, &staged);
|
||||
if origins.iter().any(|&o| o == field_num) {
|
||||
cls.push_str(" clickable");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// §6c: highlight fields touched by the hovered jan
|
||||
if let Some(hm) = hovered_moves {
|
||||
let pairs = hm.get();
|
||||
let f = field_num as usize;
|
||||
let highlighted = pairs.iter().any(|(m1, m2)| {
|
||||
(m1.get_from() != 0 && m1.get_from() == f)
|
||||
|| (m1.get_to() != 0 && m1.get_to() == f)
|
||||
|| (m2.get_from() != 0 && m2.get_from() == f)
|
||||
|| (m2.get_to() != 0 && m2.get_to() == f)
|
||||
});
|
||||
if highlighted {
|
||||
cls.push_str(" jan-hovered");
|
||||
}
|
||||
}
|
||||
|
||||
cls
|
||||
}
|
||||
on:click=move |_| {
|
||||
if !is_move_stage { return; }
|
||||
let staged = staged_moves.get_untracked();
|
||||
if staged.len() >= 2 { return; }
|
||||
|
||||
match selected_origin.get_untracked() {
|
||||
Some(origin) if origin == field_num => {
|
||||
selected_origin.set(None);
|
||||
}
|
||||
Some(origin) => {
|
||||
let valid = if seqs_k.is_empty() {
|
||||
true
|
||||
} else {
|
||||
valid_dests_for(&seqs_k, &staged, origin)
|
||||
.iter()
|
||||
.any(|&d| d == field_num)
|
||||
};
|
||||
if valid {
|
||||
staged_moves.update(|v| v.push((origin, field_num)));
|
||||
selected_origin.set(None);
|
||||
}
|
||||
}
|
||||
None => {
|
||||
if seqs_k.is_empty() {
|
||||
let val = displayed_value(board, &staged, is_white, field_num);
|
||||
if is_white && val > 0 || !is_white && val < 0 {
|
||||
selected_origin.set(Some(field_num));
|
||||
}
|
||||
} else {
|
||||
let origins = valid_origins_for(&seqs_k, &staged);
|
||||
if origins.iter().any(|&o| o == field_num) {
|
||||
let dests = valid_dests_for(&seqs_k, &staged, field_num);
|
||||
if !dests.is_empty() && dests.iter().all(|&d| d == 0) {
|
||||
// All destinations are exits: auto-stage
|
||||
staged_moves.update(|v| v.push((field_num, 0)));
|
||||
} else {
|
||||
selected_origin.set(Some(field_num));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
>
|
||||
<span class="field-num">{field_num}</span>
|
||||
{move || {
|
||||
let moves = staged_moves.get();
|
||||
let val = displayed_value(board, &moves, is_white, field_num);
|
||||
let count = val.unsigned_abs();
|
||||
// §6e — ripple on hit (battue) fields; must be inside the
|
||||
// reactive closure so Leptos uses the same direct rendering
|
||||
// path as .arriving (avoids node-move that resets animation).
|
||||
let ripple = is_hit_field.then(|| {
|
||||
let cls = if is_top_row { "hit-ripple hit-ripple-top" } else { "hit-ripple hit-ripple-bot" };
|
||||
view! { <div class=cls></div> }.into_any()
|
||||
});
|
||||
let stack = (count > 0).then(|| {
|
||||
let color = if val > 0 { "white" } else { "black" };
|
||||
let display_n = (count as usize).min(4);
|
||||
// outermost index: last for top rows, first for bottom rows.
|
||||
let outer_idx = if is_top_row { display_n - 1 } else { 0 };
|
||||
let chips: Vec<AnyView> = (0..display_n).map(|i| {
|
||||
let label = if i == outer_idx && count >= 5 {
|
||||
count.to_string()
|
||||
} else {
|
||||
String::new()
|
||||
};
|
||||
if i == outer_idx {
|
||||
if let Some((dx, dy)) = slide_delta {
|
||||
return view! {
|
||||
<div
|
||||
class=format!("checker {color} arriving")
|
||||
style=format!("--slide-dx:{dx:.1}px;--slide-dy:{dy:.1}px")
|
||||
>{label}</div>
|
||||
}.into_any();
|
||||
}
|
||||
}
|
||||
view! {
|
||||
<div class=format!("checker {color}")>{label}</div>
|
||||
}.into_any()
|
||||
}).collect();
|
||||
view! { <div class="checker-stack">{chips}</div> }.into_any()
|
||||
});
|
||||
(ripple, stack)
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
.into_any()
|
||||
})
|
||||
.collect()
|
||||
};
|
||||
|
||||
// ── Bar content: die in the center bar (die_idx 0 = top bar, 1 = bottom bar) ──
|
||||
let bar_content = move |die_idx: u8| -> AnyView {
|
||||
match bar_dice {
|
||||
None => view! { <div class="bar-die-slot"></div> }.into_any(),
|
||||
Some(dice_vals) => {
|
||||
let die_val = if die_idx == 0 {
|
||||
dice_vals.0
|
||||
} else {
|
||||
dice_vals.1
|
||||
};
|
||||
view! {
|
||||
<div class="bar-die-slot">
|
||||
{move || {
|
||||
let staged = staged_moves.get();
|
||||
let (u0, u1) = if bar_is_move {
|
||||
bar_matched_dice_used(&staged, dice_vals)
|
||||
} else if is_my_turn {
|
||||
(true, true)
|
||||
} else {
|
||||
(false, false)
|
||||
};
|
||||
let used = if die_idx == 0 { u0 } else { u1 };
|
||||
view! { <Die value=die_val used=used is_double=bar_is_double /> }
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
.into_any()
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let (tl, tr, bl, br) = if is_white {
|
||||
(&TOP_LEFT_W, &TOP_RIGHT_W, &BOT_LEFT_W, &BOT_RIGHT_W)
|
||||
} else {
|
||||
(&TOP_LEFT_B, &TOP_RIGHT_B, &BOT_LEFT_B, &BOT_RIGHT_B)
|
||||
};
|
||||
|
||||
// Zone label pairs (top-left, top-right, bot-left, bot-right) per perspective.
|
||||
let (label_tl, label_tr, label_bl, label_br) = if is_white {
|
||||
("", "jan de retour", "grand jan", "petit jan")
|
||||
} else {
|
||||
("petit jan", "grand jan", "jan de retour", "")
|
||||
};
|
||||
|
||||
view! {
|
||||
// board-wrapper keeps zone labels outside .board so the SVG overlay
|
||||
// inside .board stays correctly positioned (position:absolute top:0 left:0
|
||||
// is relative to .board, not the wrapper).
|
||||
<div class="board-wrapper">
|
||||
<div class="zone-labels-row">
|
||||
<div class="zone-label zone-label-quarter">{label_tl}</div>
|
||||
<div class="zone-label zone-label-bar"></div>
|
||||
<div class="zone-label zone-label-quarter">{label_tr}</div>
|
||||
</div>
|
||||
<div class="board">
|
||||
<div class="board-row top-row">
|
||||
<div class="board-quarter">{fields_from(tl, true)}</div>
|
||||
<div class="board-bar">{bar_content(0)}</div>
|
||||
<div class="board-quarter">{fields_from(tr, true)}</div>
|
||||
</div>
|
||||
<div class="board-center-bar"></div>
|
||||
<div class="board-row bot-row">
|
||||
<div class="board-quarter">{fields_from(bl, false)}</div>
|
||||
<div class="board-bar">{bar_content(1)}</div>
|
||||
<div class="board-quarter">{fields_from(br, false)}</div>
|
||||
</div>
|
||||
// SVG overlay: arrows for hovered jan moves
|
||||
<svg
|
||||
width="824" height="388"
|
||||
style="position:absolute;top:0;left:0;pointer-events:none;overflow:visible"
|
||||
>
|
||||
{move || {
|
||||
let Some(hm) = hovered_moves else { return vec![]; };
|
||||
let pairs = hm.get();
|
||||
if pairs.is_empty() { return vec![]; }
|
||||
// Collect unique individual (from, to) moves; skip empty/exit.
|
||||
let mut moves: Vec<(usize, usize)> = pairs.iter()
|
||||
.flat_map(|(m1, m2)| [
|
||||
(m1.get_from(), m1.get_to()),
|
||||
(m2.get_from(), m2.get_to()),
|
||||
])
|
||||
.filter(|&(f, t)| f != 0 && t != 0)
|
||||
.collect();
|
||||
moves.sort_unstable();
|
||||
moves.dedup();
|
||||
moves.into_iter()
|
||||
.filter_map(|(from, to)| {
|
||||
let p1 = field_center(from, is_white)?;
|
||||
let p2 = field_center(to, is_white)?;
|
||||
Some(arrow_svg(p1, p2))
|
||||
})
|
||||
.collect()
|
||||
}}
|
||||
</svg>
|
||||
</div>
|
||||
<div class="zone-labels-row">
|
||||
<div class="zone-label zone-label-quarter">{label_bl}</div>
|
||||
<div class="zone-label zone-label-bar"></div>
|
||||
<div class="zone-label zone-label-quarter">{label_br}</div>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
9
clients/web-game/src/components/connecting_screen.rs
Normal file
9
clients/web-game/src/components/connecting_screen.rs
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
use leptos::prelude::*;
|
||||
|
||||
use crate::i18n::*;
|
||||
|
||||
#[component]
|
||||
pub fn ConnectingScreen() -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
view! { <p class="connecting">{t!(i18n, connecting)}</p> }
|
||||
}
|
||||
53
clients/web-game/src/components/die.rs
Normal file
53
clients/web-game/src/components/die.rs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
use leptos::prelude::*;
|
||||
|
||||
/// (cx, cy) positions for dots on a 48×48 die face.
|
||||
fn dot_positions(value: u8) -> &'static [(&'static str, &'static str)] {
|
||||
match value {
|
||||
1 => &[("24", "24")],
|
||||
2 => &[("35", "13"), ("13", "35")],
|
||||
3 => &[("35", "13"), ("24", "24"), ("13", "35")],
|
||||
4 => &[("13", "13"), ("35", "13"), ("13", "35"), ("35", "35")],
|
||||
5 => &[("13", "13"), ("35", "13"), ("24", "24"), ("13", "35"), ("35", "35")],
|
||||
6 => &[("13", "13"), ("35", "13"), ("13", "24"), ("35", "24"), ("13", "35"), ("35", "35")],
|
||||
_ => &[],
|
||||
}
|
||||
}
|
||||
|
||||
/// A single die face rendered as SVG.
|
||||
/// `value` 1–6 shows dots; 0 shows an empty face (not-yet-rolled).
|
||||
/// `used` dims the die.
|
||||
/// `is_double` applies a golden glow (both dice same value).
|
||||
#[component]
|
||||
pub fn Die(
|
||||
value: u8,
|
||||
used: bool,
|
||||
#[prop(default = false)] is_double: bool,
|
||||
) -> AnyView {
|
||||
let mut cls = if used {
|
||||
"die-face die-used".to_string()
|
||||
} else {
|
||||
"die-face".to_string()
|
||||
};
|
||||
if is_double && !used {
|
||||
cls.push_str(" die-double");
|
||||
}
|
||||
if value == 0 {
|
||||
return view! {
|
||||
<svg class=cls width="48" height="48" viewBox="0 0 48 48">
|
||||
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7" />
|
||||
<text x="24" y="32" text-anchor="middle" font-size="24" font-weight="bold"
|
||||
class="die-question">{"?"}</text>
|
||||
</svg>
|
||||
}.into_any();
|
||||
}
|
||||
let dots: Vec<AnyView> = dot_positions(value)
|
||||
.iter()
|
||||
.map(|&(cx, cy)| view! { <circle cx=cx cy=cy r="4.5" /> }.into_any())
|
||||
.collect();
|
||||
view! {
|
||||
<svg class=cls width="48" height="48" viewBox="0 0 48 48">
|
||||
<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7" />
|
||||
{dots}
|
||||
</svg>
|
||||
}.into_any()
|
||||
}
|
||||
463
clients/web-game/src/components/game_screen.rs
Normal file
463
clients/web-game/src/components/game_screen.rs
Normal file
|
|
@ -0,0 +1,463 @@
|
|||
use std::cell::Cell;
|
||||
use std::collections::VecDeque;
|
||||
|
||||
use futures::channel::mpsc::UnboundedSender;
|
||||
use leptos::prelude::*;
|
||||
use trictrac_store::{Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, Jan, MoveRules};
|
||||
|
||||
use super::die::Die;
|
||||
use crate::app::{GameUiState, NetCommand, PauseReason};
|
||||
use crate::i18n::*;
|
||||
use crate::trictrac::types::{PlayerAction, PreGameRollState, SerStage, SerTurnStage};
|
||||
|
||||
use super::board::Board;
|
||||
use super::score_panel::PlayerScorePanel;
|
||||
use super::scoring::ScoringPanel;
|
||||
|
||||
#[component]
|
||||
pub fn GameScreen(state: GameUiState) -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
|
||||
let vs = state.view_state.clone();
|
||||
let player_id = state.player_id;
|
||||
let is_my_turn = vs.active_mp_player == Some(player_id);
|
||||
let is_move_stage = is_my_turn
|
||||
&& matches!(
|
||||
vs.turn_stage,
|
||||
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
|
||||
);
|
||||
let waiting_for_confirm = state.waiting_for_confirm;
|
||||
let pause_reason = state.pause_reason.clone();
|
||||
|
||||
// ── Hovered jan moves (shown as arrows on the board) ──────────────────────
|
||||
let hovered_jan_moves: RwSignal<Vec<(CheckerMove, CheckerMove)>> = RwSignal::new(vec![]);
|
||||
provide_context(hovered_jan_moves);
|
||||
|
||||
// ── Staged move state ──────────────────────────────────────────────────────
|
||||
let selected_origin: RwSignal<Option<u8>> = RwSignal::new(None);
|
||||
let staged_moves: RwSignal<Vec<(u8, u8)>> = RwSignal::new(Vec::new());
|
||||
|
||||
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
|
||||
.expect("UnboundedSender<NetCommand> not found in context");
|
||||
let pending =
|
||||
use_context::<RwSignal<VecDeque<GameUiState>>>().expect("pending not found in context");
|
||||
let cmd_tx_effect = cmd_tx.clone();
|
||||
// Non-reactive counter so we can detect when staged_moves grows without
|
||||
// returning a value from the Effect (which causes a Leptos reactive loop
|
||||
// when the Effect also writes to the same signal it reads).
|
||||
let prev_staged_len = Cell::new(0usize);
|
||||
|
||||
Effect::new(move |_| {
|
||||
let moves = staged_moves.get();
|
||||
let n = moves.len();
|
||||
// Play checker sound whenever a move is added (own moves, immediate feedback).
|
||||
if n > prev_staged_len.get() {
|
||||
crate::sound::play_checker_move();
|
||||
}
|
||||
prev_staged_len.set(n);
|
||||
if n == 2 {
|
||||
let to_cm = |&(from, to): &(u8, u8)| {
|
||||
CheckerMove::new(from as usize, to as usize).unwrap_or_default()
|
||||
};
|
||||
cmd_tx_effect
|
||||
.unbounded_send(NetCommand::Action(PlayerAction::Move(
|
||||
to_cm(&moves[0]),
|
||||
to_cm(&moves[1]),
|
||||
)))
|
||||
.ok();
|
||||
staged_moves.set(vec![]);
|
||||
selected_origin.set(None);
|
||||
// Reset the counter so the next turn starts clean.
|
||||
prev_staged_len.set(0);
|
||||
}
|
||||
});
|
||||
|
||||
// ── Auto-roll effect ─────────────────────────────────────────────────────
|
||||
// GameScreen is fully re-mounted on every ViewState update (state is a
|
||||
// plain prop, not a signal), so this effect fires exactly once per
|
||||
// RollDice phase entry and will not double-send.
|
||||
// Guard: suppressed while waiting_for_confirm — the AfterOpponentMove
|
||||
// buffered state shows the human's RollDice turn but the auto-roll must
|
||||
// wait until the buffer is drained and the live screen state is shown.
|
||||
// Guard: never auto-roll during the pre-game ceremony (the ceremony overlay
|
||||
// has its own Roll button for PlayerAction::PreGameRoll).
|
||||
let show_roll =
|
||||
is_my_turn && vs.turn_stage == SerTurnStage::RollDice && vs.stage != SerStage::PreGameRoll;
|
||||
if show_roll && !waiting_for_confirm {
|
||||
let cmd_tx_auto = cmd_tx.clone();
|
||||
Effect::new(move |_| {
|
||||
cmd_tx_auto
|
||||
.unbounded_send(NetCommand::Action(PlayerAction::Roll))
|
||||
.ok();
|
||||
});
|
||||
}
|
||||
|
||||
let dice = vs.dice;
|
||||
let show_dice = dice != (0, 0);
|
||||
|
||||
// ── Button senders ─────────────────────────────────────────────────────────
|
||||
let cmd_tx_go = cmd_tx.clone();
|
||||
let cmd_tx_quit = cmd_tx.clone();
|
||||
let cmd_tx_end_quit = cmd_tx.clone();
|
||||
let cmd_tx_end_replay = cmd_tx.clone();
|
||||
// Only show the fallback Go button when there is no ScoringPanel showing it.
|
||||
let show_hold_go = is_my_turn
|
||||
&& vs.turn_stage == SerTurnStage::HoldOrGoChoice
|
||||
&& state.my_scored_event.is_none();
|
||||
|
||||
// ── Valid move sequences for this turn ─────────────────────────────────────
|
||||
// Computed once per ViewState snapshot; used by Board (highlighting) and the
|
||||
// empty-move button (visibility).
|
||||
let valid_sequences: Vec<(CheckerMove, CheckerMove)> = if is_move_stage && dice != (0, 0) {
|
||||
let mut store_board = StoreBoard::new();
|
||||
store_board.set_positions(&Color::White, vs.board);
|
||||
let store_dice = StoreDice { values: dice };
|
||||
let color = if player_id == 0 {
|
||||
Color::White
|
||||
} else {
|
||||
Color::Black
|
||||
};
|
||||
let rules = MoveRules::new(&color, &store_board, store_dice);
|
||||
let raw = rules.get_possible_moves_sequences(true, vec![]);
|
||||
if player_id == 0 {
|
||||
raw
|
||||
} else {
|
||||
raw.into_iter()
|
||||
.map(|(m1, m2)| (m1.mirror(), m2.mirror()))
|
||||
.collect()
|
||||
}
|
||||
} else {
|
||||
vec![]
|
||||
};
|
||||
// Clone for the empty-move button reactive closure (Board consumes the original).
|
||||
let valid_seqs_empty = valid_sequences.clone();
|
||||
|
||||
// ── Scores ─────────────────────────────────────────────────────────────────
|
||||
let my_score = vs.scores[player_id as usize].clone();
|
||||
let opp_score = vs.scores[1 - player_id as usize].clone();
|
||||
|
||||
// ── Ceremony state (extracted before vs is moved into Board) ────────────────
|
||||
let is_ceremony = vs.stage == SerStage::PreGameRoll;
|
||||
let pre_game_roll_data: Option<PreGameRollState> = vs.pre_game_roll.clone();
|
||||
let my_name_ceremony = my_score.name.clone();
|
||||
let opp_name_ceremony = opp_score.name.clone();
|
||||
let cmd_tx_ceremony = cmd_tx.clone();
|
||||
|
||||
// ── Scoring notifications ──────────────────────────────────────────────────
|
||||
let my_scored_event = state.my_scored_event.clone();
|
||||
let opp_scored_event = state.opp_scored_event.clone();
|
||||
let hole_toast_info = my_scored_event
|
||||
.as_ref()
|
||||
.filter(|e| e.holes_gained > 0)
|
||||
.map(|e| (e.holes_total, e.bredouille));
|
||||
|
||||
let is_double_dice = dice.0 == dice.1 && dice.0 != 0;
|
||||
|
||||
let last_moves = state.last_moves;
|
||||
|
||||
// §6e — fields where a battue (hit) was scored; ripple animation shown there.
|
||||
let hit_fields: Vec<u8> = {
|
||||
let is_hit_jan = |jan: &Jan| {
|
||||
matches!(
|
||||
jan,
|
||||
Jan::TrueHitSmallJan
|
||||
| Jan::TrueHitBigJan
|
||||
| Jan::TrueHitOpponentCorner
|
||||
| Jan::FalseHitSmallJan
|
||||
| Jan::FalseHitBigJan
|
||||
)
|
||||
};
|
||||
let mut fields: Vec<u8> = vec![];
|
||||
for event_opt in [&my_scored_event, &opp_scored_event] {
|
||||
if let Some(event) = event_opt {
|
||||
for entry in &event.jans {
|
||||
if is_hit_jan(&entry.jan) {
|
||||
for (m1, m2) in &entry.moves {
|
||||
for m in [m1, m2] {
|
||||
let to = m.get_to() as u8;
|
||||
if to != 0 && !fields.contains(&to) {
|
||||
fields.push(to);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
fields
|
||||
};
|
||||
|
||||
// ── Sound effects (fire once on mount = once per state snapshot) ──────────
|
||||
// Dice roll: dice just appeared (no preceding moves in this snapshot).
|
||||
if show_dice && last_moves.is_none() {
|
||||
crate::sound::play_dice_roll();
|
||||
}
|
||||
// Checker move: moves were committed in the preceding action.
|
||||
if last_moves.is_some() {
|
||||
crate::sound::play_checker_move();
|
||||
}
|
||||
// Scoring: hole takes priority over plain points.
|
||||
if let Some(ref ev) = my_scored_event {
|
||||
if ev.holes_gained > 0 {
|
||||
crate::sound::play_hole_scored();
|
||||
} else {
|
||||
crate::sound::play_points_scored();
|
||||
}
|
||||
}
|
||||
|
||||
// ── Capture for closures ───────────────────────────────────────────────────
|
||||
let stage = vs.stage.clone();
|
||||
let turn_stage = vs.turn_stage.clone();
|
||||
let turn_stage_for_panel = turn_stage.clone();
|
||||
let turn_stage_for_sub = turn_stage.clone();
|
||||
let room_id = state.room_id.clone();
|
||||
let is_bot_game = state.is_bot_game;
|
||||
|
||||
// ── Game-over info ─────────────────────────────────────────────────────────
|
||||
let stage_is_ended = stage == SerStage::Ended;
|
||||
let winner_is_me = my_score.holes >= 12;
|
||||
let my_name_end = my_score.name.clone();
|
||||
let my_holes_end = my_score.holes;
|
||||
let opp_name_end = opp_score.name.clone();
|
||||
let opp_holes_end = opp_score.holes;
|
||||
|
||||
view! {
|
||||
<div class="game-container">
|
||||
// ── Top bar ──────────────────────────────────────────────────────
|
||||
<div class="top-bar">
|
||||
<span>{move || if is_bot_game {
|
||||
t_string!(i18n, vs_bot_label).to_owned()
|
||||
} else {
|
||||
t_string!(i18n, room_label, id = room_id.as_str())
|
||||
}}</span>
|
||||
<div class="lang-switcher">
|
||||
<button
|
||||
class:lang-active=move || i18n.get_locale() == Locale::en
|
||||
on:click=move |_| i18n.set_locale(Locale::en)
|
||||
>"EN"</button>
|
||||
<button
|
||||
class:lang-active=move || i18n.get_locale() == Locale::fr
|
||||
on:click=move |_| i18n.set_locale(Locale::fr)
|
||||
>"FR"</button>
|
||||
</div>
|
||||
<a class="quit-link" href="#" on:click=move |e| {
|
||||
e.prevent_default();
|
||||
cmd_tx_quit.unbounded_send(NetCommand::Disconnect).ok();
|
||||
}>{t!(i18n, quit)}</a>
|
||||
</div>
|
||||
|
||||
// ── Opponent score (above board) ─────────────────────────────────
|
||||
<PlayerScorePanel score=opp_score is_you=false />
|
||||
|
||||
// ── Status bar — full width, above board (§10b) ──────────────────
|
||||
<div class="game-status">
|
||||
{move || {
|
||||
if let Some(ref reason) = pause_reason {
|
||||
return String::from(match reason {
|
||||
PauseReason::AfterOpponentRoll => t_string!(i18n, after_opponent_roll),
|
||||
PauseReason::AfterOpponentGo => t_string!(i18n, after_opponent_go),
|
||||
PauseReason::AfterOpponentMove => t_string!(i18n, after_opponent_move),
|
||||
PauseReason::AfterOpponentPreGameRoll => t_string!(i18n, after_opponent_pre_game_roll),
|
||||
});
|
||||
}
|
||||
let n = staged_moves.get().len();
|
||||
if is_move_stage {
|
||||
t_string!(i18n, select_move, n = n + 1)
|
||||
} else {
|
||||
String::from(match (&stage, is_my_turn, &turn_stage) {
|
||||
(SerStage::Ended, _, _) => t_string!(i18n, game_over),
|
||||
(SerStage::PreGame, _, _) | (SerStage::PreGameRoll, _, _) => t_string!(i18n, waiting_for_opponent),
|
||||
(SerStage::InGame, true, SerTurnStage::RollDice) => t_string!(i18n, your_turn_roll),
|
||||
(SerStage::InGame, true, SerTurnStage::HoldOrGoChoice) => t_string!(i18n, hold_or_go),
|
||||
(SerStage::InGame, true, _) => t_string!(i18n, your_turn),
|
||||
(SerStage::InGame, false, _) => t_string!(i18n, opponent_turn),
|
||||
})
|
||||
}
|
||||
}}
|
||||
</div>
|
||||
|
||||
// ── Contextual sub-prompt (§8a) ──────────────────────────────────
|
||||
{move || {
|
||||
let hint: String = if waiting_for_confirm {
|
||||
t_string!(i18n, hint_continue).to_owned()
|
||||
} else if is_move_stage {
|
||||
t_string!(i18n, hint_move).to_owned()
|
||||
} else if is_my_turn && turn_stage_for_sub == SerTurnStage::HoldOrGoChoice {
|
||||
t_string!(i18n, hint_hold_or_go).to_owned()
|
||||
} else {
|
||||
String::new()
|
||||
};
|
||||
(!hint.is_empty()).then(|| view! { <p class="game-sub-prompt">{hint}</p> })
|
||||
}}
|
||||
|
||||
// ── Board + side panel ───────────────────────────────────────────
|
||||
<div class="board-and-panel">
|
||||
<Board
|
||||
view_state=vs
|
||||
player_id=player_id
|
||||
selected_origin=selected_origin
|
||||
staged_moves=staged_moves
|
||||
valid_sequences=valid_sequences
|
||||
bar_dice=show_dice.then_some(dice)
|
||||
bar_is_move=is_move_stage
|
||||
is_my_turn=is_my_turn
|
||||
bar_is_double=is_double_dice
|
||||
last_moves=last_moves
|
||||
hit_fields=hit_fields
|
||||
/>
|
||||
|
||||
// ── Side panel (scoring panels only) ─────────────────────────
|
||||
<div class="side-panel">
|
||||
{my_scored_event.map(|event| view! {
|
||||
<ScoringPanel event=event turn_stage=turn_stage_for_panel />
|
||||
})}
|
||||
{opp_scored_event.map(|event| view! {
|
||||
<ScoringPanel event=event turn_stage=SerTurnStage::RollDice is_opponent=true />
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
// ── Action buttons below board (§10c) ────────────────────────────
|
||||
<div class="board-actions">
|
||||
{waiting_for_confirm.then(|| view! {
|
||||
<button class="btn btn-primary" on:click=move |_| {
|
||||
pending.update(|q| { q.pop_front(); });
|
||||
}>{t!(i18n, continue_btn)}</button>
|
||||
})}
|
||||
// Fallback Go button when no scoring panel (e.g. after reconnect)
|
||||
{show_hold_go.then(|| view! {
|
||||
<button class="btn btn-primary" on:click=move |_| {
|
||||
cmd_tx_go.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
|
||||
}>{t!(i18n, go)}</button>
|
||||
})}
|
||||
{move || {
|
||||
// Show the empty-move button only when (0,0) is a valid
|
||||
// first or second move given what has already been staged.
|
||||
let staged = staged_moves.get();
|
||||
let show = is_move_stage && staged.len() < 2 && (
|
||||
valid_seqs_empty.is_empty() || match staged.len() {
|
||||
0 => valid_seqs_empty.iter().any(|(m1, _)| m1.get_from() == 0),
|
||||
1 => {
|
||||
let (f0, t0) = staged[0];
|
||||
valid_seqs_empty.iter()
|
||||
.filter(|(m1, _)| {
|
||||
m1.get_from() as u8 == f0
|
||||
&& m1.get_to() as u8 == t0
|
||||
})
|
||||
.any(|(_, m2)| m2.get_from() == 0)
|
||||
}
|
||||
_ => false,
|
||||
}
|
||||
);
|
||||
show.then(|| view! {
|
||||
<button
|
||||
class="btn btn-secondary"
|
||||
on:click=move |_| {
|
||||
selected_origin.set(None);
|
||||
staged_moves.update(|v| v.push((0, 0)));
|
||||
}
|
||||
>{t!(i18n, empty_move)}</button>
|
||||
})
|
||||
}}
|
||||
</div>
|
||||
|
||||
// ── Player score (below board) ────────────────────────────────────
|
||||
<PlayerScorePanel score=my_score is_you=true />
|
||||
|
||||
// ── Pre-game ceremony overlay ─────────────────────────────────────
|
||||
{is_ceremony.then(|| {
|
||||
let pgr = pre_game_roll_data.unwrap_or(PreGameRollState {
|
||||
host_die: None,
|
||||
guest_die: None,
|
||||
tie_count: 0,
|
||||
});
|
||||
let my_die = if player_id == 0 { pgr.host_die } else { pgr.guest_die };
|
||||
let opp_die = if player_id == 0 { pgr.guest_die } else { pgr.host_die };
|
||||
let can_roll = my_die.is_none() && !waiting_for_confirm;
|
||||
let show_tie = pgr.tie_count > 0;
|
||||
view! {
|
||||
<div class="ceremony-overlay">
|
||||
<div class="ceremony-box">
|
||||
<h2>{t!(i18n, pre_game_roll_title)}</h2>
|
||||
{show_tie.then(|| view! {
|
||||
<p class="ceremony-tie">{t!(i18n, pre_game_roll_tie)}</p>
|
||||
})}
|
||||
<div class="ceremony-dice">
|
||||
<div class="ceremony-die-slot">
|
||||
<span class="ceremony-die-label">{my_name_ceremony}{t!(i18n, you_suffix)}</span>
|
||||
<Die value=my_die.unwrap_or(0) used=false />
|
||||
</div>
|
||||
<div class="ceremony-die-slot">
|
||||
<span class="ceremony-die-label">{opp_name_ceremony}</span>
|
||||
<Die value=opp_die.unwrap_or(0) used=false />
|
||||
</div>
|
||||
</div>
|
||||
{waiting_for_confirm.then(|| {
|
||||
let pending_c = pending;
|
||||
view! {
|
||||
<button class="btn btn-primary" on:click=move |_| {
|
||||
pending_c.update(|q| { q.pop_front(); });
|
||||
}>{t!(i18n, continue_btn)}</button>
|
||||
}
|
||||
})}
|
||||
{can_roll.then(|| {
|
||||
let cmd_tx_c = cmd_tx_ceremony.clone();
|
||||
view! {
|
||||
<button class="btn btn-primary" on:click=move |_| {
|
||||
cmd_tx_c.unbounded_send(NetCommand::Action(PlayerAction::PreGameRoll)).ok();
|
||||
}>{t!(i18n, pre_game_roll_btn)}</button>
|
||||
}
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
})}
|
||||
|
||||
// ── Game-over overlay ─────────────────────────────────────────────
|
||||
{stage_is_ended.then(|| {
|
||||
let opp_name_end_clone = opp_name_end.clone();
|
||||
let winner_text = move || if winner_is_me {
|
||||
t_string!(i18n, you_win).to_owned()
|
||||
} else {
|
||||
t_string!(i18n, opp_wins, name = opp_name_end_clone.as_str())
|
||||
};
|
||||
view! {
|
||||
<div class="game-over-overlay">
|
||||
<div class="game-over-box">
|
||||
<h2>{t!(i18n, game_over)}</h2>
|
||||
<p class="game-over-winner">{winner_text}</p>
|
||||
<div class="game-over-score">
|
||||
<span class="game-over-score-name">{my_name_end}</span>
|
||||
<span class="game-over-score-nums">
|
||||
{format!("{my_holes_end} — {opp_holes_end}")}
|
||||
</span>
|
||||
<span class="game-over-score-name">{opp_name_end.clone()}</span>
|
||||
</div>
|
||||
<div class="game-over-actions">
|
||||
<button class="btn btn-secondary" on:click=move |_| {
|
||||
cmd_tx_end_quit.unbounded_send(NetCommand::Disconnect).ok();
|
||||
}>{t!(i18n, quit)}</button>
|
||||
{is_bot_game.then(|| view! {
|
||||
<button class="btn btn-primary" on:click=move |_| {
|
||||
cmd_tx_end_replay.unbounded_send(NetCommand::PlayVsBot).ok();
|
||||
}>{t!(i18n, play_again)}</button>
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
})}
|
||||
|
||||
// ── Hole toast (§6a) — board-centered overlay when a hole is won ──
|
||||
{hole_toast_info.map(|(holes_total, bredouille)| view! {
|
||||
<div class="hole-toast" class:hole-toast-bredouille=bredouille>
|
||||
<div class="hole-toast-title">"Trou !"</div>
|
||||
<div class="hole-toast-count">{format!("{holes_total} / 12")}</div>
|
||||
{bredouille.then(|| view! {
|
||||
<div class="hole-toast-bredouille">"× 2 bredouille"</div>
|
||||
})}
|
||||
</div>
|
||||
})}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
95
clients/web-game/src/components/login_screen.rs
Normal file
95
clients/web-game/src/components/login_screen.rs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
use futures::channel::mpsc::UnboundedSender;
|
||||
use leptos::prelude::*;
|
||||
|
||||
use crate::app::NetCommand;
|
||||
use crate::i18n::*;
|
||||
|
||||
#[component]
|
||||
pub fn LoginScreen(error: Option<String>) -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
let (room_name, set_room_name) = signal(String::new());
|
||||
|
||||
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
|
||||
.expect("UnboundedSender<NetCommand> not found in context");
|
||||
|
||||
let cmd_tx_create = cmd_tx.clone();
|
||||
let cmd_tx_join = cmd_tx.clone();
|
||||
let cmd_tx_bot = cmd_tx;
|
||||
|
||||
view! {
|
||||
<div class="login-card">
|
||||
// ── Decorative board header ─────────────────────────────────────
|
||||
<div class="login-card-header">
|
||||
<div class="login-board-stripe"></div>
|
||||
</div>
|
||||
|
||||
// ── Card body ──────────────────────────────────────────────────
|
||||
<div class="login-card-body">
|
||||
<div class="login-lang-switcher">
|
||||
<div class="lang-switcher">
|
||||
<button
|
||||
class:lang-active=move || i18n.get_locale() == Locale::en
|
||||
on:click=move |_| i18n.set_locale(Locale::en)
|
||||
>"EN"</button>
|
||||
<button
|
||||
class:lang-active=move || i18n.get_locale() == Locale::fr
|
||||
on:click=move |_| i18n.set_locale(Locale::fr)
|
||||
>"FR"</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h1 class="login-title">"Trictrac"</h1>
|
||||
<p class="login-subtitle">
|
||||
<em>"Une interprétation numérique"</em>
|
||||
</p>
|
||||
|
||||
<div class="login-ornament">"✦"</div>
|
||||
|
||||
{error.map(|err| view! { <p class="error-msg">{err}</p> })}
|
||||
|
||||
<input
|
||||
class="login-input"
|
||||
type="text"
|
||||
placeholder=move || t_string!(i18n, room_name_placeholder)
|
||||
prop:value=move || room_name.get()
|
||||
on:input=move |ev| set_room_name.set(event_target_value(&ev))
|
||||
/>
|
||||
|
||||
<div class="login-actions">
|
||||
<button
|
||||
class="login-btn login-btn-primary"
|
||||
disabled=move || room_name.get().is_empty()
|
||||
on:click=move |_| {
|
||||
cmd_tx_create
|
||||
.unbounded_send(NetCommand::CreateRoom { room: room_name.get() })
|
||||
.ok();
|
||||
}
|
||||
>
|
||||
{t!(i18n, create_room)}
|
||||
</button>
|
||||
|
||||
<button
|
||||
class="login-btn login-btn-secondary"
|
||||
disabled=move || room_name.get().is_empty()
|
||||
on:click=move |_| {
|
||||
cmd_tx_join
|
||||
.unbounded_send(NetCommand::JoinRoom { room: room_name.get() })
|
||||
.ok();
|
||||
}
|
||||
>
|
||||
{t!(i18n, join_room)}
|
||||
</button>
|
||||
|
||||
<button
|
||||
class="login-btn login-btn-bot"
|
||||
on:click=move |_| {
|
||||
cmd_tx_bot.unbounded_send(NetCommand::PlayVsBot).ok();
|
||||
}
|
||||
>
|
||||
{t!(i18n, play_vs_bot)}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
11
clients/web-game/src/components/mod.rs
Normal file
11
clients/web-game/src/components/mod.rs
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
mod board;
|
||||
mod connecting_screen;
|
||||
mod die;
|
||||
mod game_screen;
|
||||
mod login_screen;
|
||||
mod score_panel;
|
||||
mod scoring;
|
||||
|
||||
pub use connecting_screen::ConnectingScreen;
|
||||
pub use game_screen::GameScreen;
|
||||
pub use login_screen::LoginScreen;
|
||||
70
clients/web-game/src/components/score_panel.rs
Normal file
70
clients/web-game/src/components/score_panel.rs
Normal file
|
|
@ -0,0 +1,70 @@
|
|||
use leptos::prelude::*;
|
||||
use trictrac_store::Jan;
|
||||
|
||||
use crate::i18n::*;
|
||||
use crate::trictrac::types::PlayerScore;
|
||||
|
||||
pub fn jan_label(jan: &Jan) -> String {
|
||||
let i18n = use_i18n();
|
||||
match jan {
|
||||
Jan::FilledQuarter => t_string!(i18n, jan_filled_quarter).to_owned(),
|
||||
Jan::TrueHitSmallJan => t_string!(i18n, jan_true_hit_small).to_owned(),
|
||||
Jan::TrueHitBigJan => t_string!(i18n, jan_true_hit_big).to_owned(),
|
||||
Jan::TrueHitOpponentCorner => t_string!(i18n, jan_true_hit_corner).to_owned(),
|
||||
Jan::FirstPlayerToExit => t_string!(i18n, jan_first_exit).to_owned(),
|
||||
Jan::SixTables => t_string!(i18n, jan_six_tables).to_owned(),
|
||||
Jan::TwoTables => t_string!(i18n, jan_two_tables).to_owned(),
|
||||
Jan::Mezeas => t_string!(i18n, jan_mezeas).to_owned(),
|
||||
Jan::FalseHitSmallJan => t_string!(i18n, jan_false_hit_small).to_owned(),
|
||||
Jan::FalseHitBigJan => t_string!(i18n, jan_false_hit_big).to_owned(),
|
||||
Jan::ContreTwoTables => t_string!(i18n, jan_contre_two).to_owned(),
|
||||
Jan::ContreMezeas => t_string!(i18n, jan_contre_mezeas).to_owned(),
|
||||
Jan::HelplessMan => t_string!(i18n, jan_helpless_man).to_owned(),
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn PlayerScorePanel(score: PlayerScore, is_you: bool) -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
|
||||
let points_pct = format!("{}%", (score.points as u32 * 100 / 12).min(100));
|
||||
let points_val = format!("{}/12", score.points);
|
||||
let holes = score.holes;
|
||||
let can_bredouille = score.can_bredouille;
|
||||
|
||||
// 12 peg holes; filled up to `holes`
|
||||
let pegs: Vec<AnyView> = (1u8..=12)
|
||||
.map(|i| {
|
||||
let cls = if i <= holes { "peg-hole filled" } else { "peg-hole" };
|
||||
view! { <div class=cls></div> }.into_any()
|
||||
})
|
||||
.collect();
|
||||
|
||||
view! {
|
||||
<div class="player-score-panel">
|
||||
<div class="player-score-header">
|
||||
<span class="player-name">
|
||||
{score.name}
|
||||
{is_you.then(|| t!(i18n, you_suffix))}
|
||||
</span>
|
||||
</div>
|
||||
<div class="score-bars">
|
||||
<div class="score-bar-row">
|
||||
<span class="score-bar-label">{t!(i18n, points_label)}</span>
|
||||
<div class="score-bar">
|
||||
<div class="score-bar-fill score-bar-points" style=format!("width:{points_pct}")></div>
|
||||
</div>
|
||||
<span class="score-bar-value">{points_val}</span>
|
||||
{can_bredouille.then(|| view! {
|
||||
<span class="bredouille-badge" title=move || t_string!(i18n, bredouille_title).to_owned()>"B"</span>
|
||||
})}
|
||||
</div>
|
||||
<div class="score-bar-row">
|
||||
<span class="score-bar-label">{t!(i18n, holes_label)}</span>
|
||||
<div class="peg-track">{pegs}</div>
|
||||
<span class="score-bar-value">{format!("{holes}/12")}</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
209
clients/web-game/src/components/scoring.rs
Normal file
209
clients/web-game/src/components/scoring.rs
Normal file
|
|
@ -0,0 +1,209 @@
|
|||
use futures::channel::mpsc::UnboundedSender;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use gloo_timers::future::TimeoutFuture;
|
||||
use leptos::prelude::*;
|
||||
use trictrac_store::CheckerMove;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use wasm_bindgen_futures::spawn_local;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use std::sync::{Arc, atomic::{AtomicBool, Ordering}};
|
||||
|
||||
use crate::app::NetCommand;
|
||||
use crate::i18n::*;
|
||||
use crate::trictrac::types::{JanEntry, PlayerAction, ScoredEvent, SerTurnStage};
|
||||
|
||||
use super::score_panel::jan_label;
|
||||
|
||||
/// One row in the scoring panel. Sets the hovered-moves context on enter
|
||||
/// (so board shows arrows for that jan's moves), but does NOT clear on
|
||||
/// leave — clearing is handled by the outer wrapper's mouseleave so that
|
||||
/// arrows persist while the pointer moves between rows.
|
||||
fn scoring_jan_row(entry: JanEntry) -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
let hovered = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
|
||||
let jan = entry.jan;
|
||||
let is_double = entry.is_double;
|
||||
let ways_tag = format!("×{}", entry.ways);
|
||||
let pts_str = format!("+{}", entry.total);
|
||||
let moves_hover = entry.moves.clone();
|
||||
|
||||
view! {
|
||||
<div
|
||||
class="scoring-jan-row"
|
||||
on:mouseenter=move |_| {
|
||||
if let Some(h) = hovered {
|
||||
h.set(moves_hover.clone());
|
||||
}
|
||||
}
|
||||
>
|
||||
<span class="jan-label">{move || jan_label(&jan)}</span>
|
||||
<span class="jan-tag">{move || if is_double {
|
||||
t_string!(i18n, jan_double).to_owned()
|
||||
} else {
|
||||
t_string!(i18n, jan_simple).to_owned()
|
||||
}}</span>
|
||||
<span class="jan-tag">{ways_tag}</span>
|
||||
<span class="jan-pts">{pts_str}</span>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn ScoringPanel(
|
||||
event: ScoredEvent,
|
||||
turn_stage: SerTurnStage,
|
||||
#[prop(default = false)] is_opponent: bool,
|
||||
) -> impl IntoView {
|
||||
let i18n = use_i18n();
|
||||
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
|
||||
.expect("UnboundedSender<NetCommand> not found in context");
|
||||
|
||||
let points_earned = event.points_earned;
|
||||
let holes_gained = event.holes_gained;
|
||||
let holes_total = event.holes_total;
|
||||
let bredouille = event.bredouille;
|
||||
let show_hold_go = !is_opponent && turn_stage == SerTurnStage::HoldOrGoChoice;
|
||||
let panel_class = if is_opponent {
|
||||
"scoring-panel scoring-panel-opp"
|
||||
} else {
|
||||
"scoring-panel"
|
||||
};
|
||||
|
||||
// ── Lifecycle signals ──────────────────────────────────────────────────
|
||||
// peeked: added after 3.4 s (slide to peek strip)
|
||||
// revealed: added on first hover of the peek strip (stay open permanently)
|
||||
let peeked = RwSignal::new(false);
|
||||
let revealed = RwSignal::new(false);
|
||||
|
||||
// ── Collect all moves from all jans for automatic arrow display ────────
|
||||
let all_moves: Vec<(CheckerMove, CheckerMove)> = event
|
||||
.jans
|
||||
.iter()
|
||||
.flat_map(|e| e.moves.iter().cloned())
|
||||
.collect();
|
||||
let all_moves_click = all_moves.clone();
|
||||
let all_moves_enter = all_moves.clone();
|
||||
|
||||
let hovered_ctx = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
|
||||
|
||||
// On mount: show all this event's moves as board arrows immediately,
|
||||
// then after 3.4 s slide to peek and clear the arrows.
|
||||
//
|
||||
// Two important constraints:
|
||||
// 1. The initial hm.set() must be deferred (spawn_local, not sync in body)
|
||||
// to avoid writing a reactive signal mid-render while Board reads it —
|
||||
// that triggers Leptos's cycle guard → `unreachable` WASM panic.
|
||||
// 2. The cancellation flag must be Rc<Cell<bool>>, NOT RwSignal<bool>.
|
||||
// RwSignal is a NodeId into Leptos's arena; the arena slot is freed
|
||||
// when ScoringPanel's owner drops (on every GameScreen remount). If the
|
||||
// 3.4 s future outlives the component and calls is_alive.get_untracked()
|
||||
// on a freed slot, that also panics with `unreachable`. Rc<Cell<bool>>
|
||||
// is reference-counted outside the arena and stays valid for as long as
|
||||
// the future holds onto it.
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
if let Some(hm) = hovered_ctx {
|
||||
let is_alive = Arc::new(AtomicBool::new(true));
|
||||
let is_alive_cleanup = is_alive.clone();
|
||||
// on_cleanup requires Send + Sync; Arc<AtomicBool> satisfies both.
|
||||
on_cleanup(move || is_alive_cleanup.store(false, Ordering::Relaxed));
|
||||
|
||||
spawn_local(async move {
|
||||
// Show arrows (runs in the next microtask, after render settles).
|
||||
hm.set(all_moves);
|
||||
|
||||
TimeoutFuture::new(3_400).await;
|
||||
// Guard: component may have been destroyed while we were waiting.
|
||||
// is_alive was set to false by on_cleanup, which runs before Leptos
|
||||
// frees the signal arena slots — so peeked is still valid iff this
|
||||
// returns true.
|
||||
if !is_alive.load(Ordering::Relaxed) {
|
||||
return;
|
||||
}
|
||||
hm.set(vec![]);
|
||||
peeked.set(true);
|
||||
});
|
||||
}
|
||||
|
||||
let jan_rows: Vec<_> = event.jans.into_iter().map(scoring_jan_row).collect();
|
||||
|
||||
view! {
|
||||
// ── Outer wrapper: owns the slide / peek / reveal animation ───────
|
||||
// pointer-events are on by default (parent .side-panel sets none,
|
||||
// and .scoring-panel-wrapper overrides back to auto in CSS).
|
||||
<div
|
||||
class="scoring-panel-wrapper"
|
||||
class:peeked=move || peeked.get()
|
||||
class:revealed=move || revealed.get()
|
||||
// Click toggles revealed↔peeked when the panel is in its peeked state.
|
||||
on:click=move |_| {
|
||||
if peeked.get_untracked() {
|
||||
revealed.update(|r| *r = !*r);
|
||||
}
|
||||
// Show arrows when clicking to open, clear when clicking to close.
|
||||
if let Some(hm) = hovered_ctx {
|
||||
if !revealed.get_untracked() {
|
||||
hm.set(all_moves_click.clone());
|
||||
} else {
|
||||
hm.set(vec![]);
|
||||
}
|
||||
}
|
||||
}
|
||||
on:mouseenter=move |_| {
|
||||
// Show all event moves as arrows while the cursor is inside.
|
||||
if let Some(hm) = hovered_ctx {
|
||||
hm.set(all_moves_enter.clone());
|
||||
}
|
||||
}
|
||||
on:mouseleave=move |_| {
|
||||
if let Some(hm) = hovered_ctx {
|
||||
hm.set(vec![]);
|
||||
}
|
||||
}
|
||||
>
|
||||
<div class=panel_class>
|
||||
<div class="scoring-total">
|
||||
{move || if is_opponent {
|
||||
t_string!(i18n, opp_scored_pts, n = points_earned)
|
||||
} else {
|
||||
t_string!(i18n, scored_pts, n = points_earned)
|
||||
}}
|
||||
</div>
|
||||
{jan_rows}
|
||||
{(holes_gained > 0).then(|| view! {
|
||||
<div class="scoring-hole">
|
||||
<span>{move || if is_opponent {
|
||||
t_string!(i18n, opp_hole_made, holes = holes_total)
|
||||
} else {
|
||||
t_string!(i18n, hole_made, holes = holes_total)
|
||||
}}</span>
|
||||
{bredouille.then(|| view! {
|
||||
<span class="bredouille-badge">
|
||||
{move || t_string!(i18n, bredouille_applied)}
|
||||
</span>
|
||||
})}
|
||||
</div>
|
||||
})}
|
||||
{show_hold_go.then(|| {
|
||||
let dismissed = RwSignal::new(false);
|
||||
view! {
|
||||
<div class="hold-go-buttons" class:hidden=move || dismissed.get()>
|
||||
// stop_propagation so these buttons don't also toggle the panel
|
||||
<button class="btn btn-secondary" on:click=move |ev: leptos::web_sys::MouseEvent| {
|
||||
ev.stop_propagation();
|
||||
dismissed.set(true);
|
||||
}>
|
||||
{t!(i18n, hold)}
|
||||
</button>
|
||||
<button class="btn btn-primary" on:click=move |ev: leptos::web_sys::MouseEvent| {
|
||||
ev.stop_propagation();
|
||||
cmd_tx.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
|
||||
}>
|
||||
{t!(i18n, go)}
|
||||
</button>
|
||||
</div>
|
||||
}
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
}
|
||||
}
|
||||
13
clients/web-game/src/main.rs
Normal file
13
clients/web-game/src/main.rs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
leptos_i18n::load_locales!();
|
||||
|
||||
mod app;
|
||||
mod components;
|
||||
mod sound;
|
||||
mod trictrac;
|
||||
|
||||
use app::App;
|
||||
use leptos::prelude::*;
|
||||
|
||||
fn main() {
|
||||
mount_to_body(|| view! { <App /> })
|
||||
}
|
||||
181
clients/web-game/src/sound.rs
Normal file
181
clients/web-game/src/sound.rs
Normal file
|
|
@ -0,0 +1,181 @@
|
|||
//! Synthesised sound effects using the Web Audio API.
|
||||
//!
|
||||
//! All public functions are no-ops on non-WASM targets so callers need no
|
||||
//! `#[cfg]` guards themselves.
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
mod inner {
|
||||
use std::cell::RefCell;
|
||||
use web_sys::{AudioContext, OscillatorType};
|
||||
|
||||
thread_local! {
|
||||
static CTX: RefCell<Option<AudioContext>> = const { RefCell::new(None) };
|
||||
}
|
||||
|
||||
fn with_ctx<F: FnOnce(&AudioContext)>(f: F) {
|
||||
CTX.with(|cell| {
|
||||
let mut opt = cell.borrow_mut();
|
||||
if opt.is_none() {
|
||||
*opt = AudioContext::new().ok();
|
||||
}
|
||||
if let Some(ctx) = opt.as_ref() {
|
||||
f(ctx);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// Schedule a single oscillator tone with an exponential gain decay.
|
||||
///
|
||||
/// - `start_offset`: seconds from `ctx.current_time()` when the tone starts
|
||||
/// - `duration`: how long (in seconds) until gain reaches ~0
|
||||
fn play_tone(
|
||||
ctx: &AudioContext,
|
||||
freq: f32,
|
||||
gain: f32,
|
||||
duration: f64,
|
||||
start_offset: f64,
|
||||
wave: OscillatorType,
|
||||
) {
|
||||
let t0 = ctx.current_time() + start_offset;
|
||||
let t1 = t0 + duration;
|
||||
|
||||
let Ok(osc) = ctx.create_oscillator() else {
|
||||
return;
|
||||
};
|
||||
let Ok(gain_node) = ctx.create_gain() else {
|
||||
return;
|
||||
};
|
||||
|
||||
osc.set_type(wave);
|
||||
osc.frequency().set_value(freq);
|
||||
|
||||
let gain_param = gain_node.gain();
|
||||
let _ = gain_param.set_value_at_time(gain, t0);
|
||||
// exponential_ramp requires a positive target; 0.001 is inaudible
|
||||
let _ = gain_param.exponential_ramp_to_value_at_time(0.001, t1);
|
||||
|
||||
let dest = ctx.destination();
|
||||
let _ = osc.connect_with_audio_node(&gain_node);
|
||||
let _ = gain_node.connect_with_audio_node(&dest);
|
||||
|
||||
let _ = osc.start_with_when(t0);
|
||||
let _ = osc.stop_with_when(t1);
|
||||
}
|
||||
|
||||
/// Short wooden clack: sine fundamental + triangle body resonance, ~80 ms.
|
||||
pub fn play_checker_move() {
|
||||
with_ctx(|ctx| {
|
||||
// Sine at 300 Hz for the clean attack click
|
||||
play_tone(ctx, 300.0, 0.55, 0.080, 0.000, OscillatorType::Sine);
|
||||
// Triangle at 150 Hz for the woody body resonance
|
||||
play_tone(ctx, 150.0, 0.35, 0.070, 0.005, OscillatorType::Triangle);
|
||||
// Sub at 80 Hz for weight
|
||||
play_tone(ctx, 80.0, 0.20, 0.060, 0.008, OscillatorType::Triangle);
|
||||
});
|
||||
}
|
||||
|
||||
/// Cinematic dice roll: ~500 ms of rolling texture + 5 impact transients.
|
||||
///
|
||||
/// Two layers:
|
||||
/// - A dense series of detuned sawtooth bursts that thin out over time,
|
||||
/// modelling the continuous scrape/rattle of dice tumbling.
|
||||
/// - Five percussive impacts (square clicks + triangle thuds) whose
|
||||
/// inter-arrival gap shrinks as the dice decelerate and settle.
|
||||
pub fn play_dice_roll_cinematic() {
|
||||
with_ctx(|ctx| {
|
||||
// ── Continuous rolling texture ─────────────────────────────────
|
||||
// 16 steps over 440 ms; each step is two detuned sawtooth waves
|
||||
// (the interference between them produces a noise-like texture).
|
||||
// Gain fades by ~55 % from first to last step.
|
||||
const N: u32 = 16;
|
||||
for i in 0..N {
|
||||
let t = i as f64 * 0.028;
|
||||
let g = 0.017 * (1.0 - i as f32 / N as f32 * 0.55);
|
||||
// Quasi-random frequencies so each step sounds different.
|
||||
let f1 = 310.0 + (i as f32 * 29.3 % 280.0);
|
||||
let f2 = 480.0 + (i as f32 * 43.7 % 220.0);
|
||||
play_tone(ctx, f1, g, 0.028, t, OscillatorType::Sawtooth);
|
||||
play_tone(ctx, f2, g * 0.70, 0.028, t, OscillatorType::Sawtooth);
|
||||
}
|
||||
|
||||
// ── Impact transients ──────────────────────────────────────────
|
||||
// Gaps narrow toward the end (0.13 → 0.11 → 0.10 → 0.08 s),
|
||||
// mimicking dice decelerating and settling.
|
||||
let impacts: &[(f64, f32)] = &[(0.00, 1.00), (0.13, 0.8), (0.24, 0.54), (0.34, 0.30)];
|
||||
for &(t_off, amp) in impacts {
|
||||
// Hard click: bright square partials → percussive attack
|
||||
for &freq in &[700.0f32, 1_050.0, 1_500.0] {
|
||||
play_tone(ctx, freq, amp * 0.03, 0.022, t_off, OscillatorType::Square);
|
||||
}
|
||||
// Woody body thud: two low triangle partials
|
||||
play_tone(
|
||||
ctx,
|
||||
130.0,
|
||||
amp * 0.05,
|
||||
0.070,
|
||||
t_off,
|
||||
OscillatorType::Triangle,
|
||||
);
|
||||
play_tone(
|
||||
ctx,
|
||||
68.0,
|
||||
amp * 0.07,
|
||||
0.090,
|
||||
t_off,
|
||||
OscillatorType::Triangle,
|
||||
);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// Play the pre-recorded dice-roll MP3 asset.
|
||||
pub fn play_dice_roll() {
|
||||
if let Ok(audio) = web_sys::HtmlAudioElement::new_with_src("/diceroll.mp3") {
|
||||
let _ = audio.play();
|
||||
}
|
||||
}
|
||||
|
||||
/// Ascending three-note chime (C5 – E5 – G5).
|
||||
pub fn play_points_scored() {
|
||||
with_ctx(|ctx| {
|
||||
let notes: [(f32, f64); 3] = [(523.25, 0.0), (659.25, 0.14), (783.99, 0.28)];
|
||||
for (freq, offset) in notes {
|
||||
play_tone(ctx, freq, 0.28, 0.30, offset, OscillatorType::Sine);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// Triumphant four-note fanfare (C5 – E5 – G5 – C6).
|
||||
pub fn play_hole_scored() {
|
||||
with_ctx(|ctx| {
|
||||
let notes: [(f32, f64, f64); 4] = [
|
||||
(523.25, 0.0, 0.35),
|
||||
(659.25, 0.17, 0.35),
|
||||
(783.99, 0.34, 0.35),
|
||||
(1046.5, 0.51, 0.55),
|
||||
];
|
||||
for (freq, offset, dur) in notes {
|
||||
play_tone(ctx, freq, 0.32, dur, offset, OscillatorType::Sine);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ── Public API: WASM delegates to `inner`, other targets are no-ops ───────────
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
pub use inner::{
|
||||
play_checker_move, play_dice_roll, play_dice_roll_cinematic, play_hole_scored,
|
||||
play_points_scored,
|
||||
};
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn play_checker_move() {}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn play_dice_roll() {}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn play_dice_roll_cinematic() {}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn play_points_scored() {}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn play_hole_scored() {}
|
||||
487
clients/web-game/src/trictrac/backend.rs
Normal file
487
clients/web-game/src/trictrac/backend.rs
Normal file
|
|
@ -0,0 +1,487 @@
|
|||
use backbone_lib::traits::{BackEndArchitecture, BackendCommand};
|
||||
use trictrac_store::{Dice, DiceRoller, GameEvent, GameState, TurnStage};
|
||||
|
||||
use crate::trictrac::types::{GameDelta, PlayerAction, PreGameRollState, SerStage, ViewState};
|
||||
|
||||
// Store PlayerId (u64) values used for the two players.
|
||||
const HOST_PLAYER_ID: u64 = 1;
|
||||
const GUEST_PLAYER_ID: u64 = 2;
|
||||
|
||||
pub struct TrictracBackend {
|
||||
game: GameState,
|
||||
dice_roller: DiceRoller,
|
||||
commands: Vec<BackendCommand<GameDelta>>,
|
||||
view_state: ViewState,
|
||||
/// Arrival flags: have host (index 0) and guest (index 1) joined?
|
||||
arrived: [bool; 2],
|
||||
/// Die rolled by each player during the ceremony ([host, guest]).
|
||||
pre_game_dice: [Option<u8>; 2],
|
||||
/// Number of tied rounds so far.
|
||||
tie_count: u8,
|
||||
/// True while the first-player ceremony is running.
|
||||
ceremony_started: bool,
|
||||
}
|
||||
|
||||
impl TrictracBackend {
|
||||
fn sync_view_state(&mut self) {
|
||||
let mut vs = ViewState::from_game_state(&self.game, HOST_PLAYER_ID, GUEST_PLAYER_ID);
|
||||
if self.ceremony_started {
|
||||
vs.stage = SerStage::PreGameRoll;
|
||||
vs.pre_game_roll = Some(PreGameRollState {
|
||||
host_die: self.pre_game_dice[0],
|
||||
guest_die: self.pre_game_dice[1],
|
||||
tie_count: self.tie_count,
|
||||
});
|
||||
// Both players roll independently; no single "active" player.
|
||||
vs.active_mp_player = None;
|
||||
}
|
||||
self.view_state = vs;
|
||||
}
|
||||
|
||||
fn broadcast_state(&mut self) {
|
||||
self.sync_view_state();
|
||||
let delta = GameDelta {
|
||||
state: self.view_state.clone(),
|
||||
};
|
||||
self.commands.push(BackendCommand::Delta(delta));
|
||||
}
|
||||
|
||||
/// Process one ceremony die-roll for `mp_player` (0 = host, 1 = guest).
|
||||
fn handle_pre_game_roll(&mut self, mp_player: u16) {
|
||||
let idx = mp_player as usize;
|
||||
// Ignore if this player already rolled.
|
||||
if self.pre_game_dice[idx].is_some() {
|
||||
return;
|
||||
}
|
||||
let single = self.dice_roller.roll().values.0;
|
||||
self.pre_game_dice[idx] = Some(single);
|
||||
|
||||
if let [Some(h), Some(g)] = self.pre_game_dice {
|
||||
// Both have rolled — broadcast both dice before resolving.
|
||||
self.broadcast_state();
|
||||
if h == g {
|
||||
// Tie: reset for another round.
|
||||
self.tie_count += 1;
|
||||
self.pre_game_dice = [None; 2];
|
||||
self.broadcast_state();
|
||||
} else {
|
||||
// Highest die goes first.
|
||||
let goes_first = if h > g {
|
||||
HOST_PLAYER_ID
|
||||
} else {
|
||||
GUEST_PLAYER_ID
|
||||
};
|
||||
self.ceremony_started = false;
|
||||
let _ = self.game.consume(&GameEvent::BeginGame { goes_first });
|
||||
// Use pre-game dice roll for the first move
|
||||
let _ = self.game.consume(&GameEvent::Roll {
|
||||
player_id: goes_first,
|
||||
});
|
||||
let _ = self.game.consume(&GameEvent::RollResult {
|
||||
player_id: goes_first,
|
||||
dice: Dice { values: (g, h) },
|
||||
});
|
||||
self.broadcast_state();
|
||||
}
|
||||
} else {
|
||||
// Only one die rolled so far — broadcast the partial result.
|
||||
self.broadcast_state();
|
||||
}
|
||||
}
|
||||
|
||||
/// Roll dice using the store's DiceRoller and fire Roll + RollResult events.
|
||||
fn do_roll(&mut self) {
|
||||
let dice = self.dice_roller.roll();
|
||||
let player_id = self.game.active_player_id;
|
||||
let _ = self.game.consume(&GameEvent::Roll { player_id });
|
||||
let _ = self
|
||||
.game
|
||||
.consume(&GameEvent::RollResult { player_id, dice });
|
||||
|
||||
// Drive automatic stages that require no player input.
|
||||
self.drive_automatic_stages();
|
||||
}
|
||||
|
||||
/// Advance through stages that can be resolved without player input
|
||||
/// (MarkPoints, MarkAdvPoints).
|
||||
fn drive_automatic_stages(&mut self) {
|
||||
loop {
|
||||
// Stop if the game has already ended (stage transitions to Ended but
|
||||
// turn_stage may still be MarkPoints when schools_enabled=false, which
|
||||
// makes consume(Mark) a no-op and would cause an infinite loop).
|
||||
if self.game.stage == trictrac_store::Stage::Ended {
|
||||
break;
|
||||
}
|
||||
let player_id = self.game.active_player_id;
|
||||
match self.game.turn_stage {
|
||||
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
|
||||
let _ = self.game.consume(&GameEvent::Mark {
|
||||
player_id,
|
||||
points: self.game.dice_points.0.max(self.game.dice_points.1),
|
||||
});
|
||||
}
|
||||
_ => break,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl TrictracBackend {
|
||||
pub fn get_game(&self) -> &GameState {
|
||||
&self.game
|
||||
}
|
||||
}
|
||||
|
||||
impl BackEndArchitecture<PlayerAction, GameDelta, ViewState> for TrictracBackend {
|
||||
fn new(_rule_variation: u16) -> Self {
|
||||
let mut game = GameState::new(false);
|
||||
game.init_player("Blancs");
|
||||
game.init_player("Noirs");
|
||||
|
||||
let view_state = ViewState::from_game_state(&game, HOST_PLAYER_ID, GUEST_PLAYER_ID);
|
||||
|
||||
TrictracBackend {
|
||||
game,
|
||||
dice_roller: DiceRoller::default(),
|
||||
commands: Vec::new(),
|
||||
view_state,
|
||||
arrived: [false; 2],
|
||||
pre_game_dice: [None; 2],
|
||||
tie_count: 0,
|
||||
ceremony_started: false,
|
||||
}
|
||||
}
|
||||
|
||||
fn from_bytes(_rule_variation: u16, bytes: &[u8]) -> Option<Self> {
|
||||
let view_state: ViewState = serde_json::from_slice(bytes).ok()?;
|
||||
// Reconstruct a fresh game; full state restore is not yet implemented.
|
||||
let mut backend = Self::new(_rule_variation);
|
||||
backend.view_state = view_state;
|
||||
Some(backend)
|
||||
}
|
||||
|
||||
fn player_arrival(&mut self, mp_player: u16) {
|
||||
if mp_player > 1 {
|
||||
self.commands
|
||||
.push(BackendCommand::KickPlayer { player: mp_player });
|
||||
return;
|
||||
}
|
||||
self.arrived[mp_player as usize] = true;
|
||||
|
||||
// Cancel any reconnect timer for this player.
|
||||
self.commands.push(BackendCommand::CancelTimer {
|
||||
timer_id: mp_player,
|
||||
});
|
||||
|
||||
// Start the ceremony once both players have arrived.
|
||||
if self.arrived[0]
|
||||
&& self.arrived[1]
|
||||
&& self.game.stage == trictrac_store::Stage::PreGame
|
||||
&& !self.ceremony_started
|
||||
{
|
||||
self.ceremony_started = true;
|
||||
self.pre_game_dice = [None; 2];
|
||||
self.tie_count = 0;
|
||||
self.sync_view_state();
|
||||
self.commands.push(BackendCommand::ResetViewState);
|
||||
} else {
|
||||
self.broadcast_state();
|
||||
}
|
||||
}
|
||||
|
||||
fn player_departure(&mut self, mp_player: u16) {
|
||||
if mp_player > 1 {
|
||||
return;
|
||||
}
|
||||
self.arrived[mp_player as usize] = false;
|
||||
// Give 60 seconds to reconnect before terminating the room.
|
||||
self.commands.push(BackendCommand::SetTimer {
|
||||
timer_id: mp_player,
|
||||
duration: 60.0,
|
||||
});
|
||||
}
|
||||
|
||||
fn inform_rpc(&mut self, mp_player: u16, action: PlayerAction) {
|
||||
// During the first-player ceremony only PreGameRoll actions are accepted.
|
||||
if self.ceremony_started {
|
||||
if matches!(action, PlayerAction::PreGameRoll) {
|
||||
self.handle_pre_game_roll(mp_player);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if self.game.stage == trictrac_store::Stage::Ended {
|
||||
return;
|
||||
}
|
||||
|
||||
let store_id = if mp_player == 0 {
|
||||
HOST_PLAYER_ID
|
||||
} else {
|
||||
GUEST_PLAYER_ID
|
||||
};
|
||||
|
||||
// Only the active player may act (except during Chance-like waiting stages).
|
||||
if self.game.active_player_id != store_id {
|
||||
return;
|
||||
}
|
||||
|
||||
match action {
|
||||
PlayerAction::Roll => {
|
||||
if self.game.turn_stage == TurnStage::RollDice {
|
||||
self.do_roll();
|
||||
}
|
||||
}
|
||||
PlayerAction::Move(m1, m2) => {
|
||||
if self.game.turn_stage != TurnStage::Move
|
||||
&& self.game.turn_stage != TurnStage::HoldOrGoChoice
|
||||
{
|
||||
return;
|
||||
}
|
||||
let event = GameEvent::Move {
|
||||
player_id: store_id,
|
||||
moves: (m1, m2),
|
||||
};
|
||||
if self.game.validate(&event) {
|
||||
let _ = self.game.consume(&event);
|
||||
self.drive_automatic_stages();
|
||||
}
|
||||
}
|
||||
PlayerAction::Go => {
|
||||
if self.game.turn_stage == TurnStage::HoldOrGoChoice {
|
||||
let _ = self.game.consume(&GameEvent::Go {
|
||||
player_id: store_id,
|
||||
});
|
||||
}
|
||||
}
|
||||
PlayerAction::Mark => {
|
||||
if matches!(
|
||||
self.game.turn_stage,
|
||||
TurnStage::MarkPoints | TurnStage::MarkAdvPoints
|
||||
) {
|
||||
self.drive_automatic_stages();
|
||||
}
|
||||
}
|
||||
PlayerAction::PreGameRoll => {} // ignored outside ceremony
|
||||
}
|
||||
|
||||
self.broadcast_state();
|
||||
}
|
||||
|
||||
fn timer_triggered(&mut self, timer_id: u16) {
|
||||
match timer_id {
|
||||
0 | 1 => {
|
||||
// Reconnect grace period expired for host (0) or guest (1).
|
||||
self.commands.push(BackendCommand::TerminateRoom);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn get_view_state(&self) -> &ViewState {
|
||||
&self.view_state
|
||||
}
|
||||
|
||||
fn drain_commands(&mut self) -> Vec<BackendCommand<GameDelta>> {
|
||||
std::mem::take(&mut self.commands)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::trictrac::types::{SerStage, SerTurnStage};
|
||||
use backbone_lib::traits::BackEndArchitecture;
|
||||
|
||||
fn make_backend() -> TrictracBackend {
|
||||
TrictracBackend::new(0)
|
||||
}
|
||||
|
||||
/// Helper: drain and return only Delta commands, extracting their ViewStates.
|
||||
fn drain_deltas(b: &mut TrictracBackend) -> Vec<ViewState> {
|
||||
b.drain_commands()
|
||||
.into_iter()
|
||||
.filter_map(|cmd| match cmd {
|
||||
BackendCommand::Delta(d) => Some(d.state),
|
||||
BackendCommand::ResetViewState => Some(b.view_state.clone()),
|
||||
_ => None,
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Drive the ceremony to completion (both players roll until one wins).
|
||||
fn complete_ceremony(b: &mut TrictracBackend) {
|
||||
loop {
|
||||
if b.get_view_state().stage != SerStage::PreGameRoll {
|
||||
break;
|
||||
}
|
||||
let pgr = b.get_view_state().pre_game_roll.clone().unwrap_or_default();
|
||||
let host_needs = pgr.host_die.is_none();
|
||||
let guest_needs = pgr.guest_die.is_none();
|
||||
if !host_needs && !guest_needs {
|
||||
break; // both rolled but stage not yet resolved — shouldn't happen
|
||||
}
|
||||
if host_needs {
|
||||
b.inform_rpc(0, PlayerAction::PreGameRoll);
|
||||
}
|
||||
if guest_needs {
|
||||
b.inform_rpc(1, PlayerAction::PreGameRoll);
|
||||
}
|
||||
b.drain_commands();
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn both_players_arrive_starts_ceremony() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0); // host
|
||||
b.drain_commands();
|
||||
b.player_arrival(1); // guest
|
||||
let cmds = b.drain_commands();
|
||||
|
||||
// ResetViewState should have been issued to start the ceremony.
|
||||
let has_reset = cmds
|
||||
.iter()
|
||||
.any(|c| matches!(c, BackendCommand::ResetViewState));
|
||||
assert!(
|
||||
has_reset,
|
||||
"expected ResetViewState after both players arrive"
|
||||
);
|
||||
|
||||
// Stage should now be PreGameRoll, not InGame.
|
||||
assert_eq!(b.get_view_state().stage, SerStage::PreGameRoll);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn ceremony_resolves_to_in_game() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0);
|
||||
b.player_arrival(1);
|
||||
b.drain_commands();
|
||||
|
||||
complete_ceremony(&mut b);
|
||||
|
||||
assert_eq!(b.get_view_state().stage, SerStage::InGame);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn ceremony_any_order_allowed() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0);
|
||||
b.player_arrival(1);
|
||||
b.drain_commands();
|
||||
|
||||
// Guest may roll before host.
|
||||
b.inform_rpc(1, PlayerAction::PreGameRoll);
|
||||
let states = drain_deltas(&mut b);
|
||||
assert!(
|
||||
!states.is_empty(),
|
||||
"guest PreGameRoll should broadcast a state"
|
||||
);
|
||||
let pgr = states.last().unwrap().pre_game_roll.as_ref().unwrap();
|
||||
assert!(
|
||||
pgr.guest_die.is_some(),
|
||||
"guest die should be set after guest rolls"
|
||||
);
|
||||
assert!(pgr.host_die.is_none(), "host die should still be blank");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unknown_player_kicked() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(99);
|
||||
let cmds = b.drain_commands();
|
||||
assert!(cmds
|
||||
.iter()
|
||||
.any(|c| matches!(c, BackendCommand::KickPlayer { player: 99 })));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn roll_advances_to_move_or_hold() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0);
|
||||
b.player_arrival(1);
|
||||
b.drain_commands();
|
||||
|
||||
// Complete ceremony before rolling.
|
||||
complete_ceremony(&mut b);
|
||||
|
||||
// Roll for whoever won the ceremony (either player could go first).
|
||||
let first_player = b
|
||||
.get_view_state()
|
||||
.active_mp_player
|
||||
.expect("someone should be active");
|
||||
b.inform_rpc(first_player, PlayerAction::Roll);
|
||||
let states = drain_deltas(&mut b);
|
||||
assert!(!states.is_empty(), "expected a state broadcast after roll");
|
||||
|
||||
let last = states.last().unwrap();
|
||||
assert!(
|
||||
matches!(
|
||||
last.turn_stage,
|
||||
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
|
||||
),
|
||||
"expected Move or HoldOrGoChoice after roll, got {:?}",
|
||||
last.turn_stage
|
||||
);
|
||||
assert_eq!(last.dice, b.get_view_state().dice);
|
||||
assert!(last.dice.0 >= 1 && last.dice.0 <= 6);
|
||||
assert!(last.dice.1 >= 1 && last.dice.1 <= 6);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn wrong_player_roll_ignored() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0);
|
||||
b.player_arrival(1);
|
||||
b.drain_commands();
|
||||
complete_ceremony(&mut b);
|
||||
|
||||
// Identify who goes first and have the OTHER player try to roll.
|
||||
let active = b.get_view_state().active_mp_player;
|
||||
let wrong_player = if active == Some(0) { 1u16 } else { 0u16 };
|
||||
b.inform_rpc(wrong_player, PlayerAction::Roll);
|
||||
let cmds = b.drain_commands();
|
||||
assert!(cmds.is_empty(), "wrong player roll should be ignored");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn departure_sets_reconnect_timer() {
|
||||
let mut b = make_backend();
|
||||
b.player_arrival(0);
|
||||
b.drain_commands();
|
||||
b.player_departure(0);
|
||||
let cmds = b.drain_commands();
|
||||
assert!(
|
||||
cmds.iter()
|
||||
.any(|c| matches!(c, BackendCommand::SetTimer { timer_id: 0, .. })),
|
||||
"expected reconnect timer after host departure"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn timer_triggers_terminate_room() {
|
||||
let mut b = make_backend();
|
||||
b.timer_triggered(0);
|
||||
let cmds = b.drain_commands();
|
||||
assert!(cmds
|
||||
.iter()
|
||||
.any(|c| matches!(c, BackendCommand::TerminateRoom)));
|
||||
}
|
||||
}
|
||||
|
||||
// ── Public API: WASM delegates to `inner`, other targets are no-ops ───────────
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
mod inner {
|
||||
use web_sys::console;
|
||||
|
||||
pub fn console_log(message: String) {
|
||||
console::log_1(&message.into());
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
pub use inner::console_log;
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
pub fn console_log(message: String) {}
|
||||
43
clients/web-game/src/trictrac/bot_local.rs
Normal file
43
clients/web-game/src/trictrac/bot_local.rs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
use rand::prelude::IndexedRandom;
|
||||
use trictrac_store::{CheckerMove, Color, GameState, MoveRules, Stage, TurnStage};
|
||||
|
||||
use crate::trictrac::types::{PlayerAction, PreGameRollState};
|
||||
|
||||
const GUEST_PLAYER_ID: u64 = 2;
|
||||
|
||||
/// Returns the next action for the bot (mp_player 1 / guest), or None if it is not the bot's turn.
|
||||
/// `pgr` is the current pre-game ceremony state if the ceremony is in progress.
|
||||
pub fn bot_decide(game: &GameState, pgr: Option<&PreGameRollState>) -> Option<PlayerAction> {
|
||||
// During the ceremony, the bot (guest) rolls when its die is missing.
|
||||
if game.stage == Stage::PreGame {
|
||||
if let Some(pgr) = pgr {
|
||||
if pgr.guest_die.is_none() {
|
||||
return Some(PlayerAction::PreGameRoll);
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
if game.stage == Stage::Ended {
|
||||
return None;
|
||||
}
|
||||
if game.active_player_id != GUEST_PLAYER_ID {
|
||||
return None;
|
||||
}
|
||||
match game.turn_stage {
|
||||
TurnStage::RollDice => Some(PlayerAction::Roll),
|
||||
// TurnStage::HoldOrGoChoice => Some(PlayerAction::Go),
|
||||
TurnStage::Move | TurnStage::HoldOrGoChoice => {
|
||||
let rules = MoveRules::new(&Color::Black, &game.board, game.dice);
|
||||
let sequences = rules.get_possible_moves_sequences(true, vec![]);
|
||||
let mut rng = rand::rng();
|
||||
let (m1, m2) = sequences
|
||||
.choose(&mut rng)
|
||||
.cloned()
|
||||
.unwrap_or((CheckerMove::default(), CheckerMove::default()));
|
||||
// MoveRules with Color::Black mirrors the board internally, so
|
||||
// returned move coordinates are in mirrored (White) space — mirror back.
|
||||
Some(PlayerAction::Move(m1.mirror(), m2.mirror()))
|
||||
}
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
3
clients/web-game/src/trictrac/mod.rs
Normal file
3
clients/web-game/src/trictrac/mod.rs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
pub mod backend;
|
||||
pub mod bot_local;
|
||||
pub mod types;
|
||||
256
clients/web-game/src/trictrac/types.rs
Normal file
256
clients/web-game/src/trictrac/types.rs
Normal file
|
|
@ -0,0 +1,256 @@
|
|||
use serde::{Deserialize, Serialize};
|
||||
use trictrac_store::{CheckerMove, GameState, Jan, Stage, TurnStage};
|
||||
|
||||
// ── Actions sent by a player to the host backend ─────────────────────────────
|
||||
|
||||
#[derive(Clone, Serialize, Deserialize)]
|
||||
pub enum PlayerAction {
|
||||
/// Active player requests a dice roll.
|
||||
Roll,
|
||||
/// Both checker moves for this turn. Use `EMPTY_MOVE` (from=0, to=0) when a die
|
||||
/// has no valid move.
|
||||
Move(CheckerMove, CheckerMove),
|
||||
/// Choose to "go" (advance) during HoldOrGoChoice.
|
||||
Go,
|
||||
/// Acknowledge point marking (hold / advance points).
|
||||
Mark,
|
||||
/// Roll a single die during the pre-game ceremony to decide who goes first.
|
||||
PreGameRoll,
|
||||
}
|
||||
|
||||
// ── Incremental state update broadcast to all clients ────────────────────────
|
||||
|
||||
/// Carries a full state snapshot; `apply_delta` replaces the local state.
|
||||
/// Simple and correct; can be refined to true diffs later.
|
||||
#[derive(Clone, Serialize, Deserialize)]
|
||||
pub struct GameDelta {
|
||||
pub state: ViewState,
|
||||
}
|
||||
|
||||
// ── Full game snapshot ────────────────────────────────────────────────────────
|
||||
|
||||
/// State of the pre-game ceremony where each player rolls one die to decide
|
||||
/// who goes first. Present only when `stage == SerStage::PreGameRoll`.
|
||||
#[derive(Clone, Default, PartialEq, Serialize, Deserialize)]
|
||||
pub struct PreGameRollState {
|
||||
/// Die value (1–6) rolled by the host; `None` = not yet rolled this round.
|
||||
pub host_die: Option<u8>,
|
||||
/// Die value (1–6) rolled by the guest; `None` = not yet rolled this round.
|
||||
pub guest_die: Option<u8>,
|
||||
/// Number of tied rounds so far (0 on the first round).
|
||||
pub tie_count: u8,
|
||||
}
|
||||
|
||||
#[derive(Clone, PartialEq, Serialize, Deserialize)]
|
||||
pub struct ViewState {
|
||||
/// Board positions: index i = field i+1. Positive = white, negative = black.
|
||||
pub board: [i8; 24],
|
||||
pub stage: SerStage,
|
||||
pub turn_stage: SerTurnStage,
|
||||
/// Which multiplayer player_id (0 = host, 1 = guest) is the active player.
|
||||
pub active_mp_player: Option<u16>,
|
||||
/// Scores indexed by multiplayer player_id (0 = host, 1 = guest).
|
||||
pub scores: [PlayerScore; 2],
|
||||
/// Last rolled dice values.
|
||||
pub dice: (u8, u8),
|
||||
/// Jans (scoring events) triggered by the last dice roll.
|
||||
pub dice_jans: Vec<JanEntry>,
|
||||
/// Last two checker moves played; default when no move has occurred yet.
|
||||
pub dice_moves: (CheckerMove, CheckerMove),
|
||||
/// Present while the pre-game ceremony is in progress.
|
||||
#[serde(default)]
|
||||
pub pre_game_roll: Option<PreGameRollState>,
|
||||
}
|
||||
|
||||
/// One scoring event from a dice roll.
|
||||
#[derive(Clone, PartialEq, Serialize, Deserialize, Debug)]
|
||||
pub struct JanEntry {
|
||||
pub jan: Jan,
|
||||
/// True when the dice are doubles (both same value) — changes the point value.
|
||||
/// Special case for HelplessMan: true when *both* dice are unplayable.
|
||||
pub is_double: bool,
|
||||
/// Number of distinct move pairs that produce this jan.
|
||||
pub ways: usize,
|
||||
/// Points per way (negative = scored against the active player).
|
||||
pub points_per: i8,
|
||||
/// Total = points_per × ways.
|
||||
pub total: i8,
|
||||
/// The move pairs that produce this jan (for move display).
|
||||
pub moves: Vec<(CheckerMove, CheckerMove)>,
|
||||
}
|
||||
|
||||
impl ViewState {
|
||||
pub fn default_with_names(host_name: &str, guest_name: &str) -> Self {
|
||||
ViewState {
|
||||
board: [0i8; 24],
|
||||
stage: SerStage::PreGame,
|
||||
turn_stage: SerTurnStage::RollDice,
|
||||
active_mp_player: None,
|
||||
scores: [
|
||||
PlayerScore {
|
||||
name: host_name.to_string(),
|
||||
points: 0,
|
||||
holes: 0,
|
||||
can_bredouille: false,
|
||||
},
|
||||
PlayerScore {
|
||||
name: guest_name.to_string(),
|
||||
points: 0,
|
||||
holes: 0,
|
||||
can_bredouille: false,
|
||||
},
|
||||
],
|
||||
dice: (0, 0),
|
||||
dice_jans: Vec::new(),
|
||||
dice_moves: (CheckerMove::default(), CheckerMove::default()),
|
||||
pre_game_roll: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_delta(&mut self, delta: &GameDelta) {
|
||||
*self = delta.state.clone();
|
||||
}
|
||||
|
||||
/// Convert a store `GameState` to a `ViewState`.
|
||||
/// `host_store_id` and `guest_store_id` are the trictrac `PlayerId`s assigned
|
||||
/// to the host (mp player 0) and guest (mp player 1) respectively.
|
||||
pub fn from_game_state(gs: &GameState, host_store_id: u64, guest_store_id: u64) -> Self {
|
||||
let board_vec = gs.board.to_vec();
|
||||
let board: [i8; 24] = board_vec.try_into().expect("board is always 24 fields");
|
||||
|
||||
let stage = match gs.stage {
|
||||
Stage::PreGame => SerStage::PreGame,
|
||||
Stage::InGame => SerStage::InGame,
|
||||
Stage::Ended => SerStage::Ended,
|
||||
};
|
||||
let turn_stage = match gs.turn_stage {
|
||||
TurnStage::RollDice => SerTurnStage::RollDice,
|
||||
TurnStage::RollWaiting => SerTurnStage::RollWaiting,
|
||||
TurnStage::MarkPoints => SerTurnStage::MarkPoints,
|
||||
TurnStage::HoldOrGoChoice => SerTurnStage::HoldOrGoChoice,
|
||||
TurnStage::Move => SerTurnStage::Move,
|
||||
TurnStage::MarkAdvPoints => SerTurnStage::MarkAdvPoints,
|
||||
};
|
||||
|
||||
let active_mp_player = if gs.active_player_id == host_store_id {
|
||||
Some(0)
|
||||
} else if gs.active_player_id == guest_store_id {
|
||||
Some(1)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
let score_for = |store_id: u64| -> PlayerScore {
|
||||
gs.players
|
||||
.get(&store_id)
|
||||
.map(|p| PlayerScore {
|
||||
name: p.name.clone(),
|
||||
points: p.points,
|
||||
holes: p.holes,
|
||||
can_bredouille: p.can_bredouille,
|
||||
})
|
||||
.unwrap_or_else(|| PlayerScore {
|
||||
name: String::new(),
|
||||
points: 0,
|
||||
holes: 0,
|
||||
can_bredouille: false,
|
||||
})
|
||||
};
|
||||
|
||||
// is_double for scoring: dice show the same value (both dice identical).
|
||||
// Exception: HelplessMan uses a special rule (see below).
|
||||
let dice_are_double = gs.dice.values.0 == gs.dice.values.1;
|
||||
|
||||
// Build JanEntry list from the PossibleJans map.
|
||||
let empty_move = CheckerMove::new(0, 0).unwrap_or_default();
|
||||
let mut dice_jans: Vec<JanEntry> = gs
|
||||
.dice_jans
|
||||
.iter()
|
||||
.map(|(jan, moves)| {
|
||||
// HelplessMan: is_double = true only when *both* dice are unplayable
|
||||
// (the moves list contains a single (empty, empty) sentinel).
|
||||
let is_double = if *jan == Jan::HelplessMan {
|
||||
moves
|
||||
.first()
|
||||
.map(|&(m1, m2)| m1 == empty_move && m2 == empty_move)
|
||||
.unwrap_or(false)
|
||||
} else {
|
||||
dice_are_double
|
||||
};
|
||||
let points_per = jan.get_points(is_double);
|
||||
let ways = moves.len();
|
||||
let total = points_per.saturating_mul(ways as i8);
|
||||
JanEntry {
|
||||
jan: jan.clone(),
|
||||
is_double,
|
||||
ways,
|
||||
points_per,
|
||||
total,
|
||||
moves: moves.clone(),
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
// Sort: highest total first, most-negative last.
|
||||
dice_jans.sort_by_key(|e| std::cmp::Reverse(e.total));
|
||||
|
||||
ViewState {
|
||||
board,
|
||||
stage,
|
||||
turn_stage,
|
||||
active_mp_player,
|
||||
scores: [score_for(host_store_id), score_for(guest_store_id)],
|
||||
dice: (gs.dice.values.0, gs.dice.values.1),
|
||||
dice_jans,
|
||||
dice_moves: gs.dice_moves,
|
||||
pre_game_roll: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Scored event (notification) ──────────────────────────────────────────
|
||||
|
||||
/// Points scored in a single scoring event, used for the notification panel.
|
||||
#[derive(Clone, PartialEq)]
|
||||
pub struct ScoredEvent {
|
||||
/// Raw points earned (sum of jan values; before hole wrapping).
|
||||
pub points_earned: u8,
|
||||
/// Number of holes gained (0 = no hole).
|
||||
pub holes_gained: u8,
|
||||
/// Total holes after this event.
|
||||
pub holes_total: u8,
|
||||
/// Was bredouille active when the hole was made (doubles hole count)?
|
||||
pub bredouille: bool,
|
||||
/// Contributing jans from this player's perspective (totals always positive).
|
||||
pub jans: Vec<JanEntry>,
|
||||
}
|
||||
|
||||
// ── Score snapshot ────────────────────────────────────────────────────────────
|
||||
|
||||
#[derive(Clone, PartialEq, Serialize, Deserialize)]
|
||||
pub struct PlayerScore {
|
||||
pub name: String,
|
||||
pub points: u8,
|
||||
pub holes: u8,
|
||||
pub can_bredouille: bool,
|
||||
}
|
||||
|
||||
// ── Serialisable mirrors of store enums ──────────────────────────────────────
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
|
||||
pub enum SerStage {
|
||||
PreGame,
|
||||
/// Both players have arrived; ceremony in progress to decide who goes first.
|
||||
PreGameRoll,
|
||||
InGame,
|
||||
Ended,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
|
||||
pub enum SerTurnStage {
|
||||
RollDice,
|
||||
RollWaiting,
|
||||
MarkPoints,
|
||||
HoldOrGoChoice,
|
||||
Move,
|
||||
MarkAdvPoints,
|
||||
}
|
||||
17
clients/web-user-portal/Cargo.toml
Normal file
17
clients/web-user-portal/Cargo.toml
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
[package]
|
||||
name = "web-user-portal"
|
||||
version = "0.1.0"
|
||||
edition = "2024"
|
||||
|
||||
[dependencies]
|
||||
leptos = { version = "0.7", features = ["csr"] }
|
||||
leptos_router = { version = "0.7" }
|
||||
serde = { version = "1.0", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
|
||||
[target.'cfg(target_arch = "wasm32")'.dependencies]
|
||||
wasm-bindgen = "0.2"
|
||||
wasm-bindgen-futures = "0.4"
|
||||
gloo-net = { version = "0.5", features = ["http"] }
|
||||
js-sys = "0.3"
|
||||
web-sys = { version = "0.3", features = ["RequestCredentials"] }
|
||||
2
clients/web-user-portal/Trunk.toml
Normal file
2
clients/web-user-portal/Trunk.toml
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
[serve]
|
||||
port = 9092
|
||||
103
clients/web-user-portal/assets/style.css
Normal file
103
clients/web-user-portal/assets/style.css
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
*, *::before, *::after { box-sizing: border-box; margin: 0; padding: 0; }
|
||||
|
||||
body {
|
||||
font-family: system-ui, sans-serif;
|
||||
background: #f5f5f5;
|
||||
color: #1a1a1a;
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
nav {
|
||||
background: #1a1a2e;
|
||||
color: #fff;
|
||||
padding: 0.75rem 1.5rem;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 1.5rem;
|
||||
}
|
||||
nav a { color: #ccc; text-decoration: none; }
|
||||
nav a:hover { color: #fff; }
|
||||
nav .brand { font-weight: 700; font-size: 1.1rem; color: #fff; }
|
||||
nav .spacer { flex: 1; }
|
||||
|
||||
main { max-width: 800px; margin: 2rem auto; padding: 0 1rem; }
|
||||
|
||||
h1 { font-size: 1.6rem; margin-bottom: 1rem; }
|
||||
h2 { font-size: 1.2rem; margin-bottom: 0.75rem; }
|
||||
|
||||
.card {
|
||||
background: #fff;
|
||||
border-radius: 8px;
|
||||
padding: 1.5rem;
|
||||
box-shadow: 0 1px 3px rgba(0,0,0,0.1);
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
.tabs { display: flex; gap: 0; margin-bottom: 1.5rem; }
|
||||
.tab-btn {
|
||||
padding: 0.5rem 1.25rem;
|
||||
border: 1px solid #ddd;
|
||||
background: #f5f5f5;
|
||||
cursor: pointer;
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
.tab-btn:first-child { border-radius: 6px 0 0 6px; }
|
||||
.tab-btn:last-child { border-radius: 0 6px 6px 0; border-left: none; }
|
||||
.tab-btn.active { background: #1a1a2e; color: #fff; border-color: #1a1a2e; }
|
||||
|
||||
label { display: block; font-size: 0.85rem; margin-bottom: 0.25rem; color: #555; }
|
||||
input[type=text], input[type=email], input[type=password] {
|
||||
width: 100%;
|
||||
padding: 0.5rem 0.75rem;
|
||||
border: 1px solid #ddd;
|
||||
border-radius: 5px;
|
||||
font-size: 0.95rem;
|
||||
margin-bottom: 0.75rem;
|
||||
}
|
||||
input:focus { outline: none; border-color: #1a1a2e; }
|
||||
|
||||
button[type=submit], .btn {
|
||||
padding: 0.5rem 1.25rem;
|
||||
background: #1a1a2e;
|
||||
color: #fff;
|
||||
border: none;
|
||||
border-radius: 5px;
|
||||
cursor: pointer;
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
button[type=submit]:hover, .btn:hover { background: #2d2d5e; }
|
||||
button[type=submit]:disabled { opacity: 0.6; cursor: not-allowed; }
|
||||
|
||||
.error { color: #c0392b; font-size: 0.875rem; margin-top: 0.5rem; }
|
||||
.success { color: #27ae60; font-size: 0.875rem; margin-top: 0.5rem; }
|
||||
|
||||
.stats-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(4, 1fr);
|
||||
gap: 1rem;
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
.stat-box {
|
||||
background: #fff;
|
||||
border-radius: 8px;
|
||||
padding: 1rem;
|
||||
text-align: center;
|
||||
box-shadow: 0 1px 3px rgba(0,0,0,0.1);
|
||||
}
|
||||
.stat-box .value { font-size: 2rem; font-weight: 700; }
|
||||
.stat-box .label { font-size: 0.8rem; color: #777; margin-top: 0.25rem; }
|
||||
|
||||
table { width: 100%; border-collapse: collapse; font-size: 0.9rem; }
|
||||
th { text-align: left; padding: 0.5rem 0.75rem; border-bottom: 2px solid #eee; color: #555; }
|
||||
td { padding: 0.5rem 0.75rem; border-bottom: 1px solid #f0f0f0; }
|
||||
tr:last-child td { border-bottom: none; }
|
||||
tr:hover td { background: #fafafa; }
|
||||
a { color: #2c5cc5; text-decoration: none; }
|
||||
a:hover { text-decoration: underline; }
|
||||
|
||||
.outcome-win { color: #27ae60; font-weight: 600; }
|
||||
.outcome-loss { color: #c0392b; font-weight: 600; }
|
||||
.outcome-draw { color: #e67e22; font-weight: 600; }
|
||||
|
||||
.loading { color: #777; padding: 1rem 0; }
|
||||
.empty { color: #aaa; font-style: italic; padding: 1rem 0; }
|
||||
11
clients/web-user-portal/index.html
Normal file
11
clients/web-user-portal/index.html
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<title>Player Portal</title>
|
||||
<link data-trunk rel="rust" data-wasm-opt="z" />
|
||||
<link data-trunk rel="css" href="assets/style.css" />
|
||||
</head>
|
||||
<body></body>
|
||||
</html>
|
||||
191
clients/web-user-portal/src/api.rs
Normal file
191
clients/web-user-portal/src/api.rs
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
use serde::{Deserialize, Serialize};
|
||||
|
||||
// In debug builds trunk serves on 9092 while the relay is on 8080 — use full URL.
|
||||
// In release builds the portal is served by the relay itself — use relative paths.
|
||||
#[cfg(debug_assertions)]
|
||||
const BASE: &str = "http://localhost:8080";
|
||||
#[cfg(not(debug_assertions))]
|
||||
const BASE: &str = "";
|
||||
|
||||
fn url(path: &str) -> String {
|
||||
format!("{BASE}{path}")
|
||||
}
|
||||
|
||||
// ── Response types ────────────────────────────────────────────────────────────
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct MeResponse {
|
||||
pub id: i64,
|
||||
pub username: String,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct UserProfile {
|
||||
pub id: i64,
|
||||
pub username: String,
|
||||
pub created_at: i64,
|
||||
pub total_games: i64,
|
||||
pub wins: i64,
|
||||
pub losses: i64,
|
||||
pub draws: i64,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct GameSummary {
|
||||
pub id: i64,
|
||||
pub game_id: String,
|
||||
pub room_code: String,
|
||||
pub started_at: i64,
|
||||
pub ended_at: Option<i64>,
|
||||
pub result: Option<String>,
|
||||
pub outcome: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct GamesResponse {
|
||||
pub games: Vec<GameSummary>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct Participant {
|
||||
pub player_id: i64,
|
||||
pub outcome: Option<String>,
|
||||
pub username: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Deserialize)]
|
||||
pub struct GameDetail {
|
||||
pub id: i64,
|
||||
pub game_id: String,
|
||||
pub room_code: String,
|
||||
pub started_at: i64,
|
||||
pub ended_at: Option<i64>,
|
||||
pub result: Option<String>,
|
||||
pub participants: Vec<Participant>,
|
||||
}
|
||||
|
||||
// ── Request bodies ────────────────────────────────────────────────────────────
|
||||
|
||||
#[derive(Serialize)]
|
||||
pub struct RegisterBody<'a> {
|
||||
pub username: &'a str,
|
||||
pub email: &'a str,
|
||||
pub password: &'a str,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
pub struct LoginBody<'a> {
|
||||
pub username: &'a str,
|
||||
pub password: &'a str,
|
||||
}
|
||||
|
||||
// ── Fetch helpers ─────────────────────────────────────────────────────────────
|
||||
|
||||
pub async fn get_me() -> Result<MeResponse, String> {
|
||||
let resp = gloo_net::http::Request::get(&url("/auth/me"))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 200 {
|
||||
resp.json::<MeResponse>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
Err(format!("status {}", resp.status()))
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn post_login(username: &str, password: &str) -> Result<MeResponse, String> {
|
||||
let body = LoginBody { username, password };
|
||||
let resp = gloo_net::http::Request::post(&url("/auth/login"))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.json(&body)
|
||||
.map_err(|e| e.to_string())?
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 200 {
|
||||
resp.json::<MeResponse>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
let text = resp.text().await.unwrap_or_default();
|
||||
Err(text)
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn post_register(username: &str, email: &str, password: &str) -> Result<MeResponse, String> {
|
||||
let body = RegisterBody { username, email, password };
|
||||
let resp = gloo_net::http::Request::post(&url("/auth/register"))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.json(&body)
|
||||
.map_err(|e| e.to_string())?
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 201 {
|
||||
resp.json::<MeResponse>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
let text = resp.text().await.unwrap_or_default();
|
||||
Err(text)
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn post_logout() -> Result<(), String> {
|
||||
let resp = gloo_net::http::Request::post(&url("/auth/logout"))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 204 {
|
||||
Ok(())
|
||||
} else {
|
||||
Err(format!("status {}", resp.status()))
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn get_user_profile(username: &str) -> Result<UserProfile, String> {
|
||||
let resp = gloo_net::http::Request::get(&url(&format!("/users/{username}")))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 200 {
|
||||
resp.json::<UserProfile>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
Err(format!("status {}", resp.status()))
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn get_user_games(username: &str, page: i64) -> Result<GamesResponse, String> {
|
||||
let resp = gloo_net::http::Request::get(&url(&format!("/users/{username}/games?page={page}&per_page=20")))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 200 {
|
||||
resp.json::<GamesResponse>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
Err(format!("status {}", resp.status()))
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn get_game_detail(id: i64) -> Result<GameDetail, String> {
|
||||
let resp = gloo_net::http::Request::get(&url(&format!("/games/{id}")))
|
||||
.credentials(web_sys::RequestCredentials::Include)
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if resp.status() == 200 {
|
||||
resp.json::<GameDetail>().await.map_err(|e| e.to_string())
|
||||
} else {
|
||||
Err(format!("status {}", resp.status()))
|
||||
}
|
||||
}
|
||||
|
||||
// ── Utilities ─────────────────────────────────────────────────────────────────
|
||||
|
||||
pub fn format_ts(ts: i64) -> String {
|
||||
let ms = (ts * 1000) as f64;
|
||||
let date = js_sys::Date::new(&wasm_bindgen::JsValue::from_f64(ms));
|
||||
date.to_locale_string("en-GB", &wasm_bindgen::JsValue::UNDEFINED)
|
||||
.as_string()
|
||||
.unwrap_or_default()
|
||||
}
|
||||
67
clients/web-user-portal/src/app.rs
Normal file
67
clients/web-user-portal/src/app.rs
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
use leptos::prelude::*;
|
||||
use leptos_router::{components::{Route, Router, Routes, A}, path};
|
||||
|
||||
use crate::api::{self, MeResponse};
|
||||
use crate::pages::{home::HomePage, profile::ProfilePage, game::GamePage};
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct AuthState {
|
||||
pub user: RwSignal<Option<MeResponse>>,
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn App() -> impl IntoView {
|
||||
let user = RwSignal::new(None::<MeResponse>);
|
||||
provide_context(AuthState { user });
|
||||
|
||||
// Probe session on load.
|
||||
let auth = use_context::<AuthState>().unwrap();
|
||||
let _ = LocalResource::new(move || async move {
|
||||
if let Ok(me) = api::get_me().await {
|
||||
auth.user.set(Some(me));
|
||||
}
|
||||
});
|
||||
|
||||
view! {
|
||||
<Router>
|
||||
<Nav />
|
||||
<main>
|
||||
<Routes fallback=|| view! { <p class="empty">"Page not found."</p> }>
|
||||
<Route path=path!("/") view=HomePage />
|
||||
<Route path=path!("/profile/:username") view=ProfilePage />
|
||||
<Route path=path!("/games/:id") view=GamePage />
|
||||
</Routes>
|
||||
</main>
|
||||
</Router>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn Nav() -> impl IntoView {
|
||||
let auth = use_context::<AuthState>().unwrap();
|
||||
|
||||
let logout = move |_| {
|
||||
wasm_bindgen_futures::spawn_local(async move {
|
||||
let _ = api::post_logout().await;
|
||||
auth.user.set(None);
|
||||
});
|
||||
};
|
||||
|
||||
view! {
|
||||
<nav>
|
||||
<A href="/" attr:class="brand">"Player Portal"</A>
|
||||
<span class="spacer" />
|
||||
{move || match auth.user.get() {
|
||||
Some(u) => view! {
|
||||
<A href=format!("/profile/{}", u.username)>
|
||||
{ u.username.clone() }
|
||||
</A>
|
||||
<button class="btn" on:click=logout style="padding:0.25rem 0.75rem">
|
||||
"Logout"
|
||||
</button>
|
||||
}.into_any(),
|
||||
None => view! { <A href="/">"Login"</A> }.into_any(),
|
||||
}}
|
||||
</nav>
|
||||
}
|
||||
}
|
||||
7
clients/web-user-portal/src/main.rs
Normal file
7
clients/web-user-portal/src/main.rs
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
mod api;
|
||||
mod app;
|
||||
mod pages;
|
||||
|
||||
fn main() {
|
||||
leptos::mount::mount_to_body(app::App);
|
||||
}
|
||||
95
clients/web-user-portal/src/pages/game.rs
Normal file
95
clients/web-user-portal/src/pages/game.rs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
use leptos::prelude::*;
|
||||
use leptos_router::{components::A, hooks::use_params_map};
|
||||
|
||||
use crate::api::{self, GameDetail, Participant};
|
||||
|
||||
#[component]
|
||||
pub fn GamePage() -> impl IntoView {
|
||||
let params = use_params_map();
|
||||
let id_str = move || params.read().get("id").unwrap_or_default();
|
||||
|
||||
let detail = LocalResource::new(move || {
|
||||
let s = id_str();
|
||||
async move {
|
||||
let id: i64 = s.parse().map_err(|_| "invalid game id".to_string())?;
|
||||
api::get_game_detail(id).await
|
||||
}
|
||||
});
|
||||
|
||||
view! {
|
||||
<div>
|
||||
{move || match detail.get().map(|sw| sw.take()) {
|
||||
None => view! { <p class="loading">"Loading…"</p> }.into_any(),
|
||||
Some(Err(e)) => view! { <p class="error">{ e }</p> }.into_any(),
|
||||
Some(Ok(g)) => view! { <GameDetailView game=g /> }.into_any(),
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn GameDetailView(game: GameDetail) -> impl IntoView {
|
||||
let started = api::format_ts(game.started_at);
|
||||
let ended = game.ended_at.map(api::format_ts).unwrap_or_else(|| "ongoing".into());
|
||||
|
||||
view! {
|
||||
<div class="card">
|
||||
<h1 style="margin-bottom:0.25rem">"Game " { game.room_code.clone() }</h1>
|
||||
<p style="color:#777;margin-bottom:1.5rem">
|
||||
"Started: " { started.clone() } " · Ended: " { ended }
|
||||
</p>
|
||||
|
||||
<h2>"Players"</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>"Player"</th>
|
||||
<th>"Username"</th>
|
||||
<th>"Outcome"</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{game.participants.iter().map(|p| {
|
||||
view! { <ParticipantRow participant=p.clone() /> }
|
||||
}).collect_view()}
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
{game.result.as_ref().map(|r| view! {
|
||||
<div style="margin-top:1.5rem">
|
||||
<h2>"Result data"</h2>
|
||||
<pre style="background:#f5f5f5;padding:0.75rem;border-radius:5px;overflow:auto;font-size:0.85rem">
|
||||
{ r.clone() }
|
||||
</pre>
|
||||
</div>
|
||||
})}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn ParticipantRow(participant: Participant) -> impl IntoView {
|
||||
let outcome_class = match participant.outcome.as_deref() {
|
||||
Some("win") => "outcome-win",
|
||||
Some("loss") => "outcome-loss",
|
||||
Some("draw") => "outcome-draw",
|
||||
_ => "",
|
||||
};
|
||||
let outcome_text = participant.outcome.clone().unwrap_or_else(|| "—".into());
|
||||
let name = participant.username.clone();
|
||||
|
||||
view! {
|
||||
<tr>
|
||||
<td>"Player " { participant.player_id }</td>
|
||||
<td>
|
||||
{match name {
|
||||
Some(u) => view! {
|
||||
<A href=format!("/profile/{u}")>{ u }</A>
|
||||
}.into_any(),
|
||||
None => view! { <span style="color:#aaa">"anonymous"</span> }.into_any(),
|
||||
}}
|
||||
</td>
|
||||
<td class=outcome_class>{ outcome_text }</td>
|
||||
</tr>
|
||||
}
|
||||
}
|
||||
152
clients/web-user-portal/src/pages/home.rs
Normal file
152
clients/web-user-portal/src/pages/home.rs
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
use leptos::prelude::*;
|
||||
use leptos_router::hooks::use_navigate;
|
||||
|
||||
use crate::api;
|
||||
use crate::app::AuthState;
|
||||
|
||||
#[component]
|
||||
pub fn HomePage() -> impl IntoView {
|
||||
let auth = use_context::<AuthState>().unwrap();
|
||||
let navigate = use_navigate();
|
||||
|
||||
// Redirect to own profile when already logged in.
|
||||
Effect::new(move |_| {
|
||||
if let Some(u) = auth.user.get() {
|
||||
navigate(&format!("/profile/{}", u.username), Default::default());
|
||||
}
|
||||
});
|
||||
|
||||
let tab = RwSignal::new("login");
|
||||
|
||||
view! {
|
||||
<div class="card" style="max-width:420px;margin:3rem auto">
|
||||
<div class="tabs">
|
||||
<button
|
||||
class=move || if tab.get() == "login" { "tab-btn active" } else { "tab-btn" }
|
||||
on:click=move |_| tab.set("login")
|
||||
>"Login"</button>
|
||||
<button
|
||||
class=move || if tab.get() == "register" { "tab-btn active" } else { "tab-btn" }
|
||||
on:click=move |_| tab.set("register")
|
||||
>"Register"</button>
|
||||
</div>
|
||||
{move || if tab.get() == "login" {
|
||||
view! { <LoginForm /> }.into_any()
|
||||
} else {
|
||||
view! { <RegisterForm /> }.into_any()
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn LoginForm() -> impl IntoView {
|
||||
let auth = use_context::<AuthState>().unwrap();
|
||||
let navigate = use_navigate();
|
||||
|
||||
let username = RwSignal::new(String::new());
|
||||
let password = RwSignal::new(String::new());
|
||||
let error = RwSignal::new(String::new());
|
||||
let pending = RwSignal::new(false);
|
||||
|
||||
let submit = move |ev: leptos::ev::SubmitEvent| {
|
||||
ev.prevent_default();
|
||||
if pending.get() { return; }
|
||||
pending.set(true);
|
||||
error.set(String::new());
|
||||
let u = username.get();
|
||||
let p = password.get();
|
||||
let navigate = navigate.clone();
|
||||
wasm_bindgen_futures::spawn_local(async move {
|
||||
match api::post_login(&u, &p).await {
|
||||
Ok(me) => {
|
||||
let dest = format!("/profile/{}", me.username);
|
||||
auth.user.set(Some(me));
|
||||
navigate(&dest, Default::default());
|
||||
}
|
||||
Err(e) => {
|
||||
error.set(e);
|
||||
pending.set(false);
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
view! {
|
||||
<form on:submit=submit>
|
||||
<label>"Username"</label>
|
||||
<input type="text" required
|
||||
prop:value=move || username.get()
|
||||
on:input=move |ev| username.set(event_target_value(&ev)) />
|
||||
<label>"Password"</label>
|
||||
<input type="password" required
|
||||
prop:value=move || password.get()
|
||||
on:input=move |ev| password.set(event_target_value(&ev)) />
|
||||
<button type="submit" disabled=move || pending.get()>"Login"</button>
|
||||
{move || if !error.get().is_empty() {
|
||||
view! { <p class="error">{ error.get() }</p> }.into_any()
|
||||
} else {
|
||||
view! { <span /> }.into_any()
|
||||
}}
|
||||
</form>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn RegisterForm() -> impl IntoView {
|
||||
let auth = use_context::<AuthState>().unwrap();
|
||||
let navigate = use_navigate();
|
||||
|
||||
let username = RwSignal::new(String::new());
|
||||
let email = RwSignal::new(String::new());
|
||||
let password = RwSignal::new(String::new());
|
||||
let error = RwSignal::new(String::new());
|
||||
let pending = RwSignal::new(false);
|
||||
|
||||
let submit = move |ev: leptos::ev::SubmitEvent| {
|
||||
ev.prevent_default();
|
||||
if pending.get() { return; }
|
||||
pending.set(true);
|
||||
error.set(String::new());
|
||||
let u = username.get();
|
||||
let e = email.get();
|
||||
let p = password.get();
|
||||
let navigate = navigate.clone();
|
||||
wasm_bindgen_futures::spawn_local(async move {
|
||||
match api::post_register(&u, &e, &p).await {
|
||||
Ok(me) => {
|
||||
let dest = format!("/profile/{}", me.username);
|
||||
auth.user.set(Some(me));
|
||||
navigate(&dest, Default::default());
|
||||
}
|
||||
Err(err) => {
|
||||
error.set(err);
|
||||
pending.set(false);
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
view! {
|
||||
<form on:submit=submit>
|
||||
<label>"Username"</label>
|
||||
<input type="text" required
|
||||
prop:value=move || username.get()
|
||||
on:input=move |ev| username.set(event_target_value(&ev)) />
|
||||
<label>"Email"</label>
|
||||
<input type="email" required
|
||||
prop:value=move || email.get()
|
||||
on:input=move |ev| email.set(event_target_value(&ev)) />
|
||||
<label>"Password"</label>
|
||||
<input type="password" required
|
||||
prop:value=move || password.get()
|
||||
on:input=move |ev| password.set(event_target_value(&ev)) />
|
||||
<button type="submit" disabled=move || pending.get()>"Register"</button>
|
||||
{move || if !error.get().is_empty() {
|
||||
view! { <p class="error">{ error.get() }</p> }.into_any()
|
||||
} else {
|
||||
view! { <span /> }.into_any()
|
||||
}}
|
||||
</form>
|
||||
}
|
||||
}
|
||||
3
clients/web-user-portal/src/pages/mod.rs
Normal file
3
clients/web-user-portal/src/pages/mod.rs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
pub mod game;
|
||||
pub mod home;
|
||||
pub mod profile;
|
||||
137
clients/web-user-portal/src/pages/profile.rs
Normal file
137
clients/web-user-portal/src/pages/profile.rs
Normal file
|
|
@ -0,0 +1,137 @@
|
|||
use leptos::prelude::*;
|
||||
use leptos_router::{components::A, hooks::use_params_map};
|
||||
|
||||
use crate::api::{self, GameSummary, UserProfile};
|
||||
|
||||
#[component]
|
||||
pub fn ProfilePage() -> impl IntoView {
|
||||
let params = use_params_map();
|
||||
let username = move || params.read().get("username").unwrap_or_default();
|
||||
|
||||
let profile = LocalResource::new(move || {
|
||||
let u = username();
|
||||
async move { api::get_user_profile(&u).await }
|
||||
});
|
||||
|
||||
view! {
|
||||
<div>
|
||||
{move || match profile.get().map(|sw| sw.take()) {
|
||||
None => view! { <p class="loading">"Loading…"</p> }.into_any(),
|
||||
Some(Err(e)) => view! { <p class="error">{ e }</p> }.into_any(),
|
||||
Some(Ok(p)) => view! { <ProfileContent profile=p username=username() /> }.into_any(),
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn ProfileContent(profile: UserProfile, username: String) -> impl IntoView {
|
||||
let page = RwSignal::new(0i64);
|
||||
let games = LocalResource::new(move || {
|
||||
let u = username.clone();
|
||||
let p = page.get();
|
||||
async move { api::get_user_games(&u, p).await }
|
||||
});
|
||||
|
||||
let joined = crate::api::format_ts(profile.created_at);
|
||||
|
||||
view! {
|
||||
<h1>{ profile.username.clone() }</h1>
|
||||
<p style="color:#777;margin-bottom:1.5rem">"Joined: " { joined }</p>
|
||||
|
||||
<div class="stats-grid">
|
||||
<div class="stat-box">
|
||||
<div class="value">{ profile.total_games }</div>
|
||||
<div class="label">"Games"</div>
|
||||
</div>
|
||||
<div class="stat-box">
|
||||
<div class="value outcome-win">{ profile.wins }</div>
|
||||
<div class="label">"Wins"</div>
|
||||
</div>
|
||||
<div class="stat-box">
|
||||
<div class="value outcome-loss">{ profile.losses }</div>
|
||||
<div class="label">"Losses"</div>
|
||||
</div>
|
||||
<div class="stat-box">
|
||||
<div class="value outcome-draw">{ profile.draws }</div>
|
||||
<div class="label">"Draws"</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>"Game History"</h2>
|
||||
{move || match games.get().map(|sw| sw.take()) {
|
||||
None => view! { <p class="loading">"Loading…"</p> }.into_any(),
|
||||
Some(Err(e)) => view! { <p class="error">{ e }</p> }.into_any(),
|
||||
Some(Ok(r)) => {
|
||||
if r.games.is_empty() {
|
||||
view! { <p class="empty">"No games recorded yet."</p> }.into_any()
|
||||
} else {
|
||||
view! { <GamesTable games=r.games page=page /> }.into_any()
|
||||
}
|
||||
}
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
|
||||
#[component]
|
||||
fn GamesTable(games: Vec<GameSummary>, page: RwSignal<i64>) -> impl IntoView {
|
||||
let rows = games.clone();
|
||||
let has_next = games.len() == 20;
|
||||
|
||||
view! {
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>"Room"</th>
|
||||
<th>"Started"</th>
|
||||
<th>"Ended"</th>
|
||||
<th>"Outcome"</th>
|
||||
<th>"Detail"</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{rows.into_iter().map(|g| {
|
||||
let started = crate::api::format_ts(g.started_at);
|
||||
let ended = g.ended_at.map(crate::api::format_ts).unwrap_or_else(|| "—".into());
|
||||
let outcome_class = match g.outcome.as_deref() {
|
||||
Some("win") => "outcome-win",
|
||||
Some("loss") => "outcome-loss",
|
||||
Some("draw") => "outcome-draw",
|
||||
_ => "",
|
||||
};
|
||||
let outcome_text = g.outcome.clone().unwrap_or_else(|| "—".into());
|
||||
view! {
|
||||
<tr>
|
||||
<td>{ g.room_code.clone() }</td>
|
||||
<td>{ started }</td>
|
||||
<td>{ ended }</td>
|
||||
<td class=outcome_class>{ outcome_text }</td>
|
||||
<td>
|
||||
<A href=format!("/games/{}", g.id)>"View"</A>
|
||||
</td>
|
||||
</tr>
|
||||
}
|
||||
}).collect_view()}
|
||||
</tbody>
|
||||
</table>
|
||||
<div style="display:flex;gap:0.75rem;margin-top:1rem;align-items:center">
|
||||
{move || if page.get() > 0 {
|
||||
view! {
|
||||
<button class="btn" on:click=move |_| page.update(|p| *p -= 1)>"← Prev"</button>
|
||||
}.into_any()
|
||||
} else {
|
||||
view! { <span /> }.into_any()
|
||||
}}
|
||||
<span style="color:#777">"Page " { move || page.get() + 1 }</span>
|
||||
{if has_next {
|
||||
view! {
|
||||
<button class="btn" on:click=move |_| page.update(|p| *p += 1)>"Next →"</button>
|
||||
}.into_any()
|
||||
} else {
|
||||
view! { <span /> }.into_any()
|
||||
}}
|
||||
</div>
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue