chore: integrate multiplayer code (wip)
This commit is contained in:
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commit
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66 changed files with 6423 additions and 18 deletions
7
server/protocol/Cargo.toml
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7
server/protocol/Cargo.toml
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[package]
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name = "protocol"
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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 = "1.0.228", features = ["derive"] }
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72
server/protocol/src/lib.rs
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72
server/protocol/src/lib.rs
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//! The ids for messages that we use. They will be used consistent across the server and the client.
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//! Also contains the protocol structure for joining a game.
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use serde::{Deserialize, Serialize};
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/// The buffer sizes for the channels for intra VPS communication.
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pub const CHANNEL_BUFFER_SIZE: usize = 256;
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// Client -> Server.
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/// The message to announce a new client (Client->Server) followed by u16 client id.
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pub const NEW_CLIENT: u8 = 0;
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/// The message size for a new client (Header + Client Id) (u8 + u16)
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pub const NEW_CLIENT_MSG_SIZE: usize = 3;
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/// A client disconnects from the game. (Client->Server) and removes him from the room. followed by u16 client id.
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pub const CLIENT_DISCONNECTS: u8 = 1;
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/// The disconnect client message size (Header + Client Id) (u8 + u16)
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pub const CLIENT_DISCONNECT_MSG_SIZE: usize = 3;
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/// Client -> Server RPC followed by u16 Clientid, followed by payload from postcard or other coding. (Client->Server)
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pub const SERVER_RPC: u8 = 2;
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/// The disconnection message that is used for disconnecting without any arguments, that gets passed through the web socket layer.
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pub const CLIENT_DISCONNECTS_SELF: u8 = 3;
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// Server -> Client
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/// The server disconnects from the game and the room gets closed.
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pub const SERVER_DISCONNECTS: u8 = 0;
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/// The disconnection message is just the byte itself.
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pub const SERVER_DISCONNECT_MSG_SIZE: usize = 1;
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/// A client gets kicked, meant for the situation, when no more clients should get accepted. followed by u16 client id. The receiving tokio task has to act on its own. (Server -> Client)
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pub const CLIENT_GETS_KICKED: u8 = 1;
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/// Delta update. Followed by payload for every delta update. May carry several delta messages in one pass.
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pub const DELTA_UPDATE: u8 = 2;
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/// Flagging a full update. Followed by payload for full update.
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pub const FULL_UPDATE: u8 = 3;
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/// The message to reset the game. This is also followed by a full update. Difference is, that every client will get the full update.
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pub const RESET: u8 = 4;
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/// The error message we add.
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pub const SERVER_ERROR: u8 = 5;
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/// The response message for the handshake.
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pub const HAND_SHAKE_RESPONSE: u8 = 6;
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// Sizes of entries.
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/// For the handshake we respond with player id (u16), rule variation (u16), and reconnect token (u64).
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pub const HAND_SHAKE_RESPONSE_SIZE: usize = 13;
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/// The size of a new client. (u16)
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pub const CLIENT_ID_SIZE: usize = 2;
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/// The join request. This struct is used on the server and on the client.
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#[derive(Deserialize, Serialize)]
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pub struct JoinRequest {
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/// Which game do we want to join.
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pub game_id: String,
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/// Which room do we want to join.
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pub room_id: String,
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/// The rule variation that is applied, this gets only interpreted if a room gets constructed.
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pub rule_variation: u16,
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/// Do we want to create a room and act as a server?
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pub create_room: bool,
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/// Reconnect token from a previous session. `None` = fresh join/create, `Some` = reconnect.
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pub reconnect_token: Option<u64>,
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}
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29
server/relay-server/Cargo.toml
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29
server/relay-server/Cargo.toml
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[package]
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name = "relay-server"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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tokio = {version = "1.48.0", features = ["full"]}
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axum = { version = "0.8.7", features = ["ws"] }
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tracing-subscriber = { version = "0.3", features = ["env-filter"] }
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serde = { version = "1.0.228", features = ["derive"] }
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serde_json = "1.0.145"
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futures-util = "0.3.31"
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postcard = "1.1.3"
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bytes = "1.11.0"
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tracing = "0.1.41"
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tower-http = { version = "0.6.7", features = ["fs", "cors"] }
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protocol = {path = "../protocol"}
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rand = "0.8"
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# User management / auth
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sqlx = { version = "0.8", features = ["sqlite", "runtime-tokio", "migrate"] }
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tower-sessions = "0.14"
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tower-sessions-sqlx-store = { version = "0.15", features = ["sqlite"] }
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axum-login = "0.18"
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argon2 = "0.5"
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time = "0.3"
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thiserror = "1"
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10
server/relay-server/GameConfig.json
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10
server/relay-server/GameConfig.json
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[
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{
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"name" : "tic-tac-toe",
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"max_players" : 10
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},
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{
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"name" : "Ternio",
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"max_players" : 3
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}
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]
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24
server/relay-server/migrations/001_init.sql
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24
server/relay-server/migrations/001_init.sql
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CREATE TABLE IF NOT EXISTS users (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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username TEXT NOT NULL UNIQUE,
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email TEXT NOT NULL UNIQUE,
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password_hash TEXT NOT NULL,
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created_at INTEGER NOT NULL
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);
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CREATE TABLE IF NOT EXISTS game_records (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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game_id TEXT NOT NULL,
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room_code TEXT NOT NULL,
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started_at INTEGER NOT NULL,
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ended_at INTEGER,
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result TEXT
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);
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CREATE TABLE IF NOT EXISTS game_participants (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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game_record_id INTEGER NOT NULL REFERENCES game_records(id),
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user_id INTEGER REFERENCES users(id),
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player_id INTEGER NOT NULL,
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outcome TEXT
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);
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-- Prevent duplicate participant rows if POST /games/result is called more than once.
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CREATE UNIQUE INDEX IF NOT EXISTS idx_participants_unique
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ON game_participants(game_record_id, player_id);
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95
server/relay-server/src/auth.rs
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95
server/relay-server/src/auth.rs
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//! Authentication backend for axum-login.
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//!
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//! Implements [`AuthUser`] on [`db::User`] and provides [`AuthBackend`] which
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//! validates credentials against the database using Argon2 password hashing.
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use argon2::password_hash::{PasswordHash, PasswordHasher, PasswordVerifier, SaltString};
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use argon2::password_hash::rand_core::OsRng;
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use argon2::Argon2;
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use axum_login::{AuthUser, AuthnBackend, UserId};
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use sqlx::SqlitePool;
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use crate::db;
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// ── AuthUser ─────────────────────────────────────────────────────────────────
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impl AuthUser for db::User {
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type Id = i64;
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fn id(&self) -> Self::Id {
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self.id
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}
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/// Changing the password invalidates all existing sessions for this user.
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fn session_auth_hash(&self) -> &[u8] {
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self.password_hash.as_bytes()
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}
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}
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// ── Credentials ──────────────────────────────────────────────────────────────
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#[derive(Clone)]
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pub struct Credentials {
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pub username: String,
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pub password: String,
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}
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// ── Error ────────────────────────────────────────────────────────────────────
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#[derive(Debug, thiserror::Error)]
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pub enum AuthError {
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#[error("database error: {0}")]
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Database(#[from] sqlx::Error),
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#[error("password hashing error")]
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PasswordHash,
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}
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// ── Backend ───────────────────────────────────────────────────────────────────
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#[derive(Clone)]
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pub struct AuthBackend {
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pool: SqlitePool,
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}
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impl AuthBackend {
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pub fn new(pool: SqlitePool) -> Self {
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Self { pool }
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}
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}
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impl AuthnBackend for AuthBackend {
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type User = db::User;
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type Credentials = Credentials;
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type Error = AuthError;
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async fn authenticate(
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&self,
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creds: Self::Credentials,
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) -> Result<Option<Self::User>, Self::Error> {
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let Some(user) = db::get_user_by_username(&self.pool, &creds.username).await? else {
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return Ok(None);
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};
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let parsed = PasswordHash::new(&user.password_hash).map_err(|_| AuthError::PasswordHash)?;
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let valid = Argon2::default()
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.verify_password(creds.password.as_bytes(), &parsed)
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.is_ok();
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Ok(valid.then_some(user))
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}
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async fn get_user(&self, user_id: &UserId<Self>) -> Result<Option<Self::User>, Self::Error> {
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Ok(db::get_user_by_id(&self.pool, *user_id).await?)
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}
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}
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// ── Password hashing helper ───────────────────────────────────────────────────
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/// Hashes a plaintext password with Argon2id. Used by the registration endpoint.
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pub fn hash_password(password: &str) -> Result<String, AuthError> {
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let salt = SaltString::generate(&mut OsRng);
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Argon2::default()
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.hash_password(password.as_bytes(), &salt)
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.map(|h| h.to_string())
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.map_err(|_| AuthError::PasswordHash)
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}
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214
server/relay-server/src/db.rs
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214
server/relay-server/src/db.rs
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//! Database access layer.
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//!
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//! All SQLite interaction is funnelled through this module. Functions return
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//! `sqlx::Result` so callers can handle errors uniformly.
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use sqlx::sqlite::SqliteConnectOptions;
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use sqlx::{SqlitePool, pool::PoolOptions};
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use std::time::{SystemTime, UNIX_EPOCH};
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/// A registered user as stored in the database.
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#[derive(Clone, Debug, sqlx::FromRow)]
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pub struct User {
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pub id: i64,
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pub username: String,
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pub email: String,
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pub password_hash: String,
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pub created_at: i64,
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}
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/// Aggregated game statistics for a user's public profile.
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#[derive(sqlx::FromRow)]
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pub struct UserStats {
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pub total: i64,
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pub wins: i64,
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pub losses: i64,
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pub draws: i64,
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}
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/// A condensed game entry returned by [`get_user_games`].
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#[derive(sqlx::FromRow)]
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pub struct GameSummary {
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pub id: i64,
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pub game_id: String,
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pub room_code: String,
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pub started_at: i64,
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pub ended_at: Option<i64>,
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pub result: Option<String>,
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pub outcome: Option<String>,
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}
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fn now_unix() -> i64 {
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SystemTime::now()
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.duration_since(UNIX_EPOCH)
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.unwrap()
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.as_secs() as i64
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}
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/// Opens (or creates) the SQLite database at `path` and runs all pending migrations.
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pub async fn init_db(path: &str) -> SqlitePool {
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if let Some(parent) = std::path::Path::new(path).parent() {
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if !parent.as_os_str().is_empty() {
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tokio::fs::create_dir_all(parent)
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.await
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.expect("Failed to create database directory");
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}
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}
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let pool = PoolOptions::<sqlx::Sqlite>::new()
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.max_connections(5)
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.connect_with(
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SqliteConnectOptions::new()
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.filename(path)
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.create_if_missing(true),
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)
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.await
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.expect("Failed to open SQLite database");
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sqlx::migrate::Migrator::new(
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std::path::Path::new(concat!(env!("CARGO_MANIFEST_DIR"), "/migrations")),
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)
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.await
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.expect("Failed to locate migrations directory")
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.run(&pool)
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.await
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.expect("Failed to run database migrations");
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pool
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}
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// ── Users ────────────────────────────────────────────────────────────────────
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pub async fn create_user(
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pool: &SqlitePool,
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username: &str,
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email: &str,
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password_hash: &str,
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) -> sqlx::Result<i64> {
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let id = sqlx::query(
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"INSERT INTO users (username, email, password_hash, created_at) VALUES (?, ?, ?, ?)",
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)
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.bind(username)
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.bind(email)
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.bind(password_hash)
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.bind(now_unix())
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.execute(pool)
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.await?
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.last_insert_rowid();
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Ok(id)
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}
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pub async fn get_user_by_id(pool: &SqlitePool, id: i64) -> sqlx::Result<Option<User>> {
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sqlx::query_as::<_, User>(
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"SELECT id, username, email, password_hash, created_at FROM users WHERE id = ?",
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)
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.bind(id)
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.fetch_optional(pool)
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.await
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}
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pub async fn get_user_by_username(pool: &SqlitePool, username: &str) -> sqlx::Result<Option<User>> {
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sqlx::query_as::<_, User>(
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"SELECT id, username, email, password_hash, created_at FROM users WHERE username = ?",
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)
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.bind(username)
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.fetch_optional(pool)
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.await
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}
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// ── Game records ─────────────────────────────────────────────────────────────
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/// Creates a new game record when a room opens. Returns the record id.
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pub async fn insert_game_record(
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pool: &SqlitePool,
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game_id: &str,
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room_code: &str,
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) -> sqlx::Result<i64> {
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let id = sqlx::query(
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"INSERT INTO game_records (game_id, room_code, started_at) VALUES (?, ?, ?)",
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)
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.bind(game_id)
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.bind(room_code)
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.bind(now_unix())
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.execute(pool)
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.await?
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.last_insert_rowid();
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Ok(id)
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}
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/// Stamps `ended_at` and stores the opaque result JSON supplied by the game.
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pub async fn close_game_record(
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pool: &SqlitePool,
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record_id: i64,
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result_json: Option<&str>,
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) -> sqlx::Result<()> {
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// AND ended_at IS NULL prevents overwriting a result already set by POST /games/result
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sqlx::query(
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"UPDATE game_records SET ended_at = ?, result = ? WHERE id = ? AND ended_at IS NULL",
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)
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.bind(now_unix())
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.bind(result_json)
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.bind(record_id)
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.execute(pool)
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.await?;
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Ok(())
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}
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/// Records a player's participation in a game. `user_id` is `None` for anonymous players.
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pub async fn insert_participant(
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pool: &SqlitePool,
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record_id: i64,
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user_id: Option<i64>,
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player_id: u16,
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outcome: Option<&str>,
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) -> sqlx::Result<()> {
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sqlx::query(
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"INSERT OR IGNORE INTO game_participants (game_record_id, user_id, player_id, outcome)
|
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VALUES (?, ?, ?, ?)",
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)
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.bind(record_id)
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.bind(user_id)
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.bind(player_id as i64)
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.bind(outcome)
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.execute(pool)
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.await?;
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Ok(())
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}
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/// Returns win/loss/draw counts for a user. All values are 0 when the user has no games.
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pub async fn get_user_stats(pool: &SqlitePool, user_id: i64) -> sqlx::Result<UserStats> {
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sqlx::query_as::<_, UserStats>(
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"SELECT
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COUNT(*) as total,
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COALESCE(SUM(CASE WHEN outcome = 'win' THEN 1 ELSE 0 END), 0) as wins,
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COALESCE(SUM(CASE WHEN outcome = 'loss' THEN 1 ELSE 0 END), 0) as losses,
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COALESCE(SUM(CASE WHEN outcome = 'draw' THEN 1 ELSE 0 END), 0) as draws
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FROM game_participants
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WHERE user_id = ?",
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)
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.bind(user_id)
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.fetch_one(pool)
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.await
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}
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/// Returns a paginated list of games a user participated in, newest first.
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pub async fn get_user_games(
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pool: &SqlitePool,
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user_id: i64,
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page: i64,
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per_page: i64,
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) -> sqlx::Result<Vec<GameSummary>> {
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sqlx::query_as::<_, GameSummary>(
|
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"SELECT gr.id, gr.game_id, gr.room_code, gr.started_at, gr.ended_at, gr.result, gp.outcome
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FROM game_records gr
|
||||
JOIN game_participants gp ON gp.game_record_id = gr.id
|
||||
WHERE gp.user_id = ?
|
||||
ORDER BY gr.started_at DESC
|
||||
LIMIT ? OFFSET ?",
|
||||
)
|
||||
.bind(user_id)
|
||||
.bind(per_page)
|
||||
.bind(page * per_page)
|
||||
.fetch_all(pool)
|
||||
.await
|
||||
}
|
||||
599
server/relay-server/src/hand_shake.rs
Normal file
599
server/relay-server/src/hand_shake.rs
Normal file
|
|
@ -0,0 +1,599 @@
|
|||
//! This module does the whole initialization and handshake thing.
|
||||
//! The general protocol of connecting is :
|
||||
//! WASM Client -> Websocket: postcard serialized join request.
|
||||
//! Websocket -> WASM Client: u16 player id, u16 rule variation, u64 reconnect token.
|
||||
|
||||
use crate::db;
|
||||
use crate::hand_shake::ClientServerSpecificData::{Client, Server};
|
||||
use crate::hand_shake::DisconnectEndpointSpecification::{DisconnectClient, DisconnectServer};
|
||||
use crate::lobby::{AppState, Room};
|
||||
use axum::extract::ws::Message::Binary;
|
||||
use axum::extract::ws::{Message, WebSocket};
|
||||
use bytes::{BufMut, Bytes, BytesMut};
|
||||
use futures_util::stream::{SplitSink, SplitStream};
|
||||
use futures_util::{sink::SinkExt, stream::StreamExt};
|
||||
use postcard::from_bytes;
|
||||
use protocol::{
|
||||
CHANNEL_BUFFER_SIZE, CLIENT_DISCONNECT_MSG_SIZE, CLIENT_DISCONNECTS, HAND_SHAKE_RESPONSE,
|
||||
HAND_SHAKE_RESPONSE_SIZE, JoinRequest, NEW_CLIENT, NEW_CLIENT_MSG_SIZE,
|
||||
SERVER_DISCONNECT_MSG_SIZE, SERVER_DISCONNECTS, SERVER_ERROR,
|
||||
};
|
||||
use rand::random;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
use tokio::sync::Mutex;
|
||||
use tokio::sync::mpsc::{Receiver, Sender};
|
||||
use tokio::sync::{broadcast, mpsc};
|
||||
|
||||
/// Is called on error, sends a text message because e-websocket can not interpret closing messages.
|
||||
/// This text message is encoded as a binary message.
|
||||
async fn send_closing_message(sender: &mut SplitSink<WebSocket, Message>, closing_message: String) {
|
||||
let raw_data = closing_message.as_bytes();
|
||||
let mut msg = BytesMut::with_capacity(1 + raw_data.len());
|
||||
msg.put_u8(SERVER_ERROR);
|
||||
msg.put_slice(raw_data);
|
||||
|
||||
let _ = sender.send(Message::Binary(msg.into())).await;
|
||||
let _ = sender.send(Message::Close(None)).await;
|
||||
}
|
||||
|
||||
/// The handshake result we get for the joining the room.
|
||||
pub struct HandshakeResult {
|
||||
/// The id of the player we play.
|
||||
pub player_id: u16,
|
||||
/// The complete identifier of the room as stored in the hashmap.
|
||||
pub room_id: String,
|
||||
/// The rule variation we apply.
|
||||
pub rule_variation: u16,
|
||||
/// The reconnect token for this player — sent back to the client for localStorage storage.
|
||||
pub token: u64,
|
||||
/// The internal connection information.
|
||||
pub specific_data: ClientServerSpecificData,
|
||||
}
|
||||
|
||||
/// Contains all the channel information for internal communication.
|
||||
pub enum ClientServerSpecificData {
|
||||
/// In this case we are servicing the server.
|
||||
Server(Receiver<Bytes>, broadcast::Sender<Bytes>),
|
||||
/// In this case we are servicing a client.
|
||||
Client(broadcast::Receiver<Bytes>, Sender<Bytes>),
|
||||
}
|
||||
|
||||
/// This data is data we need to keep for the disconnect handling and cleanup.
|
||||
pub struct DisconnectData {
|
||||
/// The id of the player we play.
|
||||
pub player_id: u16,
|
||||
/// The complete identifier of the room as stored in the hashmap.
|
||||
pub room_id: String,
|
||||
/// The sender we use.
|
||||
pub sender: DisconnectEndpointSpecification,
|
||||
}
|
||||
|
||||
/// Contains the information where to send error data to in case of disconnection.
|
||||
pub enum DisconnectEndpointSpecification {
|
||||
/// If we are servicing the server, we broadcast the info to all clients.
|
||||
DisconnectServer(broadcast::Sender<Bytes>),
|
||||
/// If we are servicing the client, we send data to the server.
|
||||
DisconnectClient(Sender<Bytes>),
|
||||
}
|
||||
|
||||
/// Construction of DisconnectData from Handshake result.
|
||||
impl From<&HandshakeResult> for DisconnectData {
|
||||
fn from(value: &HandshakeResult) -> Self {
|
||||
match &value.specific_data {
|
||||
Server(_, internal_sender) => DisconnectData {
|
||||
player_id: value.player_id,
|
||||
room_id: value.room_id.clone(),
|
||||
sender: DisconnectServer(internal_sender.clone()),
|
||||
},
|
||||
Client(_, internal_sender) => DisconnectData {
|
||||
player_id: value.player_id,
|
||||
room_id: value.room_id.clone(),
|
||||
sender: DisconnectClient(internal_sender.clone()),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets an initial connection result, where a room is constructed
|
||||
/// and game and existence / non existence of room is checked for legality.
|
||||
struct InitialConnectionResult {
|
||||
/// Flags, if we are a server.
|
||||
is_server: bool,
|
||||
/// The complete room we have for internal administration.
|
||||
compound_room_id: String,
|
||||
/// Which game do we want to join.
|
||||
game_id: String,
|
||||
/// Which room do we want to join.
|
||||
room_id: String,
|
||||
/// The rule variation that is applied, this gets only interpreted if a room gets constructed.
|
||||
rule_variation: u16,
|
||||
/// The maximum amount of players a room allows (0 = infinite).
|
||||
max_players: u16,
|
||||
/// Reconnect token from the client, if this is a reconnect attempt.
|
||||
reconnect_token: Option<u64>,
|
||||
}
|
||||
|
||||
/// Reads in the join request from the web socket, verifies if game exists and generates the final room name.
|
||||
async fn get_initial_query(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
receiver: &mut SplitStream<WebSocket>,
|
||||
state: Arc<AppState>,
|
||||
) -> Option<InitialConnectionResult> {
|
||||
// First we get a room opening and joining request. This is the first binary message we received.
|
||||
let my_data = loop {
|
||||
let Some(raw_data) = receiver.next().await else {
|
||||
tracing::warn!("WebSocket closed before handshake completed");
|
||||
send_closing_message(sender, "Initial error during handshake.".into()).await;
|
||||
return None;
|
||||
};
|
||||
match raw_data {
|
||||
Err(err) => {
|
||||
tracing::error!(?err, "Initial error during handshake.");
|
||||
send_closing_message(sender, "Initial error during handshake.".into()).await;
|
||||
return None;
|
||||
}
|
||||
Ok(Binary(data)) => {
|
||||
break data;
|
||||
}
|
||||
// We do not care about any other message like ping pong messages.
|
||||
Ok(_) => {}
|
||||
}
|
||||
};
|
||||
|
||||
// Now we get some data and we try to convert it into the required format.
|
||||
let working_struct = match from_bytes::<JoinRequest>(&my_data) {
|
||||
Ok(req) => req,
|
||||
Err(e) => {
|
||||
tracing::error!(error = ?e, "Failed to parse join request");
|
||||
send_closing_message(sender, "Failed to parse join request.".into()).await;
|
||||
return None;
|
||||
}
|
||||
};
|
||||
|
||||
// Let us take a look, if the game exists.
|
||||
let games = state.configs.read().await;
|
||||
let game_exists = games.contains_key(&working_struct.game_id);
|
||||
let max_players = if game_exists {
|
||||
games[&working_struct.game_id]
|
||||
} else {
|
||||
0
|
||||
};
|
||||
drop(games);
|
||||
|
||||
if !game_exists {
|
||||
tracing::error!(
|
||||
optional_game = working_struct.game_id,
|
||||
"Requested illegal game."
|
||||
);
|
||||
send_closing_message(sender, format!("Unknown game {}.", &working_struct.game_id)).await;
|
||||
return None;
|
||||
}
|
||||
|
||||
// The final room id is the combination of game and room id.
|
||||
let room_id = format!(
|
||||
"{}#{}",
|
||||
working_struct.room_id.as_str(),
|
||||
working_struct.game_id.as_str()
|
||||
);
|
||||
let is_server = working_struct.create_room;
|
||||
|
||||
Some(InitialConnectionResult {
|
||||
is_server,
|
||||
compound_room_id: room_id,
|
||||
game_id: working_struct.game_id,
|
||||
room_id: working_struct.room_id,
|
||||
rule_variation: working_struct.rule_variation,
|
||||
max_players,
|
||||
reconnect_token: working_struct.reconnect_token,
|
||||
})
|
||||
}
|
||||
|
||||
/// Connects and eventually establishes a room.
|
||||
pub async fn init_and_connect(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
receiver: &mut SplitStream<WebSocket>,
|
||||
state: Arc<AppState>,
|
||||
user_id: Option<i64>,
|
||||
) -> Option<HandshakeResult> {
|
||||
let start_result = get_initial_query(sender, receiver, state.clone()).await?;
|
||||
|
||||
if let Some(token) = start_result.reconnect_token {
|
||||
process_handshake_reconnect(sender, state, start_result, token, user_id).await
|
||||
} else if start_result.is_server {
|
||||
process_handshake_server(sender, state, start_result, user_id).await
|
||||
} else {
|
||||
process_handshake_client(sender, state, start_result, user_id).await
|
||||
}
|
||||
}
|
||||
|
||||
/// Does the handshake, if we are connected to a client.
|
||||
async fn process_handshake_client(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
state: Arc<AppState>,
|
||||
initial_result: InitialConnectionResult,
|
||||
user_id: Option<i64>,
|
||||
) -> Option<HandshakeResult> {
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
let Some(local_room) = rooms.get_mut(&initial_result.compound_room_id) else {
|
||||
drop(rooms);
|
||||
send_closing_message(
|
||||
sender,
|
||||
format!(
|
||||
"Room {} does not exist for game {}.",
|
||||
&initial_result.room_id, &initial_result.game_id
|
||||
),
|
||||
)
|
||||
.await;
|
||||
return None;
|
||||
};
|
||||
|
||||
// Do we fit in? max_players == 0 means "infinite".
|
||||
if initial_result.max_players != 0 && local_room.amount_of_players >= initial_result.max_players
|
||||
{
|
||||
drop(rooms);
|
||||
send_closing_message(
|
||||
sender,
|
||||
format!(
|
||||
"Room {} exceeded max amount of players {}.",
|
||||
&initial_result.room_id, initial_result.max_players
|
||||
),
|
||||
)
|
||||
.await;
|
||||
return None;
|
||||
}
|
||||
|
||||
// Save guard against the case, that we have run out of client ids.
|
||||
if local_room.next_client_id > u16::MAX - 100 {
|
||||
drop(rooms);
|
||||
send_closing_message(
|
||||
sender,
|
||||
format!("Room {} run out of client ids.", &initial_result.room_id),
|
||||
)
|
||||
.await;
|
||||
tracing::error!("Server run out of client ids.");
|
||||
return None;
|
||||
}
|
||||
|
||||
local_room.amount_of_players += 1;
|
||||
let player_id = local_room.next_client_id;
|
||||
local_room.next_client_id += 1;
|
||||
|
||||
let token: u64 = random();
|
||||
local_room.player_tokens.insert(player_id, token);
|
||||
local_room.connected_players.push(player_id);
|
||||
local_room.user_ids.insert(player_id, user_id);
|
||||
|
||||
let to_server_sender = local_room.to_host_sender.clone();
|
||||
let receiver = local_room.host_to_client_broadcaster.subscribe();
|
||||
let rule_variation = local_room.rule_variation;
|
||||
drop(rooms);
|
||||
|
||||
// Here we send a message to the server, that a new client has joined.
|
||||
let mut msg = BytesMut::with_capacity(NEW_CLIENT_MSG_SIZE);
|
||||
msg.put_u8(NEW_CLIENT); // Message-Type
|
||||
msg.put_u16(player_id); // player id.
|
||||
|
||||
let result = to_server_sender.send(msg.into()).await;
|
||||
if let Err(error) = result {
|
||||
// We have to leave the room again.
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
if let Some(room) = rooms.get_mut(&initial_result.compound_room_id) {
|
||||
room.amount_of_players -= 1;
|
||||
room.player_tokens.remove(&player_id);
|
||||
}
|
||||
drop(rooms);
|
||||
tracing::error!(?error, "Server unexpectedly left during handshake");
|
||||
send_closing_message(sender, "Server unexpectedly left during handshake".into()).await;
|
||||
return None;
|
||||
}
|
||||
|
||||
Some(HandshakeResult {
|
||||
room_id: initial_result.compound_room_id,
|
||||
player_id,
|
||||
rule_variation,
|
||||
token,
|
||||
specific_data: Client(receiver, to_server_sender),
|
||||
})
|
||||
}
|
||||
|
||||
/// Opens a new room and generates the handshake result for the server.
|
||||
async fn process_handshake_server(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
state: Arc<AppState>,
|
||||
initial_result: InitialConnectionResult,
|
||||
user_id: Option<i64>,
|
||||
) -> Option<HandshakeResult> {
|
||||
// Insert a game record before taking the rooms lock (best-effort: failures don't abort the handshake).
|
||||
let game_record_id =
|
||||
match db::insert_game_record(&state.db, &initial_result.game_id, &initial_result.room_id)
|
||||
.await
|
||||
{
|
||||
Ok(id) => Some(id),
|
||||
Err(e) => {
|
||||
tracing::warn!("Failed to create game record for room {}: {e}", initial_result.room_id);
|
||||
None
|
||||
}
|
||||
};
|
||||
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
if rooms.contains_key(&initial_result.compound_room_id) {
|
||||
drop(rooms);
|
||||
send_closing_message(
|
||||
sender,
|
||||
format!(
|
||||
"Room {} already exists for game {}.",
|
||||
&initial_result.room_id, &initial_result.game_id
|
||||
),
|
||||
)
|
||||
.await;
|
||||
// User error no need for error tracing.
|
||||
return None;
|
||||
}
|
||||
// Here we create a new room.
|
||||
let (to_server_sender, to_server_receiver) = mpsc::channel(CHANNEL_BUFFER_SIZE);
|
||||
let (to_client_sender, _) = broadcast::channel(CHANNEL_BUFFER_SIZE);
|
||||
let token: u64 = random();
|
||||
let mut player_tokens = HashMap::new();
|
||||
player_tokens.insert(0u16, token);
|
||||
let mut user_ids = HashMap::new();
|
||||
user_ids.insert(0u16, user_id);
|
||||
let new_room = Room {
|
||||
next_client_id: 1,
|
||||
amount_of_players: 1,
|
||||
rule_variation: initial_result.rule_variation,
|
||||
to_host_sender: to_server_sender,
|
||||
host_to_client_broadcaster: to_client_sender.clone(),
|
||||
player_tokens,
|
||||
host_connected: true,
|
||||
connected_players: Vec::new(),
|
||||
game_record_id,
|
||||
user_ids,
|
||||
};
|
||||
rooms.insert(initial_result.compound_room_id.clone(), new_room);
|
||||
drop(rooms);
|
||||
let hand_shake_result = HandshakeResult {
|
||||
room_id: initial_result.compound_room_id,
|
||||
player_id: 0,
|
||||
rule_variation: initial_result.rule_variation,
|
||||
token,
|
||||
specific_data: Server(to_server_receiver, to_client_sender),
|
||||
};
|
||||
Some(hand_shake_result)
|
||||
}
|
||||
|
||||
/// Reconnects a previously connected player (host or client) using their stored token.
|
||||
///
|
||||
/// **Client reconnect**: resubscribes to the broadcast channel and notifies the host
|
||||
/// via `NEW_CLIENT` so it delivers a fresh `FULL_UPDATE`.
|
||||
///
|
||||
/// **Host reconnect**: creates a new mpsc channel (the old one died with the WebSocket),
|
||||
/// replaces `room.to_host_sender`, and queues `NEW_CLIENT` / `CLIENT_DISCONNECTS`
|
||||
/// messages so the host backend can reconstruct who is currently in the room.
|
||||
async fn process_handshake_reconnect(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
state: Arc<AppState>,
|
||||
initial_result: InitialConnectionResult,
|
||||
reconnect_token: u64,
|
||||
user_id: Option<i64>,
|
||||
) -> Option<HandshakeResult> {
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
let Some(local_room) = rooms.get_mut(&initial_result.compound_room_id) else {
|
||||
drop(rooms);
|
||||
send_closing_message(
|
||||
sender,
|
||||
format!(
|
||||
"Room {} no longer exists for game {}.",
|
||||
&initial_result.room_id, &initial_result.game_id
|
||||
),
|
||||
)
|
||||
.await;
|
||||
return None;
|
||||
};
|
||||
|
||||
// Find the player whose token matches.
|
||||
let player_id = match local_room
|
||||
.player_tokens
|
||||
.iter()
|
||||
.find(|&(_, &t)| t == reconnect_token)
|
||||
.map(|(&id, _)| id)
|
||||
{
|
||||
Some(id) => id,
|
||||
None => {
|
||||
drop(rooms);
|
||||
tracing::warn!("Reconnect attempt with invalid token in room {}", &initial_result.room_id);
|
||||
send_closing_message(sender, "Invalid reconnect token.".into()).await;
|
||||
return None;
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------ Host reconnect
|
||||
if player_id == 0 {
|
||||
if local_room.host_connected {
|
||||
drop(rooms);
|
||||
send_closing_message(sender, "Host is already connected.".into()).await;
|
||||
return None;
|
||||
}
|
||||
|
||||
// Create a fresh mpsc channel (the previous receiver was dropped when the
|
||||
// host's WebSocket closed).
|
||||
let (new_sender, new_receiver) = mpsc::channel(CHANNEL_BUFFER_SIZE);
|
||||
local_room.to_host_sender = new_sender.clone();
|
||||
local_room.host_connected = true;
|
||||
local_room.user_ids.insert(0u16, user_id);
|
||||
|
||||
let broadcaster = local_room.host_to_client_broadcaster.clone();
|
||||
let rule_variation = local_room.rule_variation;
|
||||
|
||||
// Collect the players we need to notify about.
|
||||
let connected = local_room.connected_players.clone();
|
||||
let all_non_host: Vec<u16> = local_room
|
||||
.player_tokens
|
||||
.keys()
|
||||
.filter(|&&pid| pid != 0)
|
||||
.copied()
|
||||
.collect();
|
||||
drop(rooms);
|
||||
|
||||
// Queue NEW_CLIENT for every currently connected player so the host backend
|
||||
// increments remote_player_count and sends a FULL_UPDATE.
|
||||
for pid in &connected {
|
||||
let mut msg = BytesMut::with_capacity(NEW_CLIENT_MSG_SIZE);
|
||||
msg.put_u8(NEW_CLIENT);
|
||||
msg.put_u16(*pid);
|
||||
let _ = new_sender.send(msg.into()).await;
|
||||
}
|
||||
// Queue CLIENT_DISCONNECTS for players who left while the host was away so
|
||||
// the backend can start their grace-period timers.
|
||||
for pid in all_non_host {
|
||||
if !connected.contains(&pid) {
|
||||
let mut msg = BytesMut::with_capacity(CLIENT_DISCONNECT_MSG_SIZE);
|
||||
msg.put_u8(CLIENT_DISCONNECTS);
|
||||
msg.put_u16(pid);
|
||||
let _ = new_sender.send(msg.into()).await;
|
||||
}
|
||||
}
|
||||
|
||||
tracing::info!(room = &initial_result.room_id, "Host reconnected");
|
||||
|
||||
return Some(HandshakeResult {
|
||||
room_id: initial_result.compound_room_id,
|
||||
player_id: 0,
|
||||
rule_variation,
|
||||
token: reconnect_token,
|
||||
specific_data: Server(new_receiver, broadcaster),
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- Client reconnect
|
||||
local_room.amount_of_players += 1;
|
||||
local_room.connected_players.push(player_id);
|
||||
local_room.user_ids.insert(player_id, user_id);
|
||||
let to_server_sender = local_room.to_host_sender.clone();
|
||||
let broadcast_receiver = local_room.host_to_client_broadcaster.subscribe();
|
||||
let rule_variation = local_room.rule_variation;
|
||||
drop(rooms);
|
||||
|
||||
// Notify the host that this player has rejoined so it sends a FULL_UPDATE.
|
||||
let mut msg = BytesMut::with_capacity(NEW_CLIENT_MSG_SIZE);
|
||||
msg.put_u8(NEW_CLIENT);
|
||||
msg.put_u16(player_id);
|
||||
|
||||
if let Err(error) = to_server_sender.send(msg.into()).await {
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
if let Some(room) = rooms.get_mut(&initial_result.compound_room_id) {
|
||||
room.amount_of_players -= 1;
|
||||
room.connected_players.retain(|&p| p != player_id);
|
||||
}
|
||||
drop(rooms);
|
||||
tracing::error!(?error, "Host unavailable during reconnect handshake");
|
||||
send_closing_message(sender, "Host is no longer available.".into()).await;
|
||||
return None;
|
||||
}
|
||||
|
||||
tracing::info!(
|
||||
player_id,
|
||||
room = &initial_result.room_id,
|
||||
"Player reconnected"
|
||||
);
|
||||
|
||||
Some(HandshakeResult {
|
||||
room_id: initial_result.compound_room_id,
|
||||
player_id,
|
||||
rule_variation,
|
||||
token: reconnect_token,
|
||||
specific_data: Client(broadcast_receiver, to_server_sender),
|
||||
})
|
||||
}
|
||||
|
||||
/// Informs the partner of the connection result, returns a bool as a success flag.
|
||||
pub async fn inform_client_of_connection(
|
||||
sender: &mut SplitSink<WebSocket, Message>,
|
||||
status: &HandshakeResult,
|
||||
) -> bool {
|
||||
let mut msg = BytesMut::with_capacity(HAND_SHAKE_RESPONSE_SIZE);
|
||||
msg.put_u8(HAND_SHAKE_RESPONSE);
|
||||
msg.put_u16(status.player_id);
|
||||
msg.put_u16(status.rule_variation);
|
||||
msg.put_u64(status.token);
|
||||
|
||||
let result = sender.send(Message::Binary(msg.into())).await;
|
||||
result.is_ok()
|
||||
}
|
||||
|
||||
/// Performs the shutdown of the system and sends a last message.
|
||||
pub async fn shutdown_connection(
|
||||
wrapped_sender: Arc<Mutex<SplitSink<WebSocket, Message>>>,
|
||||
disconnect_data: DisconnectData,
|
||||
app_state: Arc<AppState>,
|
||||
error_message: &'static str,
|
||||
) {
|
||||
match disconnect_data.sender {
|
||||
DisconnectServer(broadcaster) => {
|
||||
// Mark the host as disconnected and start a 30-second grace period.
|
||||
// If the host reconnects within that window the grace task does nothing;
|
||||
// otherwise it broadcasts SERVER_DISCONNECTS and removes the room.
|
||||
{
|
||||
let mut rooms = app_state.rooms.lock().await;
|
||||
if let Some(room) = rooms.get_mut(&disconnect_data.room_id) {
|
||||
room.host_connected = false;
|
||||
}
|
||||
}
|
||||
|
||||
let state_clone = app_state.clone();
|
||||
let room_id = disconnect_data.room_id.clone();
|
||||
tokio::spawn(async move {
|
||||
tokio::time::sleep(tokio::time::Duration::from_secs(30)).await;
|
||||
|
||||
let game_record_id = {
|
||||
let mut rooms = state_clone.rooms.lock().await;
|
||||
if let Some(room) = rooms.get(&room_id) {
|
||||
if !room.host_connected {
|
||||
let record_id = room.game_record_id;
|
||||
rooms.remove(&room_id);
|
||||
record_id
|
||||
} else {
|
||||
return; // host reconnected
|
||||
}
|
||||
} else {
|
||||
return; // room already removed
|
||||
}
|
||||
};
|
||||
|
||||
// Room lock released — broadcast and close the DB record.
|
||||
let mut msg = BytesMut::with_capacity(SERVER_DISCONNECT_MSG_SIZE);
|
||||
msg.put_u8(SERVER_DISCONNECTS);
|
||||
let _ = broadcaster.send(msg.into());
|
||||
tracing::info!(room_id, "Host grace period expired — room removed");
|
||||
|
||||
if let Some(record_id) = game_record_id {
|
||||
if let Err(e) = db::close_game_record(&state_clone.db, record_id, None).await {
|
||||
tracing::warn!("Failed to close game record {record_id}: {e}");
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
DisconnectClient(sender) => {
|
||||
// Inform server first.
|
||||
let mut msg = BytesMut::with_capacity(CLIENT_DISCONNECT_MSG_SIZE);
|
||||
msg.put_u8(CLIENT_DISCONNECTS);
|
||||
msg.put_u16(disconnect_data.player_id);
|
||||
let _ = sender.send(msg.into()).await;
|
||||
// Subtract one client from the room.
|
||||
let mut rooms = app_state.rooms.lock().await;
|
||||
// Check if the room still exists.
|
||||
if let Some(room) = rooms.get_mut(&disconnect_data.room_id) {
|
||||
room.amount_of_players -= 1;
|
||||
room.connected_players.retain(|&p| p != disconnect_data.player_id);
|
||||
// Note: we intentionally keep the token in player_tokens so the
|
||||
// client can use it to reconnect as long as the room exists.
|
||||
}
|
||||
drop(rooms);
|
||||
}
|
||||
}
|
||||
|
||||
let mut sender = wrapped_sender.lock().await;
|
||||
|
||||
// Send the message to the WASM point.
|
||||
send_closing_message(&mut sender, error_message.into()).await;
|
||||
}
|
||||
399
server/relay-server/src/http.rs
Normal file
399
server/relay-server/src/http.rs
Normal file
|
|
@ -0,0 +1,399 @@
|
|||
//! HTTP endpoints for user management (Phases 2 & 4).
|
||||
//!
|
||||
//! Routes:
|
||||
//! POST /auth/register
|
||||
//! POST /auth/login
|
||||
//! POST /auth/logout
|
||||
//! GET /auth/me
|
||||
//! GET /users/:username
|
||||
//! GET /users/:username/games?page=0&per_page=20
|
||||
//! POST /games/result
|
||||
|
||||
use axum::{
|
||||
Json, Router,
|
||||
extract::{Path, Query, State},
|
||||
http::StatusCode,
|
||||
response::{IntoResponse, Response},
|
||||
routing::{get, post},
|
||||
};
|
||||
use axum_login::AuthSession;
|
||||
use serde::{Deserialize, Serialize};
|
||||
use serde_json::Value as JsonValue;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
|
||||
use crate::auth::{AuthBackend, Credentials, hash_password};
|
||||
use crate::db;
|
||||
use crate::lobby::AppState;
|
||||
|
||||
// ── Router ────────────────────────────────────────────────────────────────────
|
||||
|
||||
pub fn router() -> Router<Arc<AppState>> {
|
||||
Router::new()
|
||||
.route("/auth/register", post(register))
|
||||
.route("/auth/login", post(login))
|
||||
.route("/auth/logout", post(logout))
|
||||
.route("/auth/me", get(me))
|
||||
.route("/users/{username}", get(user_profile))
|
||||
.route("/users/{username}/games", get(user_games))
|
||||
.route("/games/result", post(game_result))
|
||||
.route("/games/{id}", get(game_detail))
|
||||
}
|
||||
|
||||
// ── Error type ────────────────────────────────────────────────────────────────
|
||||
|
||||
enum AppError {
|
||||
Database(sqlx::Error),
|
||||
NotFound,
|
||||
Conflict(&'static str),
|
||||
BadRequest(&'static str),
|
||||
Unauthorized,
|
||||
Internal,
|
||||
}
|
||||
|
||||
impl IntoResponse for AppError {
|
||||
fn into_response(self) -> Response {
|
||||
match self {
|
||||
AppError::Database(e) => {
|
||||
tracing::error!("database error: {e}");
|
||||
(StatusCode::INTERNAL_SERVER_ERROR, "internal error").into_response()
|
||||
}
|
||||
AppError::NotFound => StatusCode::NOT_FOUND.into_response(),
|
||||
AppError::Conflict(msg) => (StatusCode::CONFLICT, msg).into_response(),
|
||||
AppError::BadRequest(msg) => (StatusCode::BAD_REQUEST, msg).into_response(),
|
||||
AppError::Unauthorized => StatusCode::UNAUTHORIZED.into_response(),
|
||||
AppError::Internal => StatusCode::INTERNAL_SERVER_ERROR.into_response(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<sqlx::Error> for AppError {
|
||||
fn from(e: sqlx::Error) -> Self {
|
||||
AppError::Database(e)
|
||||
}
|
||||
}
|
||||
|
||||
fn is_unique_violation(e: &sqlx::Error) -> bool {
|
||||
matches!(e, sqlx::Error::Database(db_err) if db_err.message().contains("UNIQUE constraint failed"))
|
||||
}
|
||||
|
||||
// ── Request / response bodies ─────────────────────────────────────────────────
|
||||
|
||||
#[derive(Deserialize)]
|
||||
struct RegisterBody {
|
||||
username: String,
|
||||
email: String,
|
||||
password: String,
|
||||
}
|
||||
|
||||
#[derive(Deserialize)]
|
||||
struct LoginBody {
|
||||
username: String,
|
||||
password: String,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct MeResponse {
|
||||
id: i64,
|
||||
username: String,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct UserProfileResponse {
|
||||
id: i64,
|
||||
username: String,
|
||||
created_at: i64,
|
||||
total_games: i64,
|
||||
wins: i64,
|
||||
losses: i64,
|
||||
draws: i64,
|
||||
}
|
||||
|
||||
#[derive(Deserialize)]
|
||||
struct GamesQuery {
|
||||
#[serde(default)]
|
||||
page: i64,
|
||||
#[serde(default = "default_per_page")]
|
||||
per_page: i64,
|
||||
}
|
||||
|
||||
fn default_per_page() -> i64 {
|
||||
20
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct GamesResponse {
|
||||
games: Vec<GameSummaryResponse>,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct GameSummaryResponse {
|
||||
id: i64,
|
||||
game_id: String,
|
||||
room_code: String,
|
||||
started_at: i64,
|
||||
ended_at: Option<i64>,
|
||||
result: Option<String>,
|
||||
outcome: Option<String>,
|
||||
}
|
||||
|
||||
impl From<db::GameSummary> for GameSummaryResponse {
|
||||
fn from(g: db::GameSummary) -> Self {
|
||||
Self {
|
||||
id: g.id,
|
||||
game_id: g.game_id,
|
||||
room_code: g.room_code,
|
||||
started_at: g.started_at,
|
||||
ended_at: g.ended_at,
|
||||
result: g.result,
|
||||
outcome: g.outcome,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Handlers ──────────────────────────────────────────────────────────────────
|
||||
|
||||
async fn register(
|
||||
mut auth_session: AuthSession<AuthBackend>,
|
||||
State(state): State<Arc<AppState>>,
|
||||
Json(body): Json<RegisterBody>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
if body.username.len() < 3 || body.username.len() > 30 {
|
||||
return Err(AppError::BadRequest("username must be 3–30 characters"));
|
||||
}
|
||||
if body.password.len() < 8 {
|
||||
return Err(AppError::BadRequest("password must be at least 8 characters"));
|
||||
}
|
||||
if !body.email.contains('@') {
|
||||
return Err(AppError::BadRequest("invalid email address"));
|
||||
}
|
||||
|
||||
let hash = hash_password(&body.password).map_err(|_| AppError::Internal)?;
|
||||
|
||||
let user_id = db::create_user(&state.db, &body.username, &body.email, &hash)
|
||||
.await
|
||||
.map_err(|e| {
|
||||
if is_unique_violation(&e) {
|
||||
AppError::Conflict("username or email already taken")
|
||||
} else {
|
||||
AppError::Database(e)
|
||||
}
|
||||
})?;
|
||||
|
||||
let user = db::get_user_by_id(&state.db, user_id)
|
||||
.await?
|
||||
.ok_or(AppError::Internal)?;
|
||||
|
||||
auth_session.login(&user).await.map_err(|_| AppError::Internal)?;
|
||||
|
||||
Ok((
|
||||
StatusCode::CREATED,
|
||||
Json(MeResponse {
|
||||
id: user.id,
|
||||
username: user.username,
|
||||
}),
|
||||
))
|
||||
}
|
||||
|
||||
async fn login(
|
||||
mut auth_session: AuthSession<AuthBackend>,
|
||||
Json(body): Json<LoginBody>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
let creds = Credentials {
|
||||
username: body.username,
|
||||
password: body.password,
|
||||
};
|
||||
|
||||
let user = match auth_session.authenticate(creds).await {
|
||||
Ok(Some(u)) => u,
|
||||
Ok(None) => return Err(AppError::Unauthorized),
|
||||
Err(_) => return Err(AppError::Internal),
|
||||
};
|
||||
|
||||
auth_session.login(&user).await.map_err(|_| AppError::Internal)?;
|
||||
|
||||
Ok(Json(MeResponse {
|
||||
id: user.id,
|
||||
username: user.username,
|
||||
}))
|
||||
}
|
||||
|
||||
async fn logout(mut auth_session: AuthSession<AuthBackend>) -> Result<StatusCode, AppError> {
|
||||
auth_session.logout().await.map_err(|_| AppError::Internal)?;
|
||||
Ok(StatusCode::NO_CONTENT)
|
||||
}
|
||||
|
||||
async fn me(auth_session: AuthSession<AuthBackend>) -> Result<impl IntoResponse, AppError> {
|
||||
match auth_session.user {
|
||||
Some(user) => Ok(Json(MeResponse {
|
||||
id: user.id,
|
||||
username: user.username,
|
||||
})
|
||||
.into_response()),
|
||||
None => Ok(StatusCode::UNAUTHORIZED.into_response()),
|
||||
}
|
||||
}
|
||||
|
||||
async fn user_profile(
|
||||
Path(username): Path<String>,
|
||||
State(state): State<Arc<AppState>>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
let user = db::get_user_by_username(&state.db, &username)
|
||||
.await?
|
||||
.ok_or(AppError::NotFound)?;
|
||||
|
||||
let stats = db::get_user_stats(&state.db, user.id).await?;
|
||||
|
||||
Ok(Json(UserProfileResponse {
|
||||
id: user.id,
|
||||
username: user.username,
|
||||
created_at: user.created_at,
|
||||
total_games: stats.total,
|
||||
wins: stats.wins,
|
||||
losses: stats.losses,
|
||||
draws: stats.draws,
|
||||
}))
|
||||
}
|
||||
|
||||
async fn user_games(
|
||||
Path(username): Path<String>,
|
||||
Query(query): Query<GamesQuery>,
|
||||
State(state): State<Arc<AppState>>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
let per_page = query.per_page.clamp(1, 100);
|
||||
let page = query.page.max(0);
|
||||
|
||||
let user = db::get_user_by_username(&state.db, &username)
|
||||
.await?
|
||||
.ok_or(AppError::NotFound)?;
|
||||
|
||||
let summaries = db::get_user_games(&state.db, user.id, page, per_page).await?;
|
||||
|
||||
Ok(Json(GamesResponse {
|
||||
games: summaries.into_iter().map(Into::into).collect(),
|
||||
}))
|
||||
}
|
||||
|
||||
// ── Game detail (Phase 5) ─────────────────────────────────────────────────────
|
||||
|
||||
#[derive(sqlx::FromRow, Serialize)]
|
||||
struct GameRecordRow {
|
||||
id: i64,
|
||||
game_id: String,
|
||||
room_code: String,
|
||||
started_at: i64,
|
||||
ended_at: Option<i64>,
|
||||
result: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(sqlx::FromRow, Serialize)]
|
||||
struct ParticipantWithUsername {
|
||||
player_id: i64,
|
||||
outcome: Option<String>,
|
||||
username: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct GameDetailResponse {
|
||||
id: i64,
|
||||
game_id: String,
|
||||
room_code: String,
|
||||
started_at: i64,
|
||||
ended_at: Option<i64>,
|
||||
result: Option<String>,
|
||||
participants: Vec<ParticipantWithUsername>,
|
||||
}
|
||||
|
||||
async fn game_detail(
|
||||
Path(id): Path<i64>,
|
||||
State(state): State<Arc<AppState>>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
let record = sqlx::query_as::<_, GameRecordRow>(
|
||||
"SELECT id, game_id, room_code, started_at, ended_at, result
|
||||
FROM game_records WHERE id = ?",
|
||||
)
|
||||
.bind(id)
|
||||
.fetch_optional(&state.db)
|
||||
.await?
|
||||
.ok_or(AppError::NotFound)?;
|
||||
|
||||
let participants = sqlx::query_as::<_, ParticipantWithUsername>(
|
||||
"SELECT gp.player_id, gp.outcome, u.username
|
||||
FROM game_participants gp
|
||||
LEFT JOIN users u ON u.id = gp.user_id
|
||||
WHERE gp.game_record_id = ?
|
||||
ORDER BY gp.player_id",
|
||||
)
|
||||
.bind(id)
|
||||
.fetch_all(&state.db)
|
||||
.await?;
|
||||
|
||||
Ok(Json(GameDetailResponse {
|
||||
id: record.id,
|
||||
game_id: record.game_id,
|
||||
room_code: record.room_code,
|
||||
started_at: record.started_at,
|
||||
ended_at: record.ended_at,
|
||||
result: record.result,
|
||||
participants,
|
||||
}))
|
||||
}
|
||||
|
||||
// ── Game result recording (Phase 4) ──────────────────────────────────────────
|
||||
|
||||
#[derive(Deserialize)]
|
||||
struct GameResultBody {
|
||||
room_code: String,
|
||||
game_id: String,
|
||||
/// Opaque game-specific result, stored verbatim as JSON.
|
||||
result: JsonValue,
|
||||
/// Per-player outcomes keyed by player_id as a string ("0", "1", …).
|
||||
/// Accepted values: "win", "loss", "draw". Missing keys → NULL outcome.
|
||||
#[serde(default)]
|
||||
outcomes: HashMap<String, String>,
|
||||
}
|
||||
|
||||
#[derive(Serialize)]
|
||||
struct GameResultResponse {
|
||||
game_record_id: i64,
|
||||
}
|
||||
|
||||
/// Called by the WASM host when a game ends.
|
||||
///
|
||||
/// The room code + game ID act as the shared secret (same trust level as WS join).
|
||||
/// `close_game_record` is idempotent (no-op if already closed), and participant
|
||||
/// inserts use `INSERT OR IGNORE`, so safe retries are supported.
|
||||
async fn game_result(
|
||||
State(state): State<Arc<AppState>>,
|
||||
Json(body): Json<GameResultBody>,
|
||||
) -> Result<impl IntoResponse, AppError> {
|
||||
let compound_id = format!("{}#{}", body.room_code, body.game_id);
|
||||
|
||||
// Snapshot the fields we need while holding the lock, then release immediately.
|
||||
let (game_record_id, user_ids) = {
|
||||
let rooms = state.rooms.lock().await;
|
||||
let room = rooms.get(&compound_id).ok_or(AppError::NotFound)?;
|
||||
let record_id = room
|
||||
.game_record_id
|
||||
.ok_or(AppError::NotFound)?;
|
||||
(record_id, room.user_ids.clone())
|
||||
};
|
||||
|
||||
let result_json = serde_json::to_string(&body.result)
|
||||
.map_err(|_| AppError::BadRequest("could not serialise result"))?;
|
||||
|
||||
db::close_game_record(&state.db, game_record_id, Some(&result_json)).await?;
|
||||
|
||||
for (player_id, user_id) in &user_ids {
|
||||
let outcome = body.outcomes.get(&player_id.to_string()).map(String::as_str);
|
||||
db::insert_participant(&state.db, game_record_id, *user_id, *player_id, outcome).await?;
|
||||
}
|
||||
|
||||
tracing::info!(
|
||||
game_record_id,
|
||||
room = body.room_code,
|
||||
"Game result recorded"
|
||||
);
|
||||
|
||||
Ok(Json(GameResultResponse { game_record_id }))
|
||||
}
|
||||
91
server/relay-server/src/lobby.rs
Normal file
91
server/relay-server/src/lobby.rs
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
//! This module handles game rooms where players connect and exchange messages.
|
||||
//! It provides:
|
||||
//! - [`Room`]: A game session with host-to-client broadcast channels
|
||||
//! - [`AppState`]: Global state holding all active rooms and game configurations
|
||||
//! - [`reload_config`]: Hot-reloading of game settings from `GameConfig.json`
|
||||
|
||||
use bytes::Bytes;
|
||||
use serde::{Deserialize, Serialize};
|
||||
use sqlx::SqlitePool;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
use tokio::fs;
|
||||
use tokio::sync::{Mutex, RwLock};
|
||||
use tokio::sync::{broadcast, mpsc};
|
||||
|
||||
/// The game entry we have for one game.
|
||||
#[derive(Serialize, Deserialize)]
|
||||
pub struct GameEntry {
|
||||
/// The name of the game.
|
||||
pub name: String,
|
||||
/// The maximum amount of players (0 = no limit)
|
||||
pub max_players: u16,
|
||||
}
|
||||
|
||||
type EntryList = Vec<GameEntry>;
|
||||
|
||||
/// The description of the room, the players play in
|
||||
pub struct Room {
|
||||
/// The next id a client gets, this is consecutively counted.
|
||||
pub next_client_id: u16, // Needs Mutex
|
||||
/// The amount of players currently in the room.
|
||||
pub amount_of_players: u16, // Needs mutex.
|
||||
/// This is a status counter for rule variation in a game (like coop vs semi-coop).
|
||||
pub rule_variation: u16,
|
||||
/// The sender to send messages to the host.
|
||||
pub to_host_sender: mpsc::Sender<Bytes>, // Clone-able no Mutex!
|
||||
/// The broad case sender needed to subscribe for the clients.
|
||||
pub host_to_client_broadcaster: broadcast::Sender<Bytes>, // Clone-able -> no Mutex!
|
||||
/// Reconnect tokens keyed by player id. Used to authenticate reconnect attempts.
|
||||
pub player_tokens: HashMap<u16, u64>,
|
||||
/// Whether the host WebSocket is currently active. False during the grace period
|
||||
/// after host disconnect — the grace-period task will clean up the room if the
|
||||
/// host does not reconnect in time.
|
||||
pub host_connected: bool,
|
||||
/// IDs of non-host players whose WebSocket is currently active.
|
||||
/// Used to replay NEW_CLIENT / CLIENT_DISCONNECTS when the host reconnects.
|
||||
pub connected_players: Vec<u16>,
|
||||
/// Row id in `game_records` for this session. None when no authenticated player created the room.
|
||||
pub game_record_id: Option<i64>,
|
||||
/// Maps in-game player_id → database user_id. None means the player is anonymous.
|
||||
pub user_ids: HashMap<u16, Option<i64>>,
|
||||
}
|
||||
|
||||
/// The application state.
|
||||
pub struct AppState {
|
||||
/// The rooms we associate with several sessions.
|
||||
pub rooms: Mutex<HashMap<String, Room>>,
|
||||
/// Contains a mapping from game name to the maximum amount of players allowed.
|
||||
pub configs: RwLock<HashMap<String, u16>>,
|
||||
/// SQLite connection pool — shared across all request handlers.
|
||||
pub db: SqlitePool,
|
||||
}
|
||||
|
||||
impl AppState {
|
||||
pub fn new(db: SqlitePool) -> Self {
|
||||
Self {
|
||||
rooms: Mutex::new(HashMap::new()),
|
||||
configs: RwLock::new(HashMap::new()),
|
||||
db,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Reloads the configuration file, that lists the games with the maximum number of players per room.
|
||||
pub async fn reload_config(state: &Arc<AppState>) -> Result<(), String> {
|
||||
let json_content = fs::read_to_string("GameConfig.json")
|
||||
.await
|
||||
.map_err(|e| format!("Failed to read file: {}", e))?;
|
||||
let raw_data: EntryList =
|
||||
serde_json::from_str(&json_content).map_err(|e| format!("Failed to parse JSON: {}", e))?;
|
||||
let new_configs: HashMap<String, u16> = raw_data
|
||||
.into_iter()
|
||||
.map(|entry| (entry.name, entry.max_players))
|
||||
.collect();
|
||||
|
||||
{
|
||||
let mut configs = state.configs.write().await;
|
||||
*configs = new_configs; // Replace all.
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
239
server/relay-server/src/main.rs
Normal file
239
server/relay-server/src/main.rs
Normal file
|
|
@ -0,0 +1,239 @@
|
|||
mod auth;
|
||||
mod db;
|
||||
mod hand_shake;
|
||||
mod http;
|
||||
mod lobby;
|
||||
mod message_relay;
|
||||
|
||||
use crate::auth::AuthBackend;
|
||||
use crate::hand_shake::{
|
||||
ClientServerSpecificData, DisconnectData, inform_client_of_connection, init_and_connect,
|
||||
shutdown_connection,
|
||||
};
|
||||
use crate::lobby::{AppState, reload_config};
|
||||
use crate::message_relay::{handle_client_logic, handle_server_logic};
|
||||
use axum::Router;
|
||||
use axum::extract::ws::{Message, WebSocket};
|
||||
use axum::extract::{State, WebSocketUpgrade};
|
||||
use axum::response::IntoResponse;
|
||||
use axum::routing::get;
|
||||
use axum_login::{AuthManagerLayerBuilder, AuthSession};
|
||||
use bytes::Bytes;
|
||||
use futures_util::SinkExt;
|
||||
use futures_util::stream::StreamExt;
|
||||
use std::sync::Arc;
|
||||
use std::time::Duration;
|
||||
use time::Duration as TimeDuration;
|
||||
use tokio::sync::Mutex;
|
||||
use axum::http::{HeaderName, Method};
|
||||
use tower_http::cors::{AllowOrigin, CorsLayer};
|
||||
use tower_http::services::{ServeDir, ServeFile};
|
||||
use tower_sessions::{Expiry, SessionManagerLayer};
|
||||
use tower_sessions_sqlx_store::SqliteStore;
|
||||
use tracing_subscriber::{layer::SubscriberExt, util::SubscriberInitExt};
|
||||
|
||||
#[tokio::main]
|
||||
/// Activates error tracing, spawns a watch dog task to eliminate eventual dead rooms, then it sets up the roting system to serve the
|
||||
/// web sockets and listen for the pages enlist and reload. The server listens on port 8080.
|
||||
async fn main() {
|
||||
tracing_subscriber::registry()
|
||||
.with(
|
||||
tracing_subscriber::EnvFilter::try_from_default_env()
|
||||
.unwrap_or_else(|_| format!("{}=trace", env!("CARGO_CRATE_NAME")).into()),
|
||||
)
|
||||
.with(
|
||||
tracing_subscriber::fmt::layer()
|
||||
.with_file(true)
|
||||
.with_line_number(true)
|
||||
.with_target(true) // Modul-Path (e.g. relay_server::processing_module)
|
||||
.with_thread_ids(true) // Thread-ID (helpful for Tokio)
|
||||
.with_thread_names(true), // Thread-Name
|
||||
)
|
||||
.init();
|
||||
|
||||
let db_path = std::env::var("DATABASE_PATH").unwrap_or_else(|_| "data/relay.db".to_string());
|
||||
let pool = db::init_db(&db_path).await;
|
||||
|
||||
let session_store = SqliteStore::new(pool.clone());
|
||||
session_store
|
||||
.migrate()
|
||||
.await
|
||||
.expect("Failed to initialize session store");
|
||||
|
||||
let session_layer = SessionManagerLayer::new(session_store)
|
||||
.with_secure(false)
|
||||
.with_expiry(Expiry::OnInactivity(TimeDuration::days(30)));
|
||||
|
||||
let auth_backend = AuthBackend::new(pool.clone());
|
||||
let auth_layer = AuthManagerLayerBuilder::new(auth_backend, session_layer).build();
|
||||
|
||||
let app_state = Arc::new(AppState::new(pool));
|
||||
let watchdog_state = app_state.clone();
|
||||
tokio::spawn(async move {
|
||||
let mut interval = tokio::time::interval(tokio::time::Duration::from_secs(1200)); // 20 Min
|
||||
loop {
|
||||
interval.tick().await;
|
||||
cleanup_dead_rooms(&watchdog_state).await;
|
||||
}
|
||||
});
|
||||
|
||||
let initial = reload_config(&app_state).await;
|
||||
if let Err(message) = initial {
|
||||
tracing::error!(message, "Initial load error.");
|
||||
panic!("Initial load error: {}", message);
|
||||
}
|
||||
|
||||
let cors = CorsLayer::new()
|
||||
.allow_origin(AllowOrigin::list([
|
||||
"http://localhost:9091".parse().unwrap(), // tic-tac-toe dev server
|
||||
"http://localhost:9092".parse().unwrap(), // portal dev server
|
||||
]))
|
||||
.allow_methods([Method::GET, Method::POST, Method::OPTIONS])
|
||||
.allow_headers([
|
||||
HeaderName::from_static("content-type"),
|
||||
HeaderName::from_static("cookie"),
|
||||
])
|
||||
.allow_credentials(true);
|
||||
|
||||
let app = Router::new()
|
||||
.route("/reload", get(reload_handler))
|
||||
.route("/enlist", get(enlist_handler))
|
||||
.route("/ws", get(websocket_handler))
|
||||
.merge(http::router())
|
||||
.nest_service("/portal", ServeDir::new("portal").not_found_service(ServeFile::new("portal/index.html")))
|
||||
.with_state(app_state)
|
||||
.layer(auth_layer)
|
||||
.layer(cors)
|
||||
.fallback_service(ServeDir::new(".").not_found_service(ServeFile::new("index.html")));
|
||||
|
||||
let listener = tokio::net::TcpListener::bind("127.0.0.1:8080")
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
axum::serve(listener, app).await.unwrap();
|
||||
}
|
||||
|
||||
/// Runs over all rooms and checks if they are diconnected from the server.
|
||||
/// If so, it cleans them up. This is a fallback solution things should be handled internally otherwise.
|
||||
async fn cleanup_dead_rooms(state: &Arc<AppState>) {
|
||||
let mut rooms = state.rooms.lock().await;
|
||||
rooms.retain(|room_id, room| {
|
||||
// Keep rooms where the host is actively connected.
|
||||
// Rooms with host_connected = false are in the grace period — the
|
||||
// grace-period task spawned by shutdown_connection owns their cleanup.
|
||||
let is_alive = room.host_connected && !room.to_host_sender.is_closed();
|
||||
if !is_alive {
|
||||
tracing::info!("Removing dead room: {}", room_id);
|
||||
}
|
||||
is_alive
|
||||
});
|
||||
}
|
||||
|
||||
/// Generates a list with the current rooms, the amount of players and info if this is a dead room.
|
||||
async fn enlist_handler(State(state): State<Arc<AppState>>) -> String {
|
||||
let rooms = state.rooms.lock().await;
|
||||
rooms
|
||||
.iter()
|
||||
.map(|(name, room)| {
|
||||
format!(
|
||||
"Room: {:<30} Variation: {:03} Players: {:03} is alive: {}",
|
||||
name,
|
||||
room.rule_variation,
|
||||
room.amount_of_players,
|
||||
!room.to_host_sender.is_closed()
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n")
|
||||
}
|
||||
|
||||
/// Forces the reload of the config file and lists the content. This enables the adding of new games
|
||||
/// without restarting the service.
|
||||
async fn reload_handler(State(state): State<Arc<AppState>>) -> String {
|
||||
let res = reload_config(&state).await;
|
||||
match res {
|
||||
Ok(_) => state
|
||||
.configs
|
||||
.read()
|
||||
.await
|
||||
.iter()
|
||||
.map(|(key, players)| {
|
||||
format!("Game: {:<40} Maximum Amount of Players: {}", key, players)
|
||||
})
|
||||
.collect::<Vec<_>>()
|
||||
.join("\n"),
|
||||
Err(e) => {
|
||||
format!("Config reload failed: {}", e)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// This function gets immediately called and upgrades the web response to a web socket.
|
||||
async fn websocket_handler(
|
||||
ws: WebSocketUpgrade,
|
||||
auth_session: AuthSession<AuthBackend>,
|
||||
State(state): State<Arc<AppState>>,
|
||||
) -> impl IntoResponse {
|
||||
let user_id = auth_session.user.map(|u| u.id);
|
||||
ws.on_upgrade(move |socket| websocket(socket, state, user_id))
|
||||
}
|
||||
|
||||
/// Does the whole handling from start to finish: Handshake -> Handling of logic depending on if we are connected to
|
||||
/// the server or client -> Shut down processing.
|
||||
async fn websocket(stream: WebSocket, state: Arc<AppState>, user_id: Option<i64>) {
|
||||
// By splitting, we can send and receive at the same time.
|
||||
let (mut sender, mut receiver) = stream.split();
|
||||
|
||||
let handshake_result = init_and_connect(&mut sender, &mut receiver, state.clone(), user_id).await;
|
||||
if handshake_result.is_none() {
|
||||
// We quit here, as the handshake did not work out.
|
||||
return;
|
||||
}
|
||||
let base_data = handshake_result.unwrap();
|
||||
|
||||
let disconnect_data = DisconnectData::from(&base_data);
|
||||
let success = inform_client_of_connection(&mut sender, &base_data).await;
|
||||
let wrapped_sender = Arc::new(Mutex::new(sender));
|
||||
|
||||
// Ping-Task to keep alive.
|
||||
let ping_sender = wrapped_sender.clone();
|
||||
let ping_task = tokio::spawn(async move {
|
||||
let mut interval = tokio::time::interval(Duration::from_secs(30));
|
||||
interval.tick().await; // Skip first tick.
|
||||
loop {
|
||||
interval.tick().await;
|
||||
let mut s = ping_sender.lock().await;
|
||||
if s.send(Message::Ping(Bytes::new())).await.is_err() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
let mut error_message = "Connection to server lost";
|
||||
if success {
|
||||
match base_data.specific_data {
|
||||
ClientServerSpecificData::Server(internal_receiver, internal_sender) => {
|
||||
error_message = handle_server_logic(
|
||||
wrapped_sender.clone(),
|
||||
receiver,
|
||||
internal_receiver,
|
||||
internal_sender,
|
||||
)
|
||||
.await;
|
||||
}
|
||||
ClientServerSpecificData::Client(internal_receiver, internal_sender) => {
|
||||
error_message = handle_client_logic(
|
||||
wrapped_sender.clone(),
|
||||
receiver,
|
||||
internal_receiver,
|
||||
internal_sender,
|
||||
base_data.player_id,
|
||||
)
|
||||
.await;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ping_task.abort();
|
||||
shutdown_connection(wrapped_sender, disconnect_data, state, error_message).await;
|
||||
}
|
||||
354
server/relay-server/src/message_relay.rs
Normal file
354
server/relay-server/src/message_relay.rs
Normal file
|
|
@ -0,0 +1,354 @@
|
|||
//! WebSocket message routing for the relay server.
|
||||
//!
|
||||
//! This module handles bidirectional communication between game hosts and clients.
|
||||
//! It spawns paired Tokio tasks for each connection that:
|
||||
//! - Validate and filter messages by type (preventing illegal commands)
|
||||
//! - Route host broadcasts to subscribed clients
|
||||
//! - Forward client RPCs to the host with injected player IDs
|
||||
//! - Manage sync state so clients only receive deltas after a full update
|
||||
//!
|
||||
//! The relay server never interprets game logic — it only validates message types
|
||||
//! and routes bytes between endpoints.
|
||||
|
||||
use axum::extract::ws::{Message, WebSocket};
|
||||
use bytes::{Buf, BufMut, Bytes, BytesMut};
|
||||
use futures_util::stream::{SplitSink, SplitStream};
|
||||
use futures_util::{SinkExt, StreamExt};
|
||||
use protocol::*;
|
||||
use std::sync::Arc;
|
||||
use tokio::sync::Mutex;
|
||||
use tokio::sync::broadcast;
|
||||
use tokio::sync::broadcast::Sender;
|
||||
use tokio::sync::broadcast::error::RecvError;
|
||||
use tokio::sync::mpsc::Receiver;
|
||||
|
||||
/// Spawns bidirectional message handlers for a game host connection.
|
||||
///
|
||||
/// Creates two concurrent tasks:
|
||||
/// - **Send task**: Forwards client messages (joins, disconnects, RPCs) to the host
|
||||
/// - **Receive task**: Broadcasts host messages (updates, kicks) to all clients
|
||||
///
|
||||
/// When either task completes (connection lost, protocol error, intentional disconnect),
|
||||
/// the other is aborted and the room should be cleaned up by the caller.
|
||||
///
|
||||
/// # Returns
|
||||
/// A static string describing why the connection ended (for logging/debugging).
|
||||
pub async fn handle_server_logic(
|
||||
sender: Arc<Mutex<SplitSink<WebSocket, Message>>>,
|
||||
receiver: SplitStream<WebSocket>,
|
||||
internal_receiver: Receiver<Bytes>,
|
||||
internal_sender: broadcast::Sender<Bytes>,
|
||||
) -> &'static str {
|
||||
let mut send_task =
|
||||
tokio::spawn(async move { send_logic_server(sender, internal_receiver).await });
|
||||
|
||||
let mut receive_task =
|
||||
tokio::spawn(async move { receive_logic_server(receiver, internal_sender).await });
|
||||
|
||||
// If any one of the tasks run to completion, we abort the other.
|
||||
let result = tokio::select! {
|
||||
res_a = &mut send_task => {receive_task.abort(); res_a},
|
||||
res_b = &mut receive_task => {send_task.abort(); res_b},
|
||||
};
|
||||
|
||||
result.unwrap_or_else(|err| {
|
||||
tracing::error!(?err, "Error while handling server logic.");
|
||||
"Internal panic in server side logic."
|
||||
})
|
||||
}
|
||||
|
||||
/// Receives messages from the game host and broadcasts them to all clients.
|
||||
///
|
||||
/// Allowed message types from host:
|
||||
/// - [`CLIENT_GETS_KICKED`]: Remove a specific player
|
||||
/// - [`DELTA_UPDATE`]: Incremental game state change
|
||||
/// - [`FULL_UPDATE`]: Complete game state (for new/desynced clients)
|
||||
/// - [`RESET`]: Game restart signal
|
||||
/// - [`SERVER_DISCONNECTS`]: Graceful shutdown (triggers cleanup)
|
||||
///
|
||||
/// Any other message type is rejected as a protocol violation.
|
||||
async fn receive_logic_server(
|
||||
mut receiver: SplitStream<WebSocket>,
|
||||
internal_sender: Sender<Bytes>,
|
||||
) -> &'static str {
|
||||
while let Some(state) = receiver.next().await {
|
||||
match state {
|
||||
Ok(Message::Binary(bytes)) => {
|
||||
if bytes.is_empty() {
|
||||
tracing::error!("Illegal empty message in receive logic server.");
|
||||
return "Illegal empty message received.";
|
||||
}
|
||||
|
||||
if bytes[0] == SERVER_DISCONNECTS {
|
||||
// This something normal to be expected.
|
||||
return "Server disconnected intentionally";
|
||||
}
|
||||
|
||||
if !matches!(
|
||||
bytes[0],
|
||||
CLIENT_GETS_KICKED | DELTA_UPDATE | FULL_UPDATE | RESET
|
||||
) {
|
||||
tracing::error!(
|
||||
message_type = bytes[0],
|
||||
"Illegal message type Server->Client."
|
||||
);
|
||||
return "Illegal Server -> Client command.";
|
||||
}
|
||||
|
||||
// All messages are simply passed through.
|
||||
let res = internal_sender.send(bytes);
|
||||
// An error may occur, if there are no further clients available.
|
||||
// As a rule of a thumb the server should not send any messages, if he does not know of any clients.
|
||||
// Currently logged as a warning, as it is unclear, if this is strictly avoidable.
|
||||
if let Err(error) = res {
|
||||
tracing::warn!(?error, "Sending to no clients.");
|
||||
}
|
||||
}
|
||||
Ok(_) => {} // Ignore other messages (ping/pong handled by axum)
|
||||
Err(_) => {
|
||||
return "Connection lost.";
|
||||
}
|
||||
}
|
||||
}
|
||||
"Connection lost."
|
||||
}
|
||||
|
||||
/// Forwards aggregated client messages to the game host.
|
||||
///
|
||||
/// Allowed message types to host:
|
||||
/// - [`NEW_CLIENT`]: Player joined notification
|
||||
/// - [`CLIENT_DISCONNECTS`]: Player left notification
|
||||
/// - [`SERVER_RPC`]: Game action from a client (with player ID prepended)
|
||||
///
|
||||
/// This task owns the WebSocket sender lock for its lifetime to ensure
|
||||
/// sequential message delivery to the host.
|
||||
async fn send_logic_server(
|
||||
sender: Arc<Mutex<SplitSink<WebSocket, Message>>>,
|
||||
mut internal_receiver: Receiver<Bytes>,
|
||||
) -> &'static str {
|
||||
while let Some(bytes) = internal_receiver.recv().await {
|
||||
if bytes.is_empty() {
|
||||
tracing::error!("Illegal internal empty message in send logic server.");
|
||||
return "Illegal empty message received.";
|
||||
}
|
||||
if !matches!(bytes[0], NEW_CLIENT | CLIENT_DISCONNECTS | SERVER_RPC) {
|
||||
tracing::error!(
|
||||
message_type = bytes[0],
|
||||
"Unknown internal Client->Server command"
|
||||
);
|
||||
return "Unknown internal Client->Server command";
|
||||
}
|
||||
// Simply pass on the message.
|
||||
let res = sender.lock().await.send(Message::Binary(bytes)).await;
|
||||
if let Err(err) = res {
|
||||
tracing::error!(?err, "Error in communication with server endpoint.");
|
||||
return "Error in communication with server endpoint.";
|
||||
}
|
||||
}
|
||||
// In normal shutdown procedure that should not happen, because we are responsible for closing the channel.
|
||||
tracing::error!("Internal channel on server was unexpectedly closed.");
|
||||
"Internal channel closed."
|
||||
}
|
||||
|
||||
/// Spawns bidirectional message handlers for a game client connection.
|
||||
///
|
||||
/// Creates two concurrent tasks:
|
||||
/// - **Send task**: Delivers host broadcasts to this client (with sync state filtering)
|
||||
/// - **Receive task**: Forwards client RPCs to the host (with player ID injection)
|
||||
///
|
||||
/// # Arguments
|
||||
/// * `player_id` - Unique identifier assigned to this client for the session
|
||||
///
|
||||
/// # Returns
|
||||
/// A static string describing why the connection ended.
|
||||
pub async fn handle_client_logic(
|
||||
sender: Arc<Mutex<SplitSink<WebSocket, Message>>>,
|
||||
receiver: SplitStream<WebSocket>,
|
||||
internal_receiver: tokio::sync::broadcast::Receiver<Bytes>,
|
||||
internal_sender: tokio::sync::mpsc::Sender<Bytes>,
|
||||
player_id: u16,
|
||||
) -> &'static str {
|
||||
let mut send_task =
|
||||
tokio::spawn(async move { send_logic_client(sender, internal_receiver, player_id).await });
|
||||
|
||||
let mut receive_task =
|
||||
tokio::spawn(
|
||||
async move { receive_logic_client(receiver, internal_sender, player_id).await },
|
||||
);
|
||||
|
||||
// If any one of the tasks run to completion, we abort the other.
|
||||
let result = tokio::select! {
|
||||
res_a = &mut send_task => {receive_task.abort(); res_a},
|
||||
res_b = &mut receive_task => {send_task.abort(); res_b},
|
||||
};
|
||||
|
||||
result.unwrap_or_else(|err| {
|
||||
tracing::error!(?err, "Internal panic in client side logic.");
|
||||
"Internal panic in client side logic."
|
||||
})
|
||||
}
|
||||
|
||||
/// Receives messages from a client and forwards them to the host.
|
||||
///
|
||||
/// Allowed message types from client:
|
||||
/// - [`SERVER_RPC`]: Game action — gets player ID injected before forwarding
|
||||
/// - [`CLIENT_DISCONNECTS_SELF`]: Graceful disconnect (triggers cleanup)
|
||||
///
|
||||
/// # Player ID Injection
|
||||
/// RPC messages are transformed from `[SERVER_RPC, payload...]` to
|
||||
/// `[SERVER_RPC, player_id_high, player_id_low, payload...]` so the host
|
||||
/// knows which player sent the action.
|
||||
async fn receive_logic_client(
|
||||
mut receiver: SplitStream<WebSocket>,
|
||||
internal_sender: tokio::sync::mpsc::Sender<Bytes>,
|
||||
player_id: u16,
|
||||
) -> &'static str {
|
||||
while let Some(state) = receiver.next().await {
|
||||
match state {
|
||||
Ok(Message::Binary(bytes)) => {
|
||||
if bytes.is_empty() {
|
||||
tracing::error!("Illegal empty message received in receive logic client.");
|
||||
return "Illegal empty message received.";
|
||||
}
|
||||
match bytes[0] {
|
||||
SERVER_RPC => {
|
||||
// Inject player ID after command byte
|
||||
let mut msg = BytesMut::with_capacity(bytes.len() + CLIENT_ID_SIZE);
|
||||
msg.put_u8(SERVER_RPC);
|
||||
msg.put_u16(player_id);
|
||||
msg.put_slice(&bytes[1..]);
|
||||
|
||||
let res = internal_sender.send(msg.into()).await;
|
||||
if let Err(error) = res {
|
||||
tracing::error!(?error, "Error in internal broadcast.");
|
||||
return "Error in internal broadcast.";
|
||||
}
|
||||
}
|
||||
CLIENT_DISCONNECTS_SELF => {
|
||||
return "Client disconnected intentionally";
|
||||
}
|
||||
_ => {
|
||||
tracing::error!(command = ?bytes[0], "Illegal command from client.");
|
||||
return "Illegal Command from client";
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(_) => {} // Ignore other messages
|
||||
Err(_) => {
|
||||
return "Connection lost.";
|
||||
}
|
||||
}
|
||||
}
|
||||
"Connection lost."
|
||||
}
|
||||
|
||||
/// Delivers host broadcasts to a specific client with sync state management.
|
||||
///
|
||||
/// # Sync State Machine
|
||||
/// Clients start unsynced and must receive a [`FULL_UPDATE`] or [`RESET`] before
|
||||
/// processing [`DELTA_UPDATE`] messages. This prevents clients from applying
|
||||
/// deltas to an unknown base state.
|
||||
///
|
||||
/// ```text
|
||||
/// [Unsynced] --FULL_UPDATE--> [Synced] --DELTA_UPDATE--> [Synced]
|
||||
/// [Unsynced] --RESET-------> [Synced]
|
||||
/// [Synced] --DELTA_UPDATE--> [Synced] (forwarded)
|
||||
/// [Unsynced] --DELTA_UPDATE--> [Unsynced] (dropped)
|
||||
/// ```
|
||||
///
|
||||
/// # Filtered Messages
|
||||
/// - [`CLIENT_GETS_KICKED`]: Only terminates if `player_id` matches
|
||||
/// - [`SERVER_DISCONNECTS`]: Always terminates
|
||||
///
|
||||
/// # Error Handling
|
||||
/// Returns immediately if the broadcast channel lags (buffer overflow),
|
||||
/// as the client cannot recover from missed messages.
|
||||
async fn send_logic_client(
|
||||
sender: Arc<Mutex<SplitSink<WebSocket, Message>>>,
|
||||
mut internal_receiver: tokio::sync::broadcast::Receiver<Bytes>,
|
||||
player_id: u16,
|
||||
) -> &'static str {
|
||||
let mut is_synced = false;
|
||||
loop {
|
||||
let state = internal_receiver.recv().await;
|
||||
match state {
|
||||
Err(RecvError::Closed) => {
|
||||
tracing::error!("Internal channel closed.");
|
||||
return "Internal channel closed.";
|
||||
}
|
||||
Err(RecvError::Lagged(skipped)) => {
|
||||
tracing::warn!(
|
||||
skipped_messages = skipped,
|
||||
"Lagging started on internal channel."
|
||||
);
|
||||
return "Lagging on internal channel - Computer too slow.";
|
||||
}
|
||||
Ok(mut bytes) => {
|
||||
if bytes.is_empty() {
|
||||
tracing::error!("Illegal empty message received.");
|
||||
return "Illegal empty message received.";
|
||||
}
|
||||
match bytes[0] {
|
||||
SERVER_DISCONNECTS => {
|
||||
return "Server has left the game.";
|
||||
}
|
||||
CLIENT_GETS_KICKED => {
|
||||
if bytes.len() < 3 {
|
||||
tracing::error!("Malformed CLIENT_GETS_KICKED message");
|
||||
return "Malformed message received.";
|
||||
}
|
||||
bytes.get_u8(); // Skip command byte
|
||||
let meant_client = bytes.get_u16();
|
||||
// We have to see if we are meant.
|
||||
if meant_client == player_id {
|
||||
return "We got rejected by server.";
|
||||
}
|
||||
}
|
||||
DELTA_UPDATE => {
|
||||
if is_synced {
|
||||
let res = sender.lock().await.send(Message::Binary(bytes)).await;
|
||||
if let Err(error) = res {
|
||||
tracing::error!(
|
||||
?error,
|
||||
"Error in communication with client endpoint."
|
||||
);
|
||||
return "Error in communication with client endpoint.";
|
||||
}
|
||||
}
|
||||
// Silently drop deltas for unsynced clients
|
||||
}
|
||||
FULL_UPDATE => {
|
||||
if !is_synced {
|
||||
is_synced = true;
|
||||
let res = sender.lock().await.send(Message::Binary(bytes)).await;
|
||||
if let Err(error) = res {
|
||||
tracing::error!(
|
||||
?error,
|
||||
"Error in communication with client endpoint."
|
||||
);
|
||||
return "Error in communication with client endpoint.";
|
||||
}
|
||||
}
|
||||
// Drop redundant full updates for already synced clients
|
||||
}
|
||||
RESET => {
|
||||
// We simply forward the message and are definitively synced here.
|
||||
is_synced = true;
|
||||
let res = sender.lock().await.send(Message::Binary(bytes)).await;
|
||||
if let Err(error) = res {
|
||||
tracing::error!(?error, "Error in communication with client endpoint.");
|
||||
return "Error in communication with client endpoint.";
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
tracing::error!(
|
||||
message = bytes[0],
|
||||
"Illegal message on client side received."
|
||||
);
|
||||
return "Illegal message on client side received.";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue