chore: integrate multiplayer code (wip)

This commit is contained in:
Henri Bourcereau 2026-04-22 17:42:05 +02:00
parent 2838d59f30
commit 4f5e21becb
66 changed files with 6423 additions and 18 deletions

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@ -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;
}