refact:remove server & bevy client ; remove _big bot algs
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38 changed files with 24 additions and 3281 deletions
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@ -1,14 +0,0 @@
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[package]
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name = "trictrac-server"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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store = { path = "../store" }
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env_logger = "0.10.0"
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log = "0.4.20"
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pico-args = "0.5.0"
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renet = "0.0.13"
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bincode = "1.3.3"
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@ -1,147 +0,0 @@
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use log::{info, trace, warn};
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use std::net::{IpAddr, Ipv4Addr, SocketAddr, UdpSocket};
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use std::thread;
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use std::time::{Duration, Instant, SystemTime};
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use renet::{
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transport::{
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NetcodeServerTransport, ServerAuthentication, ServerConfig, NETCODE_USER_DATA_BYTES,
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},
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ConnectionConfig, RenetServer, ServerEvent,
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};
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// Only clients that can provide the same PROTOCOL_ID that the server is using will be able to connect.
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// This can be used to make sure players use the most recent version of the client for instance.
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pub const PROTOCOL_ID: u64 = 2878;
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/// Utility function for extracting a players name from renet user data
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fn name_from_user_data(user_data: &[u8; NETCODE_USER_DATA_BYTES]) -> String {
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let mut buffer = [0u8; 8];
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buffer.copy_from_slice(&user_data[0..8]);
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let mut len = u64::from_le_bytes(buffer) as usize;
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len = len.min(NETCODE_USER_DATA_BYTES - 8);
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let data = user_data[8..len + 8].to_vec();
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String::from_utf8(data).unwrap()
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}
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fn main() {
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env_logger::init();
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let mut server = RenetServer::new(ConnectionConfig::default());
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// Setup transport layer
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const SERVER_ADDR: SocketAddr = SocketAddr::new(IpAddr::V4(Ipv4Addr::new(127, 0, 0, 1)), 5000);
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let socket: UdpSocket = UdpSocket::bind(SERVER_ADDR).unwrap();
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let server_config = ServerConfig {
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max_clients: 2,
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protocol_id: PROTOCOL_ID,
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public_addr: SERVER_ADDR,
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authentication: ServerAuthentication::Unsecure,
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};
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let current_time = SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.unwrap();
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let mut transport = NetcodeServerTransport::new(current_time, server_config, socket).unwrap();
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trace!("❂ TricTrac server listening on {SERVER_ADDR}");
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let mut game_state = store::GameState::default();
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let mut last_updated = Instant::now();
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loop {
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// Update server time
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let now = Instant::now();
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let delta_time = now - last_updated;
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server.update(delta_time);
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transport.update(delta_time, &mut server).unwrap();
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last_updated = now;
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// Receive connection events from clients
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while let Some(event) = server.get_event() {
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match event {
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ServerEvent::ClientConnected { client_id } => {
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let user_data = transport.user_data(client_id).unwrap();
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// Tell the recently joined player about the other player
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for (player_id, player) in game_state.players.iter() {
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let event = store::GameEvent::PlayerJoined {
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player_id: *player_id,
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name: player.name.clone(),
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};
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server.send_message(client_id, 0, bincode::serialize(&event).unwrap());
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}
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// Add the new player to the game
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let event = store::GameEvent::PlayerJoined {
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player_id: client_id,
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name: name_from_user_data(&user_data),
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};
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game_state.consume(&event);
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// Tell all players that a new player has joined
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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info!("🎉 Client {client_id} connected.");
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// In TicTacTussle the game can begin once two players has joined
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if game_state.players.len() == 2 {
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let event = store::GameEvent::BeginGame {
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goes_first: client_id,
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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trace!("The game gas begun");
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}
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}
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ServerEvent::ClientDisconnected {
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client_id,
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reason: _,
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} => {
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// First consume a disconnect event
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let event = store::GameEvent::PlayerDisconnected {
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player_id: client_id,
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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info!("Client {client_id} disconnected");
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// Then end the game, since tic tac toe can't go on with a single player
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let event = store::GameEvent::EndGame {
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reason: store::EndGameReason::PlayerLeft {
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player_id: client_id,
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},
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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// NOTE: Since we don't authenticate users we can't do any reconnection attempts.
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// We simply have no way to know if the next user is the same as the one that disconnected.
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}
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}
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}
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// Receive GameEvents from clients. Broadcast valid events.
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for client_id in server.clients_id().into_iter() {
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while let Some(message) = server.receive_message(client_id, 0) {
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if let Ok(event) = bincode::deserialize::<store::GameEvent>(&message) {
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if game_state.validate(&event) {
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game_state.consume(&event);
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trace!("Player {client_id} sent:\n\t{event:#?}");
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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// Determine if a player has won the game
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if let Some(winner) = game_state.determine_winner() {
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let event = store::GameEvent::EndGame {
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reason: store::EndGameReason::PlayerWon { winner },
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};
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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}
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} else {
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warn!("Player {client_id} sent invalid event:\n\t{event:#?}");
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}
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}
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}
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}
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transport.send_packets(&mut server);
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thread::sleep(Duration::from_millis(50));
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}
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}
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