server (from tic-tac example)
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8 changed files with 234 additions and 203 deletions
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@ -6,6 +6,7 @@ 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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@ -1,6 +1,7 @@
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use log::{info, trace};
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use std::net::{SocketAddr, UdpSocket, IpAddr, Ipv4Addr};
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use std::time::{Duration, Instant, SystemTime};
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use store::EndGameReason;
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use renet::{
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transport::{
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@ -45,13 +46,80 @@ fn main() {
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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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info!("🎉 Client {} connected.", client_id);
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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 {} connected.", id);
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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 { goes_first: client_id };
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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 { client_id, reason } => {
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info!("👋 Client {} disconnected", client_id);
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// First consume a disconnect event
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let event = store::GameEvent::PlayerDisconnected { player_id: client_id };
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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 {} disconnected", client_id);
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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: EndGameReason::PlayerLeft { 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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// 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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std::thread::sleep(Duration::from_millis(50));
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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 {} sent:\n\t{:#?}", client_id, 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 {} sent invalid event:\n\t{:#?}", client_id, event);
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}
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}
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}
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}
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server.send_packets().unwrap();
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thread::sleep(Duration::from_millis(50));}
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}
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