trictrac/clients/web-game/src/app.rs

726 lines
26 KiB
Rust

use futures::channel::mpsc;
use futures::{FutureExt, StreamExt};
use gloo_storage::{LocalStorage, Storage};
use leptos::prelude::*;
use leptos::task::spawn_local;
use serde::{Deserialize, Serialize};
use backbone_lib::session::{ConnectError, GameSession, RoomConfig, RoomRole, SessionEvent};
use backbone_lib::traits::{BackEndArchitecture, BackendCommand, ViewStateUpdate};
use crate::components::{ConnectingScreen, GameScreen, LoginScreen};
use crate::i18n::I18nContextProvider;
use crate::trictrac::backend::TrictracBackend;
use crate::trictrac::bot_local::bot_decide;
use crate::trictrac::types::{
GameDelta, JanEntry, PlayerAction, ScoredEvent, SerStage, SerTurnStage, ViewState,
};
use trictrac_store::CheckerMove;
use std::collections::VecDeque;
const RELAY_URL: &str = "ws://localhost:8080/ws";
const GAME_ID: &str = "trictrac";
const STORAGE_KEY: &str = "trictrac_session";
// In debug builds trunk serves on 9091, relay is on 8080.
// In release the game is served by the relay itself — use relative paths.
#[cfg(debug_assertions)]
const HTTP_BASE: &str = "http://localhost:8080";
#[cfg(not(debug_assertions))]
const HTTP_BASE: &str = "";
/// The state the UI needs to render the game screen.
#[derive(Clone, PartialEq)]
pub struct GameUiState {
pub view_state: ViewState,
/// 0 = host, 1 = guest
pub player_id: u16,
pub room_id: String,
pub is_bot_game: bool,
/// True when this state is a buffered snapshot awaiting player confirmation.
pub waiting_for_confirm: bool,
/// Why we are paused — drives the status-bar message in GameScreen.
pub pause_reason: Option<PauseReason>,
/// Points scored by this player in the transition to this state (if any).
pub my_scored_event: Option<ScoredEvent>,
pub opp_scored_event: Option<ScoredEvent>,
/// Checker moves to animate on this render. None when board is unchanged.
pub last_moves: Option<(CheckerMove, CheckerMove)>,
}
/// Reason the UI is paused waiting for the player to click Continue.
#[derive(Clone, Debug, PartialEq)]
pub enum PauseReason {
AfterOpponentRoll,
AfterOpponentGo,
AfterOpponentMove,
/// Opponent rolled their die in the pre-game ceremony.
AfterOpponentPreGameRoll,
}
/// Which screen is currently shown.
#[derive(Clone, PartialEq)]
pub enum Screen {
Login { error: Option<String> },
Connecting,
Playing(GameUiState),
}
/// Commands sent from UI event handlers into the network task.
pub enum NetCommand {
CreateRoom {
room: String,
},
JoinRoom {
room: String,
},
Reconnect {
relay_url: String,
game_id: String,
room_id: String,
token: u64,
host_state: Option<Vec<u8>>,
},
PlayVsBot,
Action(PlayerAction),
Disconnect,
}
/// Stored in localStorage to reconnect after a page refresh.
#[derive(Serialize, Deserialize)]
struct StoredSession {
relay_url: String,
game_id: String,
room_id: String,
token: u64,
#[serde(default)]
is_host: bool,
#[serde(default)]
view_state: Option<ViewState>,
}
#[derive(Deserialize)]
struct MeResponse {
username: String,
}
fn save_session(session: &StoredSession) {
LocalStorage::set(STORAGE_KEY, session).ok();
}
fn load_session() -> Option<StoredSession> {
LocalStorage::get::<StoredSession>(STORAGE_KEY).ok()
}
fn clear_session() {
LocalStorage::delete(STORAGE_KEY);
}
/// Fire-and-forget: tell the relay server who won. Only called by the host.
async fn submit_game_result(room_code: String, game_state: ViewState) {
let [score_pl1, score_pl2] = game_state.scores;
let result_str = format!("{:?} - {:?}", score_pl1.holes, score_pl2.holes);
let outcomes = if score_pl1.holes < score_pl2.holes {
[("0", "loss"), ("1", "win")]
} else if score_pl2.holes < score_pl1.holes {
[("0", "win"), ("1", "loss")]
} else {
[("0", "draw"), ("1", "draw")]
};
let body = serde_json::json!({
"room_code": room_code,
"game_id": GAME_ID,
"result": result_str,
"outcomes": std::collections::HashMap::from(outcomes),
});
let _ = gloo_net::http::Request::post(&format!("{HTTP_BASE}/games/result"))
.credentials(web_sys::RequestCredentials::Include)
.json(&body)
.unwrap()
.send()
.await;
}
#[component]
pub fn App() -> impl IntoView {
let stored = load_session();
let initial_screen = if stored.is_some() {
Screen::Connecting
} else {
Screen::Login { error: None }
};
let screen = RwSignal::new(initial_screen);
// Auth: fetch once and expose to all child components via context.
let auth_username: RwSignal<Option<String>> = RwSignal::new(None);
provide_context(auth_username);
spawn_local(async move {
if let Ok(resp) = gloo_net::http::Request::get(&format!("{HTTP_BASE}/auth/me"))
.credentials(web_sys::RequestCredentials::Include)
.send()
.await
{
if resp.status() == 200 {
if let Ok(me) = resp.json::<MeResponse>().await {
auth_username.set(Some(me.username));
}
}
}
});
let (cmd_tx, mut cmd_rx) = mpsc::unbounded::<NetCommand>();
let pending: RwSignal<VecDeque<GameUiState>> = RwSignal::new(VecDeque::new());
provide_context(pending);
provide_context(cmd_tx.clone());
if let Some(s) = stored {
let host_state = s
.view_state
.as_ref()
.and_then(|vs| serde_json::to_vec(vs).ok());
cmd_tx
.unbounded_send(NetCommand::Reconnect {
relay_url: s.relay_url,
game_id: s.game_id,
room_id: s.room_id,
token: s.token,
host_state,
})
.ok();
}
spawn_local(async move {
loop {
// Wait for a connect/reconnect command (or PlayVsBot).
// None means "play vs bot"; Some((config, is_reconnect)) means "connect to relay".
let remote_config: Option<(RoomConfig, bool)> = loop {
match cmd_rx.next().await {
Some(NetCommand::PlayVsBot) => break None,
Some(NetCommand::CreateRoom { room }) => {
break Some((
RoomConfig {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room,
rule_variation: 0,
role: RoomRole::Create,
reconnect_token: None,
host_state: None,
},
false,
));
}
Some(NetCommand::JoinRoom { room }) => {
break Some((
RoomConfig {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room,
rule_variation: 0,
role: RoomRole::Join,
reconnect_token: None,
host_state: None,
},
false,
));
}
Some(NetCommand::Reconnect {
relay_url,
game_id,
room_id,
token,
host_state,
}) => {
break Some((
RoomConfig {
relay_url,
game_id,
room_id,
rule_variation: 0,
role: RoomRole::Join,
reconnect_token: Some(token),
host_state,
},
true,
));
}
_ => {} // Ignore game commands while disconnected.
}
};
if remote_config.is_none() {
loop {
let restart = run_local_bot_game(screen, &mut cmd_rx, pending).await;
if !restart {
break;
}
}
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
continue;
}
let (config, is_reconnect) = remote_config.unwrap();
screen.set(Screen::Connecting);
let room_id_for_storage = config.room_id.clone();
let mut session: GameSession<PlayerAction, GameDelta, ViewState> =
match GameSession::connect::<TrictracBackend>(config).await {
Ok(s) => s,
Err(ConnectError::WebSocket(e) | ConnectError::Handshake(e)) => {
if is_reconnect {
clear_session();
}
screen.set(Screen::Login { error: Some(e) });
continue;
}
};
if !session.is_host {
save_session(&StoredSession {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room_id_for_storage.clone(),
token: session.reconnect_token,
is_host: false,
view_state: None,
});
}
let is_host = session.is_host;
let player_id = session.player_id;
let reconnect_token = session.reconnect_token;
let mut vs = ViewState::default_with_names("Blancs", "Noirs");
let mut result_submitted = false;
loop {
futures::select! {
cmd = cmd_rx.next().fuse() => match cmd {
Some(NetCommand::Action(action)) => {
session.send_action(action);
}
_ => {
clear_session();
session.disconnect();
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
break;
}
},
event = session.next_event().fuse() => match event {
Some(SessionEvent::Update(u)) => {
let prev_vs = vs.clone();
match u {
ViewStateUpdate::Full(state) => vs = state,
ViewStateUpdate::Incremental(delta) => vs.apply_delta(&delta),
}
// Host reports outcomes once per terminal game state.
if is_host && !result_submitted && vs.stage == SerStage::Ended {
result_submitted = true;
let room = room_id_for_storage.clone();
let gs = vs.clone();
spawn_local(submit_game_result(room, gs));
}
if is_host {
save_session(&StoredSession {
relay_url: RELAY_URL.to_string(),
game_id: GAME_ID.to_string(),
room_id: room_id_for_storage.clone(),
token: reconnect_token,
is_host: true,
view_state: Some(vs.clone()),
});
}
let is_own_move = prev_vs.active_mp_player == Some(player_id);
push_or_show(
&prev_vs,
GameUiState {
view_state: vs.clone(),
player_id,
room_id: room_id_for_storage.clone(),
is_bot_game: false,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
last_moves: compute_last_moves(&prev_vs, &vs, is_own_move),
},
pending,
screen,
);
}
Some(SessionEvent::Disconnected(reason)) => {
pending.update(|q| q.clear());
screen.set(Screen::Login { error: reason });
break;
}
None => {
pending.update(|q| q.clear());
screen.set(Screen::Login { error: None });
break;
}
}
}
}
}
});
view! {
<I18nContextProvider>
{move || {
let q = pending.get();
if let Some(front) = q.front() {
view! { <GameScreen state=front.clone() /> }.into_any()
} else {
match screen.get() {
Screen::Login { error } => view! { <LoginScreen error=error /> }.into_any(),
Screen::Connecting => view! { <ConnectingScreen /> }.into_any(),
Screen::Playing(state) => view! { <GameScreen state=state /> }.into_any(),
}
}
}}
</I18nContextProvider>
}
}
/// Runs one local bot game. Returns `true` if the player wants to play again.
async fn run_local_bot_game(
screen: RwSignal<Screen>,
cmd_rx: &mut futures::channel::mpsc::UnboundedReceiver<NetCommand>,
pending: RwSignal<VecDeque<GameUiState>>,
) -> bool {
let mut backend = TrictracBackend::new(0);
backend.player_arrival(0);
backend.player_arrival(1);
let mut vs = ViewState::default_with_names("You", "Bot");
for cmd in backend.drain_commands() {
match cmd {
BackendCommand::ResetViewState => {
vs = backend.get_view_state().clone();
}
BackendCommand::Delta(delta) => {
vs.apply_delta(&delta);
}
_ => {}
}
}
screen.set(Screen::Playing(GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
last_moves: None,
}));
loop {
match cmd_rx.next().await {
Some(NetCommand::Action(action)) => {
let prev_vs = vs.clone();
backend.inform_rpc(0, action);
for cmd in backend.drain_commands() {
if let BackendCommand::Delta(delta) = cmd {
vs.apply_delta(&delta);
}
}
let scored = compute_scored_event(&prev_vs, &vs, 0);
let opp_scored = compute_scored_event(&prev_vs, &vs, 1);
screen.set(Screen::Playing(GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: scored,
opp_scored_event: opp_scored,
last_moves: compute_last_moves(&prev_vs, &vs, true),
}));
}
Some(NetCommand::PlayVsBot) => return true,
_ => return false,
}
loop {
let pgr = backend.get_view_state().pre_game_roll.clone();
match bot_decide(backend.get_game(), pgr.as_ref()) {
None => break,
Some(action) => {
backend.inform_rpc(1, action);
// Process each delta individually so intermediate ceremony
// states (both dice shown) can trigger a pause via push_or_show.
for cmd in backend.drain_commands() {
if let BackendCommand::Delta(delta) = cmd {
let delta_prev_vs = vs.clone();
vs.apply_delta(&delta);
push_or_show(
&delta_prev_vs,
GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
last_moves: compute_last_moves(&delta_prev_vs, &vs, false),
},
pending,
screen,
);
}
}
}
}
}
}
}
/// Returns the checker moves to animate when the board changed between two ViewStates.
/// Returns `None` when the board is unchanged or no real moves were recorded.
/// `own_move`: when true, m1 was already shown via staged-moves UI, so only animate m2.
fn compute_last_moves(
prev: &ViewState,
next: &ViewState,
own_move: bool,
) -> Option<(CheckerMove, CheckerMove)> {
if prev.board == next.board {
return None;
}
let (m1, m2) = next.dice_moves;
if m1 == CheckerMove::default() && m2 == CheckerMove::default() {
// Relies on the engine invariant: dice_moves is updated atomically with the board
// change in the Move event handler. Any future engine path that mutates the board
// without setting dice_moves would bypass this guard and replay stale animation.
return None;
}
if own_move {
// m1 was already shown via the staged-moves overlay; only animate m2.
if m2 == CheckerMove::default() {
return None;
}
return Some((m2, CheckerMove::default()));
}
Some((m1, m2))
}
/// Computes a scoring event for `player_id` by comparing the previous and next
/// ViewState. Returns `None` when no points changed for that player.
fn compute_scored_event(prev: &ViewState, next: &ViewState, player_id: u16) -> Option<ScoredEvent> {
let prev_score = &prev.scores[player_id as usize];
let next_score = &next.scores[player_id as usize];
let holes_gained = next_score.holes.saturating_sub(prev_score.holes);
if holes_gained == 0 && prev_score.points == next_score.points {
return None;
}
let bredouille = holes_gained > 0 && prev_score.can_bredouille;
// Determine which dice_jans are "mine" depending on who was the active roller.
let my_jans: Vec<JanEntry> = if next.active_mp_player == Some(player_id)
&& prev.active_mp_player == Some(player_id)
{
// My own roll: positive totals are mine.
next.dice_jans
.iter()
.filter(|e| e.total > 0)
.cloned()
.collect()
} else if next.active_mp_player == Some(player_id) && prev.active_mp_player != Some(player_id) {
// Opponent just moved: negative totals (their penalty) are scored for me.
next.dice_jans
.iter()
.filter(|e| e.total < 0)
.map(|e| JanEntry {
total: -e.total,
points_per: -e.points_per,
..e.clone()
})
.collect()
} else {
return None;
};
let points_earned: u8 = my_jans
.iter()
.fold(0u8, |acc, e| acc.saturating_add(e.total.unsigned_abs()));
if points_earned == 0 && holes_gained == 0 {
return None;
}
Some(ScoredEvent {
points_earned,
holes_gained,
holes_total: next_score.holes,
bredouille,
jans: my_jans,
})
}
/// Either queues the state as a buffered confirmation step (when the transition
/// warrants a pause) or shows it immediately. Always updates `screen` to the
/// live state so the UI falls through to the right content once pending drains.
fn push_or_show(
prev_vs: &ViewState,
new_state: GameUiState,
pending: RwSignal<VecDeque<GameUiState>>,
screen: RwSignal<Screen>,
) {
let scored = compute_scored_event(prev_vs, &new_state.view_state, new_state.player_id);
let opp_scored = compute_scored_event(prev_vs, &new_state.view_state, 1 - new_state.player_id);
if let Some(reason) = infer_pause_reason(prev_vs, &new_state.view_state, new_state.player_id) {
// Scoring notifications go on the buffered (paused) state only.
pending.update(|q| {
q.push_back(GameUiState {
waiting_for_confirm: true,
pause_reason: Some(reason),
my_scored_event: scored,
opp_scored_event: opp_scored,
..new_state.clone()
});
});
// Animation belongs to the buffered confirmation step; clear it on the
// fallback live state so it doesn't fire again after the queue drains.
screen.set(Screen::Playing(GameUiState {
last_moves: None,
..new_state
}));
} else {
// No pause: show scoring directly on the live state.
screen.set(Screen::Playing(GameUiState {
my_scored_event: scored,
opp_scored_event: opp_scored,
..new_state
}));
}
}
/// Compares the previous and next ViewState to decide whether the transition
/// warrants a confirmation pause. Returns None when it is the local player's
/// own action (no pause needed).
fn infer_pause_reason(prev: &ViewState, next: &ViewState, player_id: u16) -> Option<PauseReason> {
let opponent_id = 1 - player_id;
// Pre-game ceremony: pause when both dice are revealed simultaneously
// (i.e. the second die was just rolled). Both players see this pause.
if next.stage == SerStage::PreGameRoll {
if let (Some(prev_pgr), Some(next_pgr)) = (&prev.pre_game_roll, &next.pre_game_roll) {
let both_now = next_pgr.host_die.is_some() && next_pgr.guest_die.is_some();
let both_before = prev_pgr.host_die.is_some() && prev_pgr.guest_die.is_some();
if both_now && !both_before {
return Some(PauseReason::AfterOpponentPreGameRoll);
}
}
return None;
}
// Don't fire normal pause rules on the PreGameRoll → InGame transition.
if prev.stage == SerStage::PreGameRoll {
return None;
}
if next.active_mp_player == Some(opponent_id) {
// Dice changed → opponent just rolled.
if next.dice != prev.dice {
return Some(PauseReason::AfterOpponentRoll);
}
// Was at HoldOrGoChoice, now Move, opponent still active → opponent went.
if prev.turn_stage == SerTurnStage::HoldOrGoChoice && next.turn_stage == SerTurnStage::Move
{
return Some(PauseReason::AfterOpponentGo);
}
}
// Turn switched to us → opponent moved.
if next.active_mp_player == Some(player_id) && prev.active_mp_player == Some(opponent_id) {
return Some(PauseReason::AfterOpponentMove);
}
None
}
#[cfg(test)]
mod tests {
use super::*;
use crate::trictrac::types::{PlayerScore, SerStage, SerTurnStage};
fn score() -> PlayerScore {
PlayerScore {
name: String::new(),
points: 0,
holes: 0,
can_bredouille: false,
}
}
fn vs(dice: (u8, u8), turn_stage: SerTurnStage, active: Option<u16>) -> ViewState {
ViewState {
board: [0i8; 24],
stage: SerStage::InGame,
turn_stage,
active_mp_player: active,
scores: [score(), score()],
dice,
dice_jans: Vec::new(),
dice_moves: (CheckerMove::default(), CheckerMove::default()),
pre_game_roll: None,
}
}
#[test]
fn dice_change_is_after_roll() {
let prev = vs((0, 0), SerTurnStage::RollDice, Some(1));
let next = vs((3, 5), SerTurnStage::Move, Some(1));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentRoll)
);
}
#[test]
fn hold_to_move_is_after_go() {
let prev = vs((3, 5), SerTurnStage::HoldOrGoChoice, Some(1));
let next = vs((3, 5), SerTurnStage::Move, Some(1));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentGo)
);
}
#[test]
fn turn_switch_is_after_move() {
let prev = vs((3, 5), SerTurnStage::Move, Some(1));
let next = vs((3, 5), SerTurnStage::RollDice, Some(0));
assert_eq!(
infer_pause_reason(&prev, &next, 0),
Some(PauseReason::AfterOpponentMove)
);
}
#[test]
fn own_action_returns_none() {
let prev = vs((0, 0), SerTurnStage::RollDice, Some(0));
let next = vs((2, 4), SerTurnStage::Move, Some(0));
assert_eq!(infer_pause_reason(&prev, &next, 0), None);
}
#[test]
fn no_active_player_returns_none() {
let mut prev = vs((0, 0), SerTurnStage::RollDice, None);
prev.stage = SerStage::PreGame;
let mut next = prev.clone();
next.active_mp_player = Some(0);
assert_eq!(infer_pause_reason(&prev, &next, 0), None);
}
}