use crate::AppState; use crate::session::HandObject; use axum::extract::ws::{Message, Utf8Bytes, WebSocket}; use serde::{Deserialize, Serialize}; use std::error::Error; use std::sync::Arc; #[derive(Deserialize)] enum IncomingPlayMessage { Initialize { id: String }, Color(String), } #[derive(Serialize)] enum OutgoingPlayMessage<'a> { Initialize { colors: Vec<&'a String> }, Hand(Vec<&'a HandObject>), } struct PlayState { id: Option, } pub async fn handle_play(mut socket: WebSocket, app_state: Arc) { let mut play_state = PlayState { id: None }; while let Some(msg) = socket.recv().await { let mut process = async |msg: Result, play_state: &mut PlayState| -> Result<(), Box> { let msg: IncomingPlayMessage = serde_json::from_str(msg?.to_text()?)?; match msg { IncomingPlayMessage::Initialize { id } => { // Blocked so that the guard is dropped after cloning the color names, // preventing a potential deadlock when using .await after sending something // through the socket, which would be possible if using tokio::sync::Mutex. // Of course, the sessions HashMap is wrapped in std::sync types instead, which // does not enable locking the mutex through .await anyway. let colors: Vec = { let sessions = app_state.sessions.read().unwrap(); // TODO: Non-string Error might be useful let session = sessions.get(&id).ok_or("Session did not exist")?; session.hands.keys().cloned().collect() }; play_state.id = Some(id); let response = OutgoingPlayMessage::Initialize { colors: colors.iter().collect(), }; socket .send(Message::Text(Utf8Bytes::from(serde_json::to_string( &response, )?))) .await?; } IncomingPlayMessage::Color(color) => { let hand: Vec = { let sessions = app_state.sessions.read().unwrap(); let session = sessions .get(play_state.id.as_ref().ok_or("No session was joined")?) .ok_or("Session did not exist")?; (*session .hands .get(&color) .ok_or("No player seated by that color")?) .clone() }; let response = OutgoingPlayMessage::Hand(hand.iter().collect()); socket .send(Message::Text(Utf8Bytes::from(serde_json::to_string( &response, )?))) .await?; } } Ok(()) }; if let Ok(Message::Text(_)) = msg && let Err(err) = process(msg, &mut play_state).await { eprintln!( "Encountered an error while handling a message from a player: {}", err ); break; } } }