use crate::AppState; 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 }, } #[derive(Serialize)] enum OutgoingPlayMessage<'a> { Initialize { colors: Vec<&'a String> }, } 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| -> Result<(), Box> { let msg: IncomingPlayMessage = serde_json::from_str(msg?.to_text()?)?; match msg { IncomingPlayMessage::Initialize { id } => { // Blocked so that the mutex 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 Mutex is std::sync::Mutex instead, which does not // allow locking the mutex through .await anyway. let colors: Vec = { let sessions = app_state.sessions.lock().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?; } } Ok(()) }; if let Ok(Message::Text(_)) = msg && let Err(err) = process(msg).await { eprintln!( "Encountered an error while handling a message from a player: {}", err ); break; } } }