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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<String>,
}
pub async fn handle_play(mut socket: WebSocket, app_state: Arc<AppState>) {
let mut play_state = PlayState { id: None };
while let Some(msg) = socket.recv().await {
let mut process = async |msg: Result<Message, axum::Error>,
play_state: &mut PlayState|
-> Result<(), Box<dyn Error>> {
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 instd::sync types instead, which
// does not enable locking the mutex through .await anyway.
let colors: Vec<String> = {
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<HandObject> = {
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;
}
}
}
|