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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<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>| -> Result<(), Box<dyn Error>> {
            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<String> = {
                        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;
        }
    }
}