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use std::{
io::{self, Write},
sync::mpsc,
time::{Duration, Instant},
};
use crossterm::{
cursor::MoveTo,
event::{self, Event, KeyCode, KeyEvent, KeyEventKind, KeyModifiers},
style::Print,
terminal::{self, Clear},
ExecutableCommand,
};
use falling_tetromino_engine::{
Button, Game, GameEndCause, Input, Notification, Phase, UpdateGameError,
};
use crate::{
fmt_helpers::get_game_keybinds_legend,
game_renderers::{Renderer, TetroTUIRenderer},
game_restoration::{InputHistoryEncoder, QuantizeInGameTime},
tui_menus::{Menu, MenuUpdate},
Application, EncodedInputHistory, GameMetaData, GameRestorationData, GameSave, RawInputHistory,
ScoreEntry, Statistics,
};
impl<T: Write> Application<T> {
pub fn run_menu_play_game(
&mut self,
game: &mut Game,
raw_input_history: &mut RawInputHistory,
game_meta_data: &mut GameMetaData,
game_renderer: &mut TetroTUIRenderer,
selection_id_for_game_retry: Option<usize>,
) -> io::Result<MenuUpdate> {
/* Our game loop recipe looks like this:
* Enter 'update_and_render loop:
- If game has ended, break loop.
- Enter 'wait loop (budget based on 'latest refresh'):
+ Use player input to update game.
+ If budget ran out, break loop.
- Set 'latest refresh' variable to ::now().
- Do game.update().
** Note that in-game time at time of update can be determined with either
-- `duration elapsed IRL - duration paused`,
-- `in-game time before entering loop + in-game time elapsed since loop entered`.
- Do game.render().
- Continue 'update_and_render.
*/
// Prepare everything to enter the game (react & render) loop.
// Toggle on enhanced-keyboard-events.
if self.temp_data.kitty_assumed {
let f = Self::GAME_KEYBOARD_ENHANCEMENT_FLAGS;
// FIXME: Explicitly ignore an error when pushing flags. This is so we can still try even if Crossterm doesn't like operating on Windows.
let _v = self.term.execute(event::PushKeyboardEnhancementFlags(f));
}
// Prepare channel from which to receive terminal inputs.
let (input_sender, input_receiver) = mpsc::channel();
// Spawn input catcher thread.
let is_stop_event = |event: Event| {
let Event::Key(KeyEvent {
code,
modifiers,
kind: KeyEventKind::Press | KeyEventKind::Repeat,
..
}) = event
else {
return false;
};
matches!(code, KeyCode::Esc)
|| matches!(
(code, modifiers),
(
KeyCode::Char('d' | 'D' | 'c' | 'C' | 'r' | 'R'),
KeyModifiers::CONTROL
)
)
};
let _thread_handle = input_catcher::spawn(input_sender, is_stop_event);
let mut temp_statistics = Statistics::default();
// FIXME: Might falsely lead to a teleport if the player pressed move within the time window at the beginning.
// But we don't care much, as for 'usual' values this should not really happen.
// Stores `(last_time_move_pressed, was_left_not_right)`.
let mut temp_last_move = (Instant::now(), false);
let keybinds_legend = get_game_keybinds_legend(self.settings.keybinds());
// FPS counter.
let mut renders_per_second_counter = 0u32;
let mut renders_per_second_counter_start_time = Instant::now();
// Initial render.
game_renderer.reset_viewport_state_with_offset_and_area(
(0, 0),
terminal::size().unwrap_or_default(),
);
self.term.execute(Clear(terminal::ClearType::All))?;
game_renderer.render(
&mut self.term,
game,
game_meta_data,
&self.settings,
&self.temp_data,
&keybinds_legend,
None,
)?;
// How much time passes between each refresh.
let frame_interval = Duration::from_secs_f64(self.settings.graphics().fps.get().recip());
// Time of the game when we enter the game loop.
let mut ingametime_when_game_loop_entered = game.state().time;
// The 'real-life' time at which we enter the game loop.
let mut time_game_loop_entered = Instant::now();
// The number of the frame. This is used to calculate the time of the next frame.
let mut time_next_frame = time_game_loop_entered;
// Main Game Loop
let menu_update = 'update_and_render: loop {
// Start new iteration of [render->input->] loop.
if let Phase::GameEnd { cause, is_win } = game.phase() {
self.statistics.games_ended += 1;
// Game ended, cannot actually continue playing;
// Convert to scoreboard entry and return appropriate game-ended menu.
let scores_entry = ScoreEntry {
game_meta_data: game_meta_data.clone(),
is_win: *is_win,
end_cause: cause.clone(),
time: game.state().time,
pieces: game.state().pieces_locked,
lineclears: game.state().lineclears,
fall_delay_reached: game.state().fall_delay,
lock_delay_reached: (game
.state()
.fall_delay_lowerbound_hit_at_n_lineclears
.is_some()
&& !game.config.lock_delay_params.is_constant())
.then_some(game.state().lock_delay),
points: game.state().points,
};
let encoded_input_history = EncodedInputHistory::encode(raw_input_history);
let forfeit =
matches!(cause, GameEndCause::Forfeit { .. }).then_some(game.state().time);
let game_restoration_data =
GameRestorationData::new(game, encoded_input_history, forfeit);
self.scores_and_replays
.entries
.insert(0, (scores_entry.clone(), Some(game_restoration_data)));
let game_scoring = Box::new(scores_entry);
let menu = if *is_win {
Menu::GameComplete { game_scoring }
} else {
Menu::GameOver { game_scoring }
};
break 'update_and_render MenuUpdate::Push(menu);
}
// Calculate the time of the next render (according to frame_interval heartbeat) we can catch.
// This means we skip renders if we missed their window anyway.
let now = Instant::now();
loop {
time_next_frame += frame_interval;
if time_next_frame < now {
continue;
}
break;
}
'wait: loop {
// Compute duration left until we should stop waiting.
let refresh_time_budget_remaining =
time_next_frame.saturating_duration_since(Instant::now());
let recv_result = input_receiver.recv_timeout(refresh_time_budget_remaining);
/* FIXME: Unused code: Reconsider tradeoff:
The problem with the following code is a fine tradeoff between `std::mpsc::recv_timeout(rcvr, dt)` and `crossterm::event::poll(dt)`.
The exact tradeoff is very unclear, but we trust the Rust stdlib for its slightly better performance/reliability
in some ad-hoc testing, despite the 'direct' approach not requiring an input catcher thread.
// Wait for poll response.
let event_available = event::poll(refresh_time_budget_remaining)?;
// Finished waiting with no terminal signal available.
if !event_available {
break 'wait;
}
let timestamp = Instant::now();
let event = event::read()?;
*/
// Read terminal signal or finish waiting.
let (event, timestamp) = match recv_result {
Err(recv_timeout_error) => match recv_timeout_error {
// Frame idle/budget expired on its own: leave wait loop.
mpsc::RecvTimeoutError::Timeout => {
break 'wait;
}
// Input handler thread died... Pause game for now.
mpsc::RecvTimeoutError::Disconnected => {
// FIXME: This 'extremely' rare error is currently fixed by pausing the game
// which means no extra work for us and just one extra step for the user.
// But maybe properly try restarting the thread manually?...
break 'update_and_render MenuUpdate::Push(Menu::Pause);
}
},
Ok(x) => x,
};
if let Event::Key(KeyEvent {
code,
modifiers,
kind,
state: _,
}) = event
{
if let Some(mut button) =
self.settings.keybinds().get((code, modifiers)).copied()
{
// We first calculate the intended time at time of reaching here.
let update_target_time = ingametime_when_game_loop_entered
+ timestamp.saturating_duration_since(time_game_loop_entered);
// Guarantee update cannot fail because it lies in the game's past:
// Worst case react to player input as quickly as possible now.
let update_target_time = game.state().time.max(update_target_time);
// Lastly we (artificially) compress the information of when an input happened (we essentially round it).
let update_target_time = update_target_time.quantize();
if self.temp_data.kitty_assumed {
// Enhanced keyboard events: determinedly send a single press or release.
let mut player_input = (match kind {
KeyEventKind::Press => Input::Activate,
// Kitty does not actually care about terminal/OS keyboard 'repeat' events.
KeyEventKind::Repeat => continue 'wait,
KeyEventKind::Release => Input::Deactivate,
})(button);
// FIXME: We only transform `Activate`s into teleports currently,
// but we forget the release events (which will just be move releases,
// i.e. teleport will remain active).
// In usual games this will not lead to issues but logically unclean (also, modding behavior).
// We expect primary users of double-tap finesse to be non-enhanced-terminal users anyway.
if let Some(tap_move_delay) = self.settings.gameplay().dtapfinesse {
match player_input {
Input::Activate(Button::MoveLeft) => {
if temp_last_move.1
&& timestamp.duration_since(temp_last_move.0)
<= tap_move_delay
{
player_input = Input::Activate(Button::TeleLeft);
}
temp_last_move = (timestamp, true);
}
Input::Activate(Button::MoveRight) => {
if !temp_last_move.1
&& timestamp.duration_since(temp_last_move.0)
<= tap_move_delay
{
player_input = Input::Activate(Button::TeleRight);
}
temp_last_move = (timestamp, false);
}
_ => {}
}
}
raw_input_history
.inputs
.push((update_target_time, player_input));
match game.update(update_target_time, Some(player_input)) {
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings)
}
Err(UpdateGameError::AlreadyEnded) => break 'wait,
Err(UpdateGameError::TargetTimeInPast) => unreachable!(),
}
} else {
// Else: Non-kitty input handling.
// Special handling here for terminals that STILL send "release" events despite us assuming it's not enhanced;
// So we don't accidentally interpret them as presses.
if !matches!(kind, KeyEventKind::Press | KeyEventKind::Repeat) {
continue 'wait;
}
if let Some(tap_move_delay) = self.settings.gameplay().dtapfinesse {
match button {
Button::MoveLeft => {
if temp_last_move.1
&& timestamp.duration_since(temp_last_move.0)
<= tap_move_delay
{
button = Button::TeleLeft;
}
temp_last_move = (timestamp, true);
}
Button::MoveRight => {
if !temp_last_move.1
&& timestamp.duration_since(temp_last_move.0)
<= tap_move_delay
{
button = Button::TeleRight;
}
temp_last_move = (timestamp, false);
}
_ => {}
}
}
// Non-enhanced terminal - since we don't have "release" events, we just assume a button press is an instantaneous sequence of press+release.
let input = Input::Activate(button);
raw_input_history.inputs.push((update_target_time, input));
match game.update(update_target_time, Some(input)) {
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings);
}
Err(UpdateGameError::AlreadyEnded) => break 'wait,
Err(UpdateGameError::TargetTimeInPast) => unreachable!(),
}
// Note that we do not expect a button release to actually end the game or similar, but we handle things properly anyway.
let input = Input::Deactivate(button);
raw_input_history.inputs.push((update_target_time, input));
let update_result = game.update(update_target_time, Some(input));
match update_result {
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings)
}
Err(UpdateGameError::AlreadyEnded) => break 'wait,
Err(UpdateGameError::TargetTimeInPast) => unreachable!(),
}
}
}
}
// Process input as non-tetro game input action.
match event {
event::Event::Key(KeyEvent {
code,
modifiers,
kind,
state: _,
}) => {
if !matches!(kind, KeyEventKind::Press) {
// It just so happens that, once we're done considering in-game-relevant presses,
// for the remaining controls we only care about key*down*s.
continue 'wait;
}
match (code, modifiers) {
// [Esc]: Pause.
(KeyCode::Esc, _) => {
break 'update_and_render MenuUpdate::Push(Menu::Pause);
}
// [Ctrl+C]: Exit program.
(KeyCode::Char('c' | 'C'), KeyModifiers::CONTROL) => {
break 'update_and_render MenuUpdate::Push(Menu::Quit);
}
// [Ctrl+D]: Forfeit game.
(KeyCode::Char('d' | 'D'), KeyModifiers::CONTROL) => {
match game.forfeit() {
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings);
}
// We do not care if game ended or time is in past here.
Err(
UpdateGameError::AlreadyEnded
| UpdateGameError::TargetTimeInPast,
) => {}
}
break 'wait;
}
// [Ctrl+S]: Store game save.
(KeyCode::Char('s' | 'S'), KeyModifiers::CONTROL) => {
self.game_saves.selected = 0;
self.game_saves.slots = vec![GameSave {
game_meta_data: game_meta_data.clone(),
game_restoration_data: GameRestorationData::new(
game,
raw_input_history.clone(),
matches!(
game.phase(),
Phase::GameEnd {
cause: GameEndCause::Forfeit { .. },
..
}
)
.then_some(game.state().time),
),
inputs_to_load: raw_input_history.inputs.len(),
}];
game_renderer.update_feed(
[(
Notification::Custom("(Game save stored)".to_owned()),
game.state().time,
)],
&self.settings,
);
}
// [Ctrl+L]: Load game save.
(KeyCode::Char('l' | 'L'), KeyModifiers::CONTROL) => {
if let Some(GameSave {
game_meta_data: saved_meta_data,
game_restoration_data,
inputs_to_load,
}) = &self.game_saves.get()
{
*game = game_restoration_data.restore(*inputs_to_load);
*game_meta_data = saved_meta_data.clone();
// Mark restored game as such.
game_meta_data.title.push('\'');
raw_input_history.inputs = game_restoration_data
.input_history
.inputs
.iter()
.take(*inputs_to_load)
.copied()
.collect();
game_renderer.reset_veffects_state();
game_renderer.update_feed(
[(
Notification::Custom("(Game save loaded)".to_owned()),
game.state().time,
)],
&self.settings,
);
// What we do here is rather unholy, so we have to adapt the game loop state itself.
self.statistics.play_time += Instant::now()
.saturating_duration_since(time_game_loop_entered);
ingametime_when_game_loop_entered = game.state().time;
time_game_loop_entered = Instant::now();
}
}
// [Ctrl+E]: Store seed.
(KeyCode::Char('e' | 'E'), KeyModifiers::CONTROL) => {
self.settings.game_mode_preferences.custom_config.seed =
Some(game.state_init().seed);
game_renderer.update_feed(
[(
Notification::Custom(format!(
"(Seed stored: {})",
game.state_init().seed
)),
game.state().time,
)],
&self.settings,
);
}
// [Ctrl+R]: Retry game.
(KeyCode::Char('r' | 'R'), KeyModifiers::CONTROL) => {
if let Some(selection) = selection_id_for_game_retry {
let game_menu = self.create_game_menu(selection);
break 'update_and_render MenuUpdate::Push(game_menu);
}
}
// [Ctrl+Alt+B]: (Un-)Blindfold.
(KeyCode::Char('b' | 'B'), _)
if {
modifiers
.contains(KeyModifiers::CONTROL.union(KeyModifiers::ALT))
} =>
{
self.temp_data.blindfold_game ^= true;
if self.temp_data.blindfold_game {
game_renderer.update_feed(
[(
Notification::Custom(
"Blindfolded! [Ctrl+Alt+B]".to_owned(),
),
game.state().time,
)],
&self.settings,
);
} else {
game_renderer.update_feed(
[(
Notification::Custom(
"Blindfolds removed [Ctrl+Alt+B]".to_owned(),
),
game.state().time,
)],
&self.settings,
);
}
}
// [Ctrl(+Alt)+G]: Cycle graphics slots.
(KeyCode::Char('g' | 'G'), _)
if { modifiers.contains(KeyModifiers::CONTROL) } =>
{
self.settings.graphics_selected +=
if modifiers.contains(KeyModifiers::ALT) {
self.settings.graphics_slotmachine.slots.len() - 1
} else {
1
};
self.settings.graphics_selected %=
self.settings.graphics_slotmachine.slots.len();
}
// [Ctrl+Alt+L]: Re-load from savefile.
(KeyCode::Char('l' | 'L'), _)
if {
modifiers
.contains(KeyModifiers::CONTROL.union(KeyModifiers::ALT))
} =>
{
let msg = if let Err(e) = self.savefile_load() {
format!("(Error reloading from savefile: {e}")
} else {
"(Reloaded from savefile.)".to_owned()
};
game_renderer.update_feed(
[(Notification::Custom(msg), game.state().time)],
&self.settings,
);
}
// [Ctrl+Alt+S]: Store to savefile.
(KeyCode::Char('s' | 'S'), _)
if {
modifiers
.contains(KeyModifiers::CONTROL.union(KeyModifiers::ALT))
} =>
{
let msg = if let Err(e) = self.savefile_store() {
format!("(Error on savefile store: {e}")
} else {
"(Savefile store done.)".to_owned()
};
game_renderer.update_feed(
[(Notification::Custom(msg), game.state().time)],
&self.settings,
);
}
// Other misc. key event: We don't care.
_ => {}
}
}
// Auto-pause on focus lost.
event::Event::FocusLost => {
if self.temp_data.pause_on_focus_lost {
break 'update_and_render MenuUpdate::Push(Menu::Pause);
}
}
event::Event::FocusGained => {}
event::Event::Mouse(_) => {}
event::Event::Paste(_) => {}
event::Event::Resize(cols, rows) => {
// Need to redraw screen for proper centering etc.
game_renderer
.reset_viewport_state_with_offset_and_area((0, 0), (cols, rows));
self.term.execute(Clear(terminal::ClearType::All))?;
break 'wait;
}
}
}
let now = Instant::now();
// We first calculate the intended time at time of reaching here.
let update_target_time = ingametime_when_game_loop_entered
+ now.saturating_duration_since(time_game_loop_entered);
match game.update(update_target_time, None) {
// Update.
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings)
}
// We do not care if game ended or time is in past here:
// We just care about best-effort updating state to show it to player.
Err(UpdateGameError::AlreadyEnded | UpdateGameError::TargetTimeInPast) => {}
}
// Render current state of the game.
game_renderer.render(
&mut self.term,
game,
game_meta_data,
&self.settings,
&self.temp_data,
&keybinds_legend,
None,
)?;
renders_per_second_counter += 1;
// Render FPS counter.
if self.settings.graphics().show_fps {
let secs_diff = now
.saturating_duration_since(renders_per_second_counter_start_time)
.as_secs_f64();
const REFRESH_FPS_COUNTER_EVERY_N_SECS: f64 = 1.0;
// One second has passed since we started counting.
if secs_diff >= REFRESH_FPS_COUNTER_EVERY_N_SECS {
self.term.execute(MoveTo(0, 0))?;
self.term.execute(Print(format!(
"{:_>7}",
format!(
"{:.1}fps",
f64::from(renders_per_second_counter) / secs_diff
)
)))?;
// Reset data.
renders_per_second_counter = 0;
renders_per_second_counter_start_time = now;
}
}
};
// Game loop epilogue: De-initialization.
if self.temp_data.kitty_assumed {
// FIXME: Explicitly ignore an error when pushing flags. This is so we can still try even if Crossterm doesn't like operating on Windows.
let _v = self.term.execute(event::PopKeyboardEnhancementFlags);
}
if !game.has_ended() {
// Game not done:.
// Manually release any pressed buttons to avoid weird persistent-buttonpress behavior.
let unpress_time = game.state().time.quantize();
'button_unpressing: for button in Button::VARIANTS {
if game.state().active_buttons[button].is_some() {
let input = Input::Deactivate(button);
let update_result = game.update(unpress_time, Some(input));
raw_input_history.inputs.push((unpress_time, input));
match update_result {
Ok(msgs) => {
temp_statistics.accumulate_from_feed(&msgs);
game_renderer.update_feed(msgs, &self.settings);
}
Err(UpdateGameError::AlreadyEnded) => break 'button_unpressing,
Err(UpdateGameError::TargetTimeInPast) => unreachable!(),
}
}
}
}
self.statistics.play_time +=
Instant::now().saturating_duration_since(time_game_loop_entered);
if !Statistics::BLACKLIST_TITLE_PREFIXES
.iter()
.any(|prefix| game_meta_data.title.starts_with(prefix))
{
self.statistics.accumulate(&temp_statistics);
}
Ok(menu_update)
}
}
mod input_catcher {
use std::{
sync::mpsc::{SendError, Sender},
thread::{self, JoinHandle},
time::Instant,
};
use crossterm::event::{self, Event};
pub fn spawn(
input_sender: Sender<(Event, Instant)>,
is_stop_event: impl Fn(Event) -> bool + Send + 'static,
) -> JoinHandle<()> {
thread::spawn(move || {
'detect_events: loop {
// Read event.
match event::read() {
Ok(event) => {
let timestamp = Instant::now();
// Send signal.
match input_sender.send((event.clone(), timestamp)) {
Ok(()) => {}
Err(SendError(_event_which_failed_to_transmit)) => {
break 'detect_events;
}
}
if is_stop_event(event) {
break 'detect_events;
}
}
// FIXME: Handle io::Error? If not, why not?
Err(_e) => {}
}
}
})
}
}