nimble_host_logic/lib.rs
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/*
* Copyright (c) Peter Bjorklund. All rights reserved. https://github.com/nimble-rust/nimble
* Licensed under the MIT License. See LICENSE in the project root for license information.
*/
pub mod combinator;
mod combine;
pub mod connection;
pub mod err;
pub mod session;
use crate::connection::Connection;
use crate::err::HostLogicError;
use crate::session::GameSession;
use app_version::Version;
use flood_rs::{Deserialize, Serialize};
use freelist_rs::FreeList;
use log::trace;
use monotonic_time_rs::Millis;
use nimble_protocol::host_to_client::PongInfo;
use nimble_protocol::prelude::{ClientToHostCommands, HostToClientCommands};
use nimble_protocol::NIMBLE_PROTOCOL_VERSION;
use nimble_step::Step;
use std::collections::HashMap;
use std::fmt::{Debug, Display};
use tick_id::TickId;
pub trait GameStateProvider {
fn state(&self, tick_id: TickId) -> (TickId, Vec<u8>);
}
#[derive(Debug, PartialEq, Eq)]
pub enum Phase {
WaitingForValidConnectRequest,
Connected,
}
pub const NIMBLE_VERSION: Version = Version::new(
NIMBLE_PROTOCOL_VERSION.major,
NIMBLE_PROTOCOL_VERSION.minor,
NIMBLE_PROTOCOL_VERSION.patch,
);
/// Identifier for a host connection.
///
/// Wraps a `u8` value representing the unique connection ID.
#[derive(Debug, Copy, Clone)]
pub struct HostConnectionId(pub u8);
/// Core logic handler for the Nimble host.
///
/// Manages connections, game sessions, and processes client commands.
pub struct HostLogic<StepT: Clone + Eq + Debug + Deserialize + Serialize + Display> {
#[allow(unused)]
connections: HashMap<u8, Connection<StepT>>,
session: GameSession<StepT>,
free_list: FreeList<u8>,
deterministic_simulation_version: Version,
}
impl<StepT: Clone + Eq + Debug + Deserialize + Serialize + Display> HostLogic<StepT> {
/// Creates a new instance of `HostLogic`.
///
/// # Parameters
///
/// - `tick_id`: The initial tick identifier for the game session.
/// - `deterministic_simulation_version`: The version of the deterministic simulation.
///
/// # Returns
///
/// A new `HostLogic` instance.
#[must_use]
pub fn new(tick_id: TickId, deterministic_simulation_version: Version) -> Self {
Self {
connections: HashMap::new(),
session: GameSession::new(tick_id),
free_list: FreeList::<u8>::new(0xff),
deterministic_simulation_version,
}
}
/// Creates a new connection and returns its identifier.
///
/// Allocates a unique `HostConnectionId` for a new client connection.
///
/// # Returns
///
/// An `Option` containing the new `HostConnectionId` if allocation is successful, or `None` if the limit is reached.
pub fn create_connection(&mut self) -> Option<HostConnectionId> {
let new_connection_id = self.free_list.allocate();
if let Some(id) = new_connection_id {
self.connections.insert(id, Connection::new());
Some(HostConnectionId(id))
} else {
None
}
}
/// Retrieves a reference to a connection by its identifier.
///
/// # Parameters
///
/// - `connection_id`: The `HostConnectionId` of the connection to retrieve.
///
/// # Returns
///
/// An `Option` containing a reference to the `Connection` if found, or `None` otherwise.
#[must_use]
pub fn get(&self, connection_id: HostConnectionId) -> Option<&Connection<StepT>> {
self.connections.get(&connection_id.0)
}
/// Destroys a connection, freeing its identifier.
///
/// # Parameters
///
/// - `connection_id`: The `HostConnectionId` of the connection to destroy.
///
/// # Returns
///
/// A `Result` indicating success or a `HostLogicError` if the connection ID is invalid.
///
/// # Errors
///
/// `HostLogicError` // TODO:
pub fn destroy_connection(
&mut self,
connection_id: HostConnectionId,
) -> Result<(), HostLogicError> {
self.free_list
.free(connection_id.0)
.map_err(|err| HostLogicError::FreeListError {
connection_id,
message: err,
})?;
if self.connections.remove(&connection_id.0).is_some() {
Ok(())
} else {
Err(HostLogicError::UnknownConnectionId(connection_id))
}
}
/// Retrieves a reference to the current game session.
///
/// # Returns
///
/// A reference to the `GameSession`.
#[must_use]
pub const fn session(&self) -> &GameSession<StepT> {
&self.session
}
/// Performs post-update operations after the main `update` cycle.
///
/// Specifically, it triggers the production of authoritative steps within the session's combinator.
pub fn post_update(&mut self) {
self.session.combinator.produce_authoritative_steps();
}
/// Processes an update from a client connection.
///
/// Handles incoming client commands and updates the game state accordingly.
///
/// # Parameters
///
/// - `connection_id`: The `HostConnectionId` of the client sending the commands.
/// - `now`: The current absolute time in milliseconds precision.
/// - `request`: The `ClientToHostCommands` sent by the client.
/// - `state_provider`: An implementation of `GameStateProvider` to supply game state data.
///
/// # Returns
///
/// A `Result` containing a vector of `HostToClientCommands` to be sent back to the client,
/// or a `HostLogicError` if processing fails.
///
/// # Errors
///
/// `HostLogicError` // TODO:
pub fn update(
&mut self,
connection_id: HostConnectionId,
now: Millis,
request: &ClientToHostCommands<StepT>,
state_provider: &impl GameStateProvider,
) -> Result<Vec<HostToClientCommands<Step<StepT>>>, HostLogicError> {
trace!("host_logic: receive: \n{request}");
if let Some(ref mut connection) = self.connections.get_mut(&connection_id.0) {
match &connection.phase {
Phase::Connected => {
match request {
ClientToHostCommands::JoinGameType(join_game_request) => Ok(vec![
connection.on_join(&mut self.session, join_game_request)?,
]),
ClientToHostCommands::Steps(add_steps_request) => {
Ok(vec![connection.on_steps(
&mut self.session.combinator,
add_steps_request,
)?])
}
ClientToHostCommands::DownloadGameState(download_game_state_request) => {
Ok(connection.on_download(
self.session.combinator.tick_id_to_produce(),
now,
download_game_state_request,
state_provider,
)?)
}
ClientToHostCommands::BlobStreamChannel(blob_stream_command) => {
connection.on_blob_stream(now, blob_stream_command)
}
ClientToHostCommands::ConnectType(connect_request) => {
trace!("notice: got connection request, even though we are connected, but will send response anyway");
connection
.on_connect(connect_request, &self.deterministic_simulation_version)
}
ClientToHostCommands::Ping(ping_info) => Ok(Self::on_ping(*ping_info)),
}
}
Phase::WaitingForValidConnectRequest => match request {
ClientToHostCommands::ConnectType(connect_request) => connection
.on_connect(connect_request, &self.deterministic_simulation_version),
_ => Err(HostLogicError::NeedConnectRequestFirst),
},
}
} else {
Err(HostLogicError::UnknownConnectionId(connection_id))
}
}
fn on_ping(lower_millis: u16) -> Vec<HostToClientCommands<Step<StepT>>> {
vec![HostToClientCommands::Pong(PongInfo { lower_millis })]
}
}