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use crate::{
error::HandleError,
types::{Ciphertext, DecisionId, PlayerJoin, RandomId, SecretDigest, SecretShare, ServerJoin},
};
use borsh::{BorshDeserialize, BorshSerialize};
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
/// A message sent by player
/// Used to express unimportant game events that
/// can be sent at any time without the server checking
/// their content.
#[derive(Debug, Clone, BorshSerialize, BorshDeserialize, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub struct Message {
pub sender: String,
pub content: String,
}
/// Game event structure
#[derive(Debug, Clone, BorshDeserialize, BorshSerialize, PartialEq, Eq)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "camelCase"))]
pub enum Event {
/// Sent by player clients. Represent game specific events, the `raw`
/// parts is the serialized data from a custom game event which
/// satisfies [`CustomEvent`].
Custom {
sender: String,
raw: Vec<u8>,
},
/// A event sent by system, the first event sent by transactor
/// when game is loaded.
Ready,
/// Transactor shares its secert to specific player.
/// The `secret_data` is encrypted with the receiver's public key.
ShareSecrets {
sender: String,
shares: Vec<SecretShare>,
},
OperationTimeout {
addrs: Vec<String>,
},
/// Randomize items.
/// This event is sent by transactors.
Mask {
sender: String,
random_id: RandomId,
ciphertexts: Vec<Ciphertext>,
},
/// Lock items.
/// This event is sent by transactors.
Lock {
sender: String,
random_id: RandomId,
ciphertexts_and_digests: Vec<(Ciphertext, SecretDigest)>,
},
/// All randomness is prepared.
/// This event is sent by transactor.
RandomnessReady {
random_id: RandomId,
},
/// Sync with on-chain account. New players/servers will be added frist to
/// game context and then to game handler (WASM).
/// This event is sent by transactor based on the diff of the account states.
Sync {
new_players: Vec<PlayerJoin>,
new_servers: Vec<ServerJoin>,
transactor_addr: String,
access_version: u64,
},
/// A server left the game.
/// `transactor_addr` is the new current transactor address.
///
/// NOTE: This event must be handled idempotently.
ServerLeave {
server_addr: String,
transactor_addr: String,
},
/// Client left game
/// This event is sent by transactor based on client's connection status.
Leave {
player_addr: String,
},
/// Transactor uses this event as the start for each game.
/// The `access_version` can be used to filter out which players are included.
GameStart {
access_version: u64,
},
/// Timeout when waiting for start
WaitingTimeout,
/// Random drawer takes random items by indexes.
DrawRandomItems {
sender: String,
random_id: usize,
indexes: Vec<usize>,
},
/// Timeout for drawing random items
DrawTimeout,
/// Timeout when waiting for player's action
/// Sent by transactor.
ActionTimeout {
player_addr: String,
},
/// Answer the decision question with encrypted ciphertext
AnswerDecision {
sender: String,
decision_id: DecisionId,
ciphertext: Ciphertext,
digest: SecretDigest,
},
/// All required secrets are shared
SecretsReady {
random_ids: Vec<usize>,
},
/// Shutdown
Shutdown,
}
impl std::fmt::Display for Event {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Event::Custom { sender, raw } => write!(f, "Custom from {}, inner: {:?}", sender, raw),
Event::Ready => write!(f, "Ready"),
Event::ShareSecrets { sender, shares } => {
let repr = shares
.iter()
.map(|s| format!("{}", s))
.collect::<Vec<String>>()
.join("|");
write!(f, "ShareSecrets from {}, secrets: {}", sender, repr)
}
Event::Mask {
sender, random_id, ..
} => write!(f, "Mask from {} for random: {}", sender, random_id),
Event::Lock {
sender, random_id, ..
} => write!(f, "Lock from {} for random: {}", sender, random_id),
Event::RandomnessReady { random_id } => {
write!(f, "RandomnessReady, random_id: {}", random_id)
}
Event::Sync {
new_players,
new_servers,
access_version,
..
} => {
let players = new_players
.iter()
.map(|p| p.addr.as_str())
.collect::<Vec<&str>>()
.join(",");
let servers = new_servers
.iter()
.map(|s| s.addr.as_str())
.collect::<Vec<&str>>()
.join(", ");
write!(
f,
"Sync, new_players: [{}], new_servers: [{}], access_version = {}",
players, servers, access_version
)
}
Event::Leave { player_addr } => write!(f, "Leave from {}", player_addr),
Event::GameStart { access_version } => {
write!(f, "GameStart, access_version = {}", access_version)
}
Event::WaitingTimeout => write!(f, "WaitTimeout"),
Event::DrawRandomItems {
sender,
random_id,
indexes,
} => write!(
f,
"DrawRandomItems from {} for random {} with indexes {:?}",
sender, random_id, indexes
),
Event::DrawTimeout => write!(f, "DrawTimeout"),
Event::ActionTimeout { player_addr } => write!(f, "ActionTimeout for {}", player_addr),
Event::SecretsReady { random_ids } => {
write!(f, "SecretsReady for {}", format!("{:?}", random_ids))
}
Event::ServerLeave {
server_addr,
transactor_addr,
} => write!(
f,
"ServerLeave {}, current transactor: {}",
server_addr, transactor_addr
),
Event::AnswerDecision { decision_id, .. } => {
write!(f, "AnswerDecision for {}", decision_id)
}
Event::OperationTimeout { addrs } => {
write!(f, "OperationTimeout for {:?}", addrs)
}
Event::Shutdown => {
write!(f, "Shutdown")
}
}
}
}
impl Event {
pub fn custom<S: Into<String>, E: CustomEvent>(sender: S, e: &E) -> Self {
Self::Custom {
sender: sender.into(),
raw: e.try_to_vec().unwrap(),
}
}
}
pub trait CustomEvent: Sized + BorshSerialize + BorshDeserialize {
fn try_parse(slice: &[u8]) -> Result<Self, HandleError> {
Self::try_from_slice(slice).or(Err(HandleError::MalformedCustomEvent))
}
}