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mod business_logic_layer;
mod data_access_layer;
mod entities;
use crate::business_logic_layer as bll;
pub use crate::data_access_layer::MAX_DATAGRAM_SIZE;
use crate::data_access_layer::{TypedClientSocket, TypedServerSocket};
pub use crate::entities::Exception;
use std::collections::HashMap;
use std::net::SocketAddr;
use std::time::Duration;
//TODO: Add client with packet id
#[derive(Debug)]
///Events from server
pub enum ServerEvent {
///Error on read data from socket
ExceptionOnRecv(Exception),
///Error on write data to socket
ExceptionOnSend((SocketAddr, Exception)),
}
pub type ContinueRunning = bool;
pub type DisconnectThisClient = bool;
///Game to use with server must implement this trait
pub trait Game {
/// delta_time: time elapsed from last call
/// command: ordered commands commands from server
/// from: Address of command sender
/// returns bool value indicating
/// should server continue running if false stops server
/// called only when new commands come to server
fn handle_command(
&mut self,
delta_time: Duration,
commands: Vec<Vec<u8>>,
from: SocketAddr,
) -> ContinueRunning;
///gets new state to send to client
/// delta_time: time elapsed throw last call
/// returns bytes with new game state for client
/// called once in about 30 milliseconds
/// sends state only to clients connected to server
fn draw(&mut self, delta_time: Duration) -> Vec<u8>;
///allow client with this IP Address work with server
/// if false server don't send new state to this client
/// usually don't implement this method. Use default implementation
fn allow_connect(&mut self, _from: &SocketAddr) -> bool {
true
}
///Handles events from server
/// returns bool value
/// if returns false stops server
/// usually don't implement this method. Use default implementation
fn handle_server_event(&mut self, _event: ServerEvent) -> ContinueRunning {
true
}
///Client to add to recv state from serve
/// if returns not None then servers on draw sends new state to this client
/// if client with this IP Address already connected then nothing happens
/// usually don't implement this method. Use default implementation
fn add_client(&mut self) -> Option<SocketAddr> {
None
}
///Disconnect this client from server and don't send new state to them
fn remove_client(&mut self) -> Option<SocketAddr> {
None
}
}
/// Client used to communicate with server. Must be singleton in your app
pub struct ClientSocket {
socket: TypedClientSocket,
client: bll::Client,
}
impl ClientSocket {
///Create new client and listen on port to recv packets from server_address and send its to them
pub fn new(port: &str, server_address: &str) -> Result<ClientSocket, Exception> {
Ok(ClientSocket {
socket: TypedClientSocket::new(port, server_address)?,
client: bll::Client::new(),
})
}
///Send data to server
/// Don't block current thread
/// may wait up to 30 milliseconds if you send commands too often
pub fn send(&mut self, command: Vec<u8>) -> Result<usize, Exception> {
let command = self.client.send(command);
self.socket.write(&command)
}
///Reads data fro server
/// Don't block current thread
/// Return None if there is no data available
pub fn recv(&mut self) -> Result<Vec<u8>, Exception> {
let state = self.socket.read()?;
let (state, lost) = self.client.recv(state)?;
for command in lost {
self.socket.write(&command)?;
}
Ok(state)
}
}
struct ServerSocket {
socket: TypedServerSocket,
servers: HashMap<SocketAddr, bll::Server>,
}
impl ServerSocket {
pub fn new(port: &str) -> Result<ServerSocket, Exception> {
Ok(ServerSocket {
socket: TypedServerSocket::new(port)?,
servers: HashMap::new(),
})
}
pub fn recv(&mut self) -> Result<(Vec<Vec<u8>>, SocketAddr), Exception> {
let (command, from) = self.socket.read()?;
self.add(&from);
let command = self.servers.get_mut(&from).unwrap().recv(command)?;
Ok((command, from))
}
pub fn remove(&mut self, client: &SocketAddr) {
self.servers.remove(&client);
}
pub fn add(&mut self, client: &SocketAddr) {
if !self.servers.contains_key(client) {
self.servers.insert(client.clone(), bll::Server::new());
}
}
pub fn send_to_all(&mut self, state: Vec<u8>) -> Vec<(SocketAddr, Exception)> {
let mut exceptions = Vec::new();
for (a, s) in &mut self.servers {
let _= self.socket
.write(a, &s.send(state.clone()))
.map_err(|e| exceptions.push((*a, e)));
}
exceptions
}
}
const DRAW_PERIOD_IN_MILLIS: u64 = 30;
///Game server to run game
pub struct GameServer<T: Game> {
game: T,
socket: ServerSocket,
is_running: bool,
draw: bll::WaitTimer,
update: bll::ElapsedTimer,
draw_elapsed: bll::ElapsedTimer,
}
impl<T: Game> GameServer<T> {
///Crates new server listening port
pub fn new(game: T, port: &str) -> Result<GameServer<T>, Exception> {
Ok(GameServer {
game,
socket: ServerSocket::new(port)?,
is_running: true,
draw: bll::WaitTimer::new(DRAW_PERIOD_IN_MILLIS),
update: bll::ElapsedTimer::new(),
draw_elapsed: bll::ElapsedTimer::new(),
})
}
///Runs game update - draw circle
/// blocks current thread
pub fn run(&mut self) {
while self.is_running {
self.update();
self.draw()
}
}
fn draw(&mut self) {
if self.draw.continue_execution() {
let state = self.game.draw(self.draw_elapsed.elapsed());
self.game.add_client().map(|a| self.socket.add(&a));
self.game.remove_client().map(|a| self.socket.remove(&a));
self.is_running = self.is_running
&& self
.socket
.send_to_all(state)
.into_iter()
.map(|ex| {
self.game
.handle_server_event(ServerEvent::ExceptionOnSend(ex))
})
.all(|b| b);
}
}
fn update(&mut self) {
let _ = self.socket
.recv()
.map(|(commands, from)| {
if self.game.allow_connect(&from) {
self.is_running = self.is_running
&& self
.game
.handle_command(self.update.elapsed(), commands, from);
} else {
self.socket.remove(&from);
}
})
.map_err(|e| {
self.is_running = self.is_running
&& self
.game
.handle_server_event(ServerEvent::ExceptionOnRecv(e))
});
}
}
//trait Game {
// fn update(&mut self, delta_time: std::time::Duration, commands: Vec<Vec<u8>>, from_address: &str) -> Vec<u8>;
//}
//
//struct GameProxy {
// game: std::sync::Arc<std::sync::Mutex<Game>>
//}
//
//impl GameProxy {
// fn new(game: std::sync::Arc<std::sync::Mutex<Game>>) -> GameProxy {
//// let mut client = crate::data_access_layer::TypedClientSocket::new("sdsf", "sdfsf").unwrap();
//// let mut server = crate::data_access_layer::TypedServerSocket::new("asdfaf").unwrap();
// GameProxy { game }
// }
//
// fn update(&mut self, delta_time: std::time::Duration, commands: Vec<Vec<u8>>, from_address: &str) -> Vec<u8> {
// let mut game = self.game.lock().unwrap();
// game.update(delta_time, commands, from_address)
// }
//}
///// Client used to communicate with server. Must be singleton in your app
//pub struct Client {
// commands: mpsc::Sender<Vec<u8>>,
// states: mpsc::Receiver<Vec<u8>>,
//}
//
//impl Client {
// ///Create new client and listen on port to recv packets from server_address and send its to them
// pub fn new(port: &str, server_address: &str) -> Result<Client, Exception> {
// let mut client = crate::business_logic_layer::Client::new(port, server_address)?;
// crate::data_access_layer::logger::init(LevelFilter::Info)?;
// let (tx, rx) = Client::run_process(client);
// Ok(Client { commands: tx, states: rx })
// }
//
// fn run_process(mut client: crate::business_logic_layer::Client) -> (mpsc::Sender<Vec<u8>>, mpsc::Receiver<Vec<u8>>) {
// let (tx1, rx1) = mpsc::channel();
// let (tx2, rx2) = mpsc::channel();
// thread::spawn(move || {
// const SEND_TIMEOUT: time::Duration = time::Duration::from_millis(30);
// let mut timer = time::Instant::now();
// loop {
// if timer.elapsed() > SEND_TIMEOUT {
// timer = time::Instant::now();
// match rx1.try_recv() {
// Ok(b) => client.send(b).map_err(|e| error!("{}", e)),
// Err(mpsc::TryRecvError::Disconnected) => break,
// Err(e) => Err(error!("{}", e)),
// };
// };
// client.recv()
// .map_err(|e|error!("{}",e))
// .and_then(|b| tx2.send(b)
// .map_err(|e|error!("{}",e)));
//
// }
// });
// (tx1, rx2)
// }
//
// ///Send data to server
// /// Don't block current thread
// pub fn send(&self, command: Vec<u8>) {
// self.commands.send(command).map_err(|e| error!("{}", e));
// }
//
// ///Reads data fro server
// /// Don't block current thread
// /// Return None if there is no data available
// pub fn recv(&self) -> Option<Vec<u8>> {
// self.states.try_recv().ok()
// }
//}
//#[cfg(test)]
//mod tests {
// #[test]
// fn it_works() {
// assert_eq!(1, 1);
// }
//}