fix: improve disconnect behaviors
This commit is contained in:
117
src/server.rs
117
src/server.rs
@@ -63,11 +63,7 @@ impl Server {
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)));
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}
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let mut reconnecting = false;
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let disconnected_guard = self.disconnected_clients.read().await;
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if disconnected_guard.contains(&requested_username) {
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reconnecting = true;
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}
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let reconnecting = self.disconnected_clients.read().await.contains(&requested_username);
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let clients_guard = self.clients.read().await;
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let existing_client = clients_guard.get(&requested_username).cloned();
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@@ -176,15 +172,22 @@ impl Server {
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let _ = send(&tx, "RECONNECT:ACK");
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let matches_guard = self.matches.read().await;
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let the_match = matches_guard.get(&client.current_match.unwrap()).unwrap().read().await;
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let last = the_match.ledger.last();
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if last.is_some() && last.unwrap().0 != client.color {
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let _ = send(
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&tx,
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&format!("OPPONENT:{}", the_match.ledger.last().unwrap().1),
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);
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if let Some(current_match_id) = client.current_match {
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let matches_guard = self.matches.read().await;
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let the_match = matches_guard.get(¤t_match_id).unwrap().read().await;
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let last = the_match.ledger.last();
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if last.is_some() && last.unwrap().0 != client.color {
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let _ = send(
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&tx,
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&format!("OPPONENT:{}", the_match.ledger.last().unwrap().1),
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);
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} else if last.is_none() && client.color == Color::Red {
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let _ = send(&tx, "GAME:START:1");
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}
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} else {
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// Clear they're state just in case, even if it's not terminated
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let _ = send(&tx, "GAME:TERMINATED");
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}
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} else {
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return Err(anyhow::anyhow!(format!(
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@@ -281,53 +284,55 @@ impl Server {
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let mut client = clients_guard.get(&username).unwrap().write().await;
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let mut opponent = clients_guard.get(&opponent_username).unwrap().write().await;
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let match_id: u32 = gen_match_id(&self.matches).await;
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let new_match = Arc::new(RwLock::new(Match::new(
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match_id,
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username.clone(),
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opponent_username,
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false,
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)));
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self.matches.write().await.insert(match_id, new_match.clone());
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let match_guard = new_match.read().await;
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self
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.broadcast(&format!(
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"GAME:START:{},{},{}",
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match_id, match_guard.player1, match_guard.player2
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))
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.await;
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drop(match_guard);
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if opponent.ready {
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let match_id: u32 = gen_match_id(&self.matches).await;
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let new_match = Arc::new(RwLock::new(Match::new(
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match_id,
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username.clone(),
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opponent_username,
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false,
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)));
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self.matches.write().await.insert(match_id, new_match.clone());
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let match_guard = new_match.read().await;
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self
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.broadcast(&format!(
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"GAME:START:{},{},{}",
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match_id, match_guard.player1, match_guard.player2
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))
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.await;
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drop(match_guard);
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client.ready = false;
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client.current_match = Some(match_id);
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client.color = if new_match.read().await.player1 == username {
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let _ = send(&tx, "GAME:START:1");
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let _ = send(&opponent.connection, "GAME:START:0");
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Color::Red
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} else {
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let _ = send(&tx, "GAME:START:0");
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let _ = send(&opponent.connection, "GAME:START:1");
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Color::Yellow
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};
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client.ready = false;
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client.current_match = Some(match_id);
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client.color = if new_match.read().await.player1 == username {
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let _ = send(&tx, "GAME:START:1");
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let _ = send(&opponent.connection, "GAME:START:0");
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Color::Red
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} else {
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let _ = send(&tx, "GAME:START:0");
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let _ = send(&opponent.connection, "GAME:START:1");
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Color::Yellow
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};
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opponent.ready = false;
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opponent.current_match = Some(match_id);
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opponent.color = !client.color;
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let opponent_username = opponent.username.clone();
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opponent.ready = false;
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opponent.current_match = Some(match_id);
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opponent.color = !client.color;
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let opponent_username = opponent.username.clone();
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self
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.reservations
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.write()
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.await
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.retain(|(p1, p2)| !(p1 == &client.username && p2 == &opponent.username));
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self
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.reservations
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.write()
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.await
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.retain(|(p1, p2)| !(p1 == &client.username && p2 == &opponent.username));
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drop(opponent);
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drop(client);
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drop(clients_guard);
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self.broadcast(&format!("READY:{}:{}", username, false)).await;
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self.broadcast(&format!("READY:{}:{}", opponent_username, false)).await;
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drop(opponent);
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drop(client);
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drop(clients_guard);
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self.broadcast(&format!("READY:{}:{}", username, false)).await;
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self.broadcast(&format!("READY:{}:{}", opponent_username, false)).await;
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return Ok(());
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return Ok(());
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}
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}
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let clients_guard = self.clients.read().await;
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