feat: add admin award winner command #23
15
src/main.rs
@@ -168,6 +168,21 @@ async fn handle_connection(
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let _ = send(&tx, "ERROR:INVALID:TERMINATE");
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}
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}
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} else if parts.get(1) == Some(&"AWARD") && parts.len() > 3 {
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match parts[2].parse::<u32>() {
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Ok(match_id) => {
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let winner = parts[3].to_string();
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if let Err(e) =
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sd.handle_game_award_winner(addr, match_id, winner).await
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{
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error!("handle_game_award_winner: {}", e);
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let _ = send(&tx, e.to_string().as_str());
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}
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}
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Err(_) => {
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let _ = send(&tx, "ERROR:INVALID:AWARD");
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}
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}
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} else {
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let _ = send(&tx, "ERROR:INVALID:GAME");
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}
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122
src/server.rs
@@ -1,3 +1,4 @@
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use anyhow::anyhow;
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use std::time::Instant;
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use crate::{tournaments::*, types::*, *};
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@@ -818,6 +819,127 @@ impl Server {
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Ok(())
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}
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pub async fn handle_game_award_winner(
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&self,
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addr: SocketAddr,
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match_id: u32,
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winner_username: String,
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) -> Result<(), anyhow::Error> {
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if !self.auth_check(addr).await {
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return Err(anyhow!("ERROR:INVALID:AUTH"));
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}
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let matches_guard = self.matches.read().await;
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let found_match =
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matches_guard.get(&match_id).ok_or_else(|| anyhow!("ERROR:INVALID:AWARD"))?.clone();
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drop(matches_guard);
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let the_match = found_match.read().await;
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// Validate that the declared winner is actually one of the players in this match
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let clients_guard = self.clients.read().await;
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let player1_client = clients_guard.get(&the_match.player1);
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let player2_client = clients_guard.get(&the_match.player2);
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// If we cannot resolve both players, or the winner username doesn't match either, reject
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if let (Some(p1_arc), Some(p2_arc)) = (player1_client, player2_client) {
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let p1 = p1_arc.read().await;
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let p2 = p2_arc.read().await;
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if winner_username != p1.username && winner_username != p2.username {
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return Err(anyhow!("ERROR:INVALID:AWARD"));
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}
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} else {
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return Err(anyhow!("ERROR:INVALID:AWARD"));
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}
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drop(clients_guard);
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self.matches.write().await.remove(&match_id);
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if let Some(wait_thread) = &the_match.wait_thread {
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wait_thread.abort();
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}
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if let Some(timeout_thread) = &the_match.timeout_thread {
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Potential deadlock: this function holds a read-lock on the match ( Potential deadlock: this function holds a read-lock on the match (`found_match.read().await`) and then acquires a write-lock on `self.matches` to remove the match. Elsewhere (e.g., `handle_play`) the lock order is `matches.write()` -> `match.write()`, which can deadlock with `match.read()` -> `matches.write()`. Reorder to avoid holding the match lock while taking `self.matches.write()`, e.g. remove/take the match entry from the map first (under `matches.write()`), drop the map lock, then operate on the match.
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timeout_thread.abort();
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}
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self.broadcast_message(&the_match.viewers, &format!("GAME:WIN:{}", winner_username)).await;
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let clients_guard = self.clients.read().await;
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if the_match.demo_mode {
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let player_win = if winner_username != SERVER_PLAYER_USERNAME {
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"WINS"
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} else {
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"LOSS"
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};
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let mut the_player = if the_match.player1 != SERVER_PLAYER_ADDR.parse()? {
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clients_guard.get(&the_match.player1).unwrap().write().await
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} else {
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clients_guard.get(&the_match.player2).unwrap().write().await
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};
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let _ = send(&the_player.connection, &format!("GAME:{}", player_win));
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let _ = send(&the_player.connection, "TOURNAMENT:END");
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the_player.color = Color::None;
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the_player.current_match = None;
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return Ok(());
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}
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let mut player1 = clients_guard.get(&the_match.player1).unwrap().write().await;
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let mut player2 = clients_guard.get(&the_match.player2).unwrap().write().await;
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player1.current_match = None;
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player1.color = Color::None;
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player2.current_match = None;
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player2.color = Color::None;
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This uses multiple This uses multiple `unwrap()`s when fetching players from `clients_guard` (and similarly in the demo-mode branch). If a player disconnects before an admin awards the match, the client entry may already be removed (see `handle_disconnect`), causing a panic and leaving tournament/match cleanup incomplete. Prefer returning an `ERROR:INVALID:AWARD` (or terminating the match) when a client is missing, while still ensuring the match is removed and the tournament is advanced based on the stored `SocketAddr`s.
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let winner_tx = if player1.username == winner_username {
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player1.connection.clone()
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} else {
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player2.connection.clone()
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};
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let loser_tx = if player1.username != winner_username {
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player1.connection.clone()
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} else {
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player2.connection.clone()
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};
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let winner_addr = if player1.username == winner_username {
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player1.addr.clone()
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} else {
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player2.addr.clone()
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};
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drop(player1);
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drop(player2);
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drop(clients_guard);
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let _ = send(&winner_tx, "GAME:WINS");
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let _ = send(&loser_tx, "GAME:LOSS");
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if self.tournament.read().await.is_some() {
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let mut tournament_guard = self.tournament.write().await;
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let tourney = tournament_guard.as_mut().unwrap();
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tourney.write().await.inform_winner(winner_addr, false);
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if self.matches.read().await.is_empty() {
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tourney.write().await.next(&self).await;
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if tourney.read().await.is_completed() {
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*tournament_guard = None;
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}
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}
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} else {
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let _ = send(&winner_tx, "TOURNAMENT:END");
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let _ = send(&loser_tx, "TOURNAMENT:END");
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}
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Ok(())
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}
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pub async fn handle_tournament_start(
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For non-tournament matches, For non-tournament matches, `handle_play` sends `TOURNAMENT:END` to both players when the match finishes, but `handle_game_award_winner` only does this in the demo-mode branch. Without this, clients may not transition back to the post-match state after an admin-awarded result. Consider mirroring `handle_play` behavior by sending `TOURNAMENT:END` to both players when `self.tournament` is `None`.
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&self,
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addr: SocketAddr,
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Winner validation is comparing
winner_username(a username from the command) tothe_match.player1/2.to_string()(socket addresses). This will reject valid usernames and/or accept address strings. Resolve winner identity via theusernamesmap or by reading theClient.usernameforplayer1/player2, then verify the winner belongs to this match.