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-rw-r--r--game_server/src/gameserver.rs147
1 files changed, 147 insertions, 0 deletions
diff --git a/game_server/src/gameserver.rs b/game_server/src/gameserver.rs
new file mode 100644
index 0000000..9334a27
--- /dev/null
+++ b/game_server/src/gameserver.rs
@@ -0,0 +1,147 @@
+use websocket::{OwnedMessage,
+ sync::Server,
+ client::sync::Client,
+ server::{NoTlsAcceptor, InvalidConnection,
+ sync::AcceptResult}};
+use std::net::{SocketAddr, ToSocketAddrs, TcpStream};
+use std::sync::mpsc;
+use std::sync::mpsc::{Sender, Receiver};
+use super::lobby::Lobby;
+use super::backend_connection::BackendConnection;
+
+const PROTOCOL: &str = "tuesday";
+
+type Token = u32;
+
+#[derive(Debug)]
+pub enum GameServerError {
+ BindError(std::io::Error),
+ HandshakeRequestError,
+ InvalidProtocolError,
+ AcceptError(std::io::Error)
+}
+
+pub struct GameServer {
+ addr: SocketAddr,
+ lobby: Lobby,
+ backend: BackendConnection,
+}
+
+pub struct GameClient {
+ addr: SocketAddr,
+ client: Client<TcpStream>,
+}
+
+impl GameClient {
+ fn from_raw(client: Client<TcpStream>) -> Result<Self, ()> {
+ let addr = client.peer_addr().map_err(|_| ())?;
+ info!("got a client connection from: {}", addr);
+ Ok(GameClient {
+ addr,
+ client,
+ })
+ }
+
+ fn require_token(&mut self) -> Option<Token> {
+ let message = self.client
+ .recv_message()
+ .ok()?;
+ if let OwnedMessage::Text(text) = message {
+ text.parse::<Token>().ok()
+ } else {
+ None
+ }
+ }
+}
+
+type ClientConnection = Result<GameClient, GameServerError>;
+
+impl GameServer {
+ pub fn new<T: ToSocketAddrs>(addr: T) -> Self {
+ let addr = addr.to_socket_addrs().unwrap().next().unwrap();
+ debug!("ws address: {}", addr);
+ info!("create lobby");
+ let lobby = Lobby::new();
+ let backend = BackendConnection::new("https://kobert.dev");
+ info!("got a C# backend connection");
+ GameServer {
+ addr,
+ lobby,
+ backend,
+ }
+ }
+
+ pub fn run(&self) -> Result<(), GameServerError> {
+ let reader = self.read_clients();
+ loop {
+ let mut connection = reader.recv().unwrap()?;
+ self.add_client(connection);
+ }
+ Ok(())
+ }
+
+ fn add_client(&self, mut client: GameClient) {
+ std::thread::spawn(move || {
+ println!("Token: {:?}", client.require_token());
+ loop { std::thread::sleep(std::time::Duration::from_millis(100)); }
+ });
+ }
+
+ fn read_clients(&self) -> Receiver<ClientConnection> {
+ let (s, r): (Sender<ClientConnection>, Receiver<ClientConnection>)
+ = mpsc::channel();
+ let addr = self.addr;
+ std::thread::spawn(move || {
+ let result = Self::handle_requests(addr, &s).or_else(|e| s.send(Err(e)));
+ });
+ r
+ }
+
+ fn handle_requests(addr: SocketAddr, s: &Sender<ClientConnection>) -> Result<(), GameServerError> {
+ let server = match Server::<NoTlsAcceptor>::bind(addr) {
+ Ok(v) => v,
+ Err(e) => {
+ error!("websocket binding error");
+ Err(GameServerError::BindError(e))?
+ },
+ };
+ info!("webserver is being launched");
+ for req in server {
+ s.send(Ok(Self::handle_request(req)?)).unwrap();
+ }
+ info!("webserver is being shut down");
+ Ok(())
+ }
+
+ fn handle_request(req: AcceptResult<TcpStream>) -> ClientConnection {
+ match req {
+ Ok(req) => {
+ if !req.protocols().contains(&PROTOCOL.to_string()) {
+ warn!("a client tried to connect without {} protocol", PROTOCOL);
+ req.reject().unwrap();
+ Err(GameServerError::InvalidProtocolError)
+ } else {
+ match req.use_protocol(PROTOCOL).accept() {
+ Ok(client) => {
+ match GameClient::from_raw(client) {
+ Ok(client) => Ok(client),
+ Err(_) => {
+ error!("could not create a client");
+ Err(GameServerError::HandshakeRequestError)
+ }
+ }
+ },
+ Err((_, e)) => {
+ warn!("client handshake failed");
+ Err(GameServerError::AcceptError(e))
+ }
+ }
+ }
+ },
+ Err(e) => {
+ warn!("invalid client request");
+ Err(GameServerError::HandshakeRequestError)
+ }
+ }
+ }
+}