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use websocket::{OwnedMessage, sync::Server, server::NoTlsAcceptor};
use std::net::{SocketAddr, ToSocketAddrs};
use std::sync::mpsc;
use std::sync::mpsc::{Sender, Receiver};
#[derive(Debug)]
pub enum GameServerError {
BindError(std::io::Error),
}
type ClientConnection = Result<(), GameServerError>;
pub struct GameServer {
addr: SocketAddr,
rec: Receiver<ClientConnection>,
}
impl GameServer {
pub fn new<T: ToSocketAddrs>(addr: T) -> Self {
let (s, r): (Sender<ClientConnection>, Receiver<ClientConnection>)
= mpsc::channel();
let addr = addr.to_socket_addrs().unwrap().next().unwrap();
debug!("ws address: {}", addr);
std::thread::spawn(move || {
let server = match Server::<NoTlsAcceptor>::bind(addr) {
Ok(v) => v,
Err(e) => {
s.send(Err(GameServerError::BindError(e))).unwrap();
return;
},
};
info!("webserver is being launched");
for req in server {
//println!("{:?}", req);
println!("gotcha");
}
info!("webserver is being shut down");
});
GameServer {
addr,
rec: r,
}
}
}
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