did some server work, its still shit tho
This commit is contained in:
parent
9895a4797f
commit
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9 changed files with 212 additions and 68 deletions
18
readme.md
18
readme.md
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@ -1,5 +1,23 @@
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# WTF how do i implement a game???
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## Short range todo list to keep me going
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[x] Move tokens into `Game` from `GameServer`
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[x] Move login into `GameServer` from the web server socket handler (and prevent multiple logins for the same user)
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[ ] Add admin settings panel
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[ ] Only show to admins
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[ ] Adding new players (as in, login stuff, but this will be unimplemented in the actual server until i do the login database or something similar)
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[ ] Creating new characters
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[ ] Allow creation of characters for admins
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shit that needs to be done with characters handling:
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[ ] Create character: admins only
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[ ] view character list (all pc characters i think, or maybe only scene available characters?)
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[ ] get character info
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[ ] set character info
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[ ] assign character to user
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## Features
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[x] Simple chat
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@ -20,8 +20,8 @@ pub struct ShowImage {
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#[derive(Serialize, Deserialize, Clone)]
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pub struct SpawnToken {
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pub token_id: usize,
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pub x: i32,
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pub y: i32,
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pub x: f32,
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pub y: f32,
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pub img: String
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}
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impl std::fmt::Debug for SpawnToken {
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@ -9,5 +9,6 @@ pub struct LoginRequest {
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#[derive(Serialize, Clone, Debug)]
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pub struct LoginResult {
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pub success: bool,
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pub username: String,
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// TODO: Figure out what the user needs on successful login to reduce traffic
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}
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@ -5,7 +5,7 @@ pub mod map_actions;
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use game_actions::SpawnToken;
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use serde::{Deserialize, Serialize};
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use crate::game::{chat_message::ChatMessage, entry::ActionResult};
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use crate::game::{character_sheet::EntryType, chat_message::ChatMessage, entry::ActionResult};
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#[derive(Serialize, Deserialize, Default, Debug)]
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#[serde(rename_all = "snake_case")]
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@ -17,17 +17,25 @@ pub enum Request {
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Quit,
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Kick(String),
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Shutdown,
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// Character stuff
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CreateCharacter,
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CharacterDisplay { id: usize },
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CharacterInputs { id: usize },
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CharacterGetField { id: usize, field: String },
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CharacterSetField { id: usize, field: String, val: EntryType },
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CharacterAssign { id: usize, user: String },
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// Chat requests
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Message(ChatMessage),
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GetChatHistory { amount: usize, from: usize },
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GetLastMessages { amount: usize, },
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// Map requests
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GetTokens,
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SpawnToken { x: i32, y: i32, img_path: String },
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MoveToken { token_id: usize, x: i32, y: i32 },
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SpawnToken { map_id: usize, character: String, x: f32, y: f32, img_path: String },
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MoveToken { token_id: usize, x: f32, y: f32 },
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// Actions requests
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ActionResult(ActionResult)
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}
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#[derive(Serialize, Clone, Debug)]
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#[serde(rename_all = "snake_case")]
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pub enum Response {
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@ -35,7 +43,7 @@ pub enum Response {
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Login(login::LoginResult),
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Message(ChatMessage),
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GetChatHistory(Vec<ChatMessage>),
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MoveToken { token_id: usize, x: i32, y: i32 },
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MoveToken { token_id: usize, x: f32, y: f32 },
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SpawnToken(SpawnToken),
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Quit { id: String },
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Shutdown,
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@ -1,5 +1,7 @@
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use std::fmt::Debug;
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use serde::{Deserialize, Serialize};
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use super::{entry::{ActionDefinition, ActionResult, GameEntry}, chat_message::ChatMessage};
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pub trait Character<E: GameEntry> : CharacterSheet {
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@ -38,7 +40,7 @@ impl AccessLevel {
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}
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}
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#[derive(Debug)]
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#[derive(Debug, Serialize, Deserialize)]
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pub enum EntryType {
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Number(i32),
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Text(String),
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@ -1,36 +1,89 @@
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//! Game Parser and Data types
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use std::marker::PhantomData;
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use std::{collections::HashMap, marker::PhantomData};
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use character_sheet::Character;
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use serde::Serialize;
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use serde::{Deserialize, Serialize};
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pub mod character_sheet;
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pub mod chat_message;
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pub mod entry;
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pub trait GameImpl<C: Character<A> + Serialize, A: entry::GameEntry + Serialize> {
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pub trait GameImpl<'a, C: Character<A> + Serialize + Deserialize<'a>, A: entry::GameEntry + Serialize + Deserialize<'a>> {
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/// Creates a new game
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fn new() -> Self;
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/// Creates a new character, returning the character id
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fn create_character(&mut self) -> usize;
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fn create_token(&mut self, map_id: usize, character: String, img_source: String, x: f32, y: f32) -> usize;
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fn move_token(&mut self, map_id: usize, token_id: usize, x: f32, y: f32) -> bool;
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fn token_info(&self, map_id: usize, token_id: usize) -> Option<&TokenInfo>;
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fn available_tokens(&self) -> impl Iterator<Item = usize>;
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}
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#[derive(Serialize, Deserialize)]
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pub struct Game<C: Character<A> + Serialize, A: entry::GameEntry + Serialize> {
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_c: PhantomData<C>,
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_a: PhantomData<A>,
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characters: Vec<C>,
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tokens: HashMap<usize, TokenInfo>,
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}
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impl<C: Character<A> + Serialize, A: entry::GameEntry + Serialize> GameImpl<C, A> for Game<C, A> {
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impl<'a, C: Character<A> + Serialize + Deserialize<'a>, A: entry::GameEntry + Serialize + Deserialize<'a>> GameImpl<'a, C, A> for Game<C, A> {
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fn new() -> Self {
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Self {
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_c: PhantomData,
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_a: PhantomData,
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characters: Vec::new(),
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tokens: HashMap::new(),
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}
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}
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fn create_character(&mut self) -> usize {
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self.characters.push(C::default());
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self.characters.len() - 1
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}
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fn move_token(&mut self, _map_id: usize, token_id: usize, x: f32, y: f32) -> bool {
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if let Some(ti) = self.tokens.get_mut(&token_id) {
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ti.x = x;
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ti.y = y;
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true
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}
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else {
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false
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}
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}
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fn token_info(&self, _map_id: usize, token_id: usize) -> Option<&TokenInfo> {
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if let Some(ti) = self.tokens.get(&token_id) {
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Some(ti)
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}
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else {
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None
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}
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}
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fn available_tokens(&self) -> impl Iterator<Item = usize> {
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self.tokens
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.keys()
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.into_iter()
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.map(|k| *k) // this map feels stupid but keys() turns into a &usize iterator so :shrug:
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}
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fn create_token(&mut self, map_id: usize, character: String, img_source: String, x: f32, y: f32) -> usize {
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let mut id = 0;
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while self.tokens.contains_key(&id) {
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id += 1;
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}
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self.tokens.insert(id, TokenInfo { character, map_id, img_source, x, y });
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id
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}
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}
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#[derive(Serialize, Deserialize, Debug)]
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pub struct TokenInfo {
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/// Which character the token refers to
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pub character: String,
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/// Which map does the token exists in (allowing multiple tokens in multiple maps)
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pub map_id: usize,
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/// Token image source, as path relative to the data directory
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pub img_source: String,
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// x, y are floats to allow 'free movement'
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/// X position, in grid slots units (integers are grid aligned)
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pub x: f32,
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/// Y position, in grid slots units (integers are grid aligned)
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pub y: f32,
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}
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81
src/lib.rs
81
src/lib.rs
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use std::collections::HashMap;
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use api::game_actions::SpawnToken;
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use game::{chat_message::ChatMessage, entry::{ActionDefinition, DiceRoll}, Game, GameImpl};
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use serde::{Deserialize, Serialize};
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use tokio::sync::{broadcast, mpsc};
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pub mod api;
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pub mod table;
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pub mod user;
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#[derive(Serialize, Deserialize)]
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pub struct GameServer {
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_game: Game<pathfinder2r_impl::Pathfinder2rCharacterSheet, pathfinder2r_impl::entry::Entry>,
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tokens: Vec<(String, i32, i32)>,
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game: Game<pathfinder2r_impl::Pathfinder2rCharacterSheet, pathfinder2r_impl::entry::Entry>,
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chat: Vec<(String, ChatMessage)>,
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#[serde(skip)] // we dont want to save the logged users as it will always be empty when the server restarts
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users: HashMap<String, bool>,
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// TODO: JEESH REPLACE THIS WITH A DATABASE AND PROPER SECURITY ONCE ITS DONE PLEASE GOD
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creds: HashMap<String, String>,
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}
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impl GameServer {
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pub fn new() -> Self {
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let mut creds = HashMap::new();
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creds.insert("rusty".to_string(), String::new());
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creds.insert("artist".to_string(), "artist".to_string());
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creds.insert("dragonfly".to_string(), "cool".to_string());
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Self {
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_game: Game::new(),
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tokens: vec![("assets/pf2r/tokens/louise.jpg".to_string(), 2, 2)],
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game: Game::new(),
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chat: vec![
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(
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"Server".to_string(),
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.with_action(ActionDefinition::new("Attack -1".to_string()))
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)
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],
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users: HashMap::new(),
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creds,
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}
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}
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println!("Got message from {}: {:?}", &id, &req);
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match req {
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// ignore errors and re-login requests
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// ignore errors, should probably be blocked before they are sent here
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api::Request::Error => {}
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api::Request::Login(_) => {}
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api::Request::Login(login) => {
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println!("login req from {}: {:?}", &id, &login);
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if !self.users.contains_key(&login.username) && self.creds.get(&login.username).map(|p| p == &login.password).unwrap_or(false) {
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self.users.insert(login.username.clone(), login.username == "rusty"); // rusty will be admin for now :)
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_ = broadcast.send((Some(id), api::Response::Login(api::login::LoginResult { success: true, username: login.username })));
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}
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else {
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_ = broadcast.send((Some(id.clone()), api::Response::Login(api::login::LoginResult { success: false, username: login.username })));
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}
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}
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api::Request::Message(mut msg) => {
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if msg.id == 0 || msg.id > self.chat.len() {
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msg.id = self.chat.len() + 1; // set the message id, 0 is invalid
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_ = broadcast.send((Some(id), api::Response::GetChatHistory(history)));
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},
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api::Request::GetTokens => {
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for (i, (path, x, y)) in self.tokens.iter().enumerate() {
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let bits = std::fs::read(path).expect("FAILED READING TOKEN IMAGE");
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let img = base64::Engine::encode(&base64::prelude::BASE64_STANDARD, &bits);
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_ = broadcast.send((Some(id.clone()), api::Response::SpawnToken(SpawnToken { token_id: i, x: *x, y: *y, img })));
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for token_id in self.game.available_tokens() {
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if let Some(ti) = self.game.token_info(0, token_id) {
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let bits = std::fs::read(&ti.img_source).expect("FAILED READING TOKEN IMAGE");
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let img = base64::Engine::encode(&base64::prelude::BASE64_STANDARD, &bits);
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_ = broadcast.send((Some(id.clone()), api::Response::SpawnToken(SpawnToken { token_id: token_id, x: ti.x, y: ti.y, img })));
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}
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}
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},
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api::Request::SpawnToken { x, y, img_path } => {
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let token_id = self.tokens.len();
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self.tokens.push((img_path.clone(), x, y));
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let bits = std::fs::read(img_path).expect("FAILED READING TOKEN IMAGE");
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api::Request::SpawnToken { map_id, character, x, y, img_path } => {
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let token_id = self.game.create_token(map_id, character, img_path.clone(), x, y);
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let bits = std::fs::read(&img_path).expect("FAILED READING TOKEN IMAGE");
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let img = base64::Engine::encode(&base64::prelude::BASE64_STANDARD, &bits);
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_ = broadcast.send((Some(id.clone()), api::Response::SpawnToken(SpawnToken { token_id, x, y, img })));
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},
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api::Request::MoveToken { token_id, x, y } => {
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// TODO: add check to make sure the actor is authorized to move the token
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if token_id < self.tokens.len() {
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self.tokens[token_id].1 = x;
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self.tokens[token_id].2 = y;
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if self.game.move_token(0, token_id, x, y) {
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// TODO: maybe chage move_token to return optional x,y values if succeeded to make sure the token is where it was going to be
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_ = broadcast.send((None, api::Response::MoveToken { token_id, x, y }));
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}
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},
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self.chat.push((id, msg.clone()));
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_ = broadcast.send((None, api::Response::Message(msg)));
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},
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api::Request::CreateCharacter => {
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// check if user is admin
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if self.users.get(&id).map(|a| *a).unwrap_or(false) {
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let new_id = self.game.create_character();
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// return the new id with the character i think
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}
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},
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api::Request::Quit => {
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if self.users.contains_key(&id) {
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self.users.remove(&id);
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}
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_ = broadcast.send((None, api::Response::Quit { id }));
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},
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api::Request::Kick(id) => {
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if self.users.contains_key(&id) {
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self.users.remove(&id);
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}
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_ = broadcast.send((Some(id), api::Response::Shutdown));
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}
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api::Request::Quit => _ = broadcast.send((None, api::Response::Quit { id })),
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api::Request::Kick(id) => _ = broadcast.send((Some(id), api::Response::Shutdown)),
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api::Request::Shutdown => break,
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api::Request::CharacterDisplay { id } => todo!(),
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api::Request::CharacterInputs { id } => todo!(),
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api::Request::CharacterGetField { id, field } => todo!(),
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api::Request::CharacterSetField { id, field, val } => todo!(),
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api::Request::CharacterAssign { id, user } => todo!(),
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}
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}
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_ = broadcast.send((None, api::Response::Shutdown));
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85
src/main.rs
85
src/main.rs
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@ -64,46 +64,65 @@ async fn socket_sender(id: String, mut send: SplitSink<ws::WebSocket, ws::Messag
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}
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}
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async fn handle_socket(mut socket: ws::WebSocket, msend: mpsc::Sender<(String, Request)>, brecv: broadcast::Receiver<(Option<String>, Response)>) {
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async fn handle_socket(mut socket: ws::WebSocket, msend: mpsc::Sender<(String, Request)>, mut brecv: broadcast::Receiver<(Option<String>, Response)>) {
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let mut id: Option<String> = None;
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// this is a temp id, and as long as 2 people dont try to connect to the socket at the same milisecond and to the same user it would be fine (i hope)
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let temp_id = format!("temp_id_{}", std::time::SystemTime::now().duration_since(std::time::SystemTime::UNIX_EPOCH).map(|t| t.as_micros()).unwrap_or(0));
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let mut last_login_req = std::time::Instant::now();
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loop {
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if let Some(msg) = socket.recv().await {
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if let Ok(msg) = msg {
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match msg {
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Message::Text(t) => {
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let req = serde_json::from_str::<Request>(&t).unwrap_or_default();
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println!("Got unauthorized message: {:?}", t);
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match req {
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// TODO: Actual signing in mechanism with multiple ids :)
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Request::Login(r) => if r.username == "rusty" || r.username == "honey" {
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_ = socket.send(Message::Text(
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serde_json::to_string(&Response::Login(open_tavern::api::login::LoginResult { success: true })).unwrap()
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)).await;
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id = Some(String::from(r.username));
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break;
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}
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else {
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_ = socket.send(Message::Text(
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serde_json::to_string(&Response::Login(open_tavern::api::login::LoginResult { success: false })).unwrap()
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)).await;
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},
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_ => {
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_ = socket.send(Message::Text(serde_json::to_string(&Response::Error(RequestError::InvalidRequest)).unwrap())).await;
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},
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tokio::select! {
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b = brecv.recv() => {
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println!("{} trying to log in: {:?}", &temp_id, &b);
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if let Ok((to_id, msg)) = b {
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if let Response::Login(open_tavern::api::login::LoginResult { success, username }) = msg.clone() {
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let to_id = to_id.map(|ti| ti == temp_id).unwrap_or(false);
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if to_id && success && id.as_ref().map(|id| id == &username).unwrap_or(false) {
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_ = socket.send(Message::Text(serde_json::to_string(&msg).unwrap_or_default())).await;
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break;
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}
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else {
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id = None;
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_ = socket.send(Message::Text(serde_json::to_string(&msg).unwrap_or_default())).await;
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}
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}
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ws::Message::Binary(_) => todo!(),
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ws::Message::Ping(_) => todo!(),
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ws::Message::Pong(_) => todo!(),
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ws::Message::Close(_) => break,
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};
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}
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},
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msg = socket.recv() => {
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if let Some(msg) = msg.map(|m| m.ok()).flatten() {
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match msg {
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Message::Text(t) => {
|
||||
let req = serde_json::from_str::<Request>(&t).unwrap_or_default();
|
||||
println!("{} trying to log in incoming: {:?}", &temp_id, t);
|
||||
match req {
|
||||
// TODO: Actual signing in mechanism with multiple ids :)
|
||||
Request::Login(r) => {
|
||||
// allow 1 login attempt every 3 seconds
|
||||
if last_login_req.elapsed() > std::time::Duration::from_secs(1) {
|
||||
last_login_req = std::time::Instant::now();
|
||||
id = Some(r.username.clone());
|
||||
_ = msend.send((temp_id.clone(), Request::Login(r))).await;
|
||||
}
|
||||
else {
|
||||
println!("Failed too early");
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
_ = socket.send(Message::Text(serde_json::to_string(&Response::Error(RequestError::InvalidRequest)).unwrap())).await;
|
||||
},
|
||||
}
|
||||
}
|
||||
ws::Message::Close(_) => {
|
||||
id = None;
|
||||
break;
|
||||
},
|
||||
_ => {},
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
if let Some(id) = id {
|
||||
// maybe i should not spawn 2 different routines and just have 1 routine that uses tokio::select!
|
||||
println!("Got id for socket: {}", &id);
|
||||
let (send, recv) = socket.split();
|
||||
tokio::spawn(socket_receiver(recv, msend, id.clone()));
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
use crate::game::{character_sheet::*, chat_message::ChatMessage, entry::{ActionDefinition, ActionResult, DiceRoll, GameEntry}};
|
||||
use serde::Serialize;
|
||||
use serde::{Deserialize, Serialize};
|
||||
use tavern_macros::CharacterSheet;
|
||||
|
||||
pub mod entry;
|
||||
use entry::{Entry, Weapon};
|
||||
|
||||
#[derive(Default, CharacterSheet, Serialize)]
|
||||
#[derive(Default, CharacterSheet, Serialize, Deserialize)]
|
||||
pub struct Pathfinder2rCharacterSheet {
|
||||
// Genral stuff
|
||||
#[Input("Name")]
|
||||
|
|
Loading…
Reference in a new issue