lavina/crates/lavina-core/src/player.rs

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//! Domain of chat participants.
//!
//! Player is a single user account, which is used to participate in chats,
//! including sending messages, receiving messaged, retrieving history and running privileged actions.
//! A player corresponds to a single user account. Usually a person has only one account,
//! but it is possible to have multiple accounts for one person and therefore multiple player entities.
//!
//! A player actor is a serial handler of commands from a single player. It is preferable to run all per-player validations in the player actor,
//! so that they don't overload the room actor.
use std::collections::{HashMap, HashSet};
use std::sync::Arc;
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use prometheus::{IntGauge, Registry as MetricsRegistry};
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use serde::Serialize;
use tokio::sync::mpsc::{channel, Receiver, Sender};
use tokio::sync::RwLock;
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use crate::prelude::*;
use crate::repo::Storage;
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use crate::room::{RoomHandle, RoomId, RoomInfo, RoomRegistry};
use crate::table::{AnonTable, Key as AnonKey};
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/// Opaque player identifier. Cannot contain spaces, must be shorter than 32.
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#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize)]
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pub struct PlayerId(Str);
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impl PlayerId {
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pub fn from(str: impl Into<Str>) -> Result<PlayerId> {
let bytes = str.into();
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if bytes.len() > 32 {
return Err(fail("Nickname cannot be longer than 32 symbols"));
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}
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if bytes.contains(' ') {
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return Err(anyhow::Error::msg("Nickname cannot contain spaces"));
}
Ok(PlayerId(bytes))
}
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pub fn as_inner(&self) -> &Str {
&self.0
}
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pub fn into_inner(self) -> Str {
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self.0
}
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}
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/// Node-local identifier of a connection. It is used to address a connection within a player actor.
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
pub struct ConnectionId(pub AnonKey);
/// Representation of an authenticated client connection.
/// The public API available to projections through which all client actions are executed.
///
/// The connection is used to send commands to the player actor and to receive updates that might be sent to the client.
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pub struct PlayerConnection {
pub connection_id: ConnectionId,
pub receiver: Receiver<Updates>,
player_handle: PlayerHandle,
}
impl PlayerConnection {
/// Handled in [Player::send_message].
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pub async fn send_message(&mut self, room_id: RoomId, body: Str) -> Result<()> {
let (promise, deferred) = oneshot();
let cmd = ClientCommand::SendMessage { room_id, body, promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?)
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}
/// Handled in [Player::join_room].
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pub async fn join_room(&mut self, room_id: RoomId) -> Result<JoinResult> {
let (promise, deferred) = oneshot();
let cmd = ClientCommand::JoinRoom { room_id, promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?)
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}
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/// Handled in [Player::change_topic].
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pub async fn change_topic(&mut self, room_id: RoomId, new_topic: Str) -> Result<()> {
let (promise, deferred) = oneshot();
let cmd = ClientCommand::ChangeTopic {
room_id,
new_topic,
promise,
};
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?)
}
/// Handled in [Player::leave_room].
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pub async fn leave_room(&mut self, room_id: RoomId) -> Result<()> {
let (promise, deferred) = oneshot();
let cmd = ClientCommand::LeaveRoom { room_id, promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
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Ok(deferred.await?)
}
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pub async fn terminate(self) {
self.player_handle.send(ActorCommand::TerminateConnection(self.connection_id)).await;
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}
/// Handled in [Player::get_rooms].
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pub async fn get_rooms(&self) -> Result<Vec<RoomInfo>> {
let (promise, deferred) = oneshot();
let cmd = ClientCommand::GetRooms { promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
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Ok(deferred.await?)
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}
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}
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/// Handle to a player actor.
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#[derive(Clone)]
pub struct PlayerHandle {
tx: Sender<ActorCommand>,
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}
impl PlayerHandle {
pub async fn subscribe(&self) -> PlayerConnection {
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let (sender, receiver) = channel(32);
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let (promise, deferred) = oneshot();
let cmd = ActorCommand::AddConnection { sender, promise };
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let _ = self.tx.send(cmd).await;
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let connection_id = deferred.await.unwrap();
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PlayerConnection {
connection_id,
player_handle: self.clone(),
receiver,
}
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}
async fn send(&self, command: ActorCommand) {
// TODO either handle the error or doc why it is safe to ignore
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let _ = self.tx.send(command).await;
}
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pub async fn update(&self, update: Updates) {
self.send(ActorCommand::Update(update)).await;
}
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}
/// Messages sent to the player actor.
enum ActorCommand {
/// Establish a new connection.
AddConnection {
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sender: Sender<Updates>,
promise: Promise<ConnectionId>,
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},
/// Terminate an existing connection.
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TerminateConnection(ConnectionId),
/// Player-issued command.
ClientCommand(ClientCommand, ConnectionId),
/// Update which is sent from a room the player is member of.
Update(Updates),
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Stop,
}
/// Client-issued command sent to the player actor. The actor will respond with by fulfilling the promise.
pub enum ClientCommand {
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JoinRoom {
room_id: RoomId,
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promise: Promise<JoinResult>,
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},
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LeaveRoom {
room_id: RoomId,
promise: Promise<()>,
},
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SendMessage {
room_id: RoomId,
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body: Str,
promise: Promise<()>,
},
ChangeTopic {
room_id: RoomId,
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new_topic: Str,
promise: Promise<()>,
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},
GetRooms {
promise: Promise<Vec<RoomInfo>>,
},
}
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pub enum JoinResult {
Success(RoomInfo),
AlreadyJoined,
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Banned,
}
/// Player update event type which is sent to a player actor and from there to a connection handler.
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#[derive(Clone, Debug)]
pub enum Updates {
RoomTopicChanged {
room_id: RoomId,
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new_topic: Str,
},
NewMessage {
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room_id: RoomId,
author_id: PlayerId,
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body: Str,
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},
RoomJoined {
room_id: RoomId,
new_member_id: PlayerId,
},
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RoomLeft {
room_id: RoomId,
former_member_id: PlayerId,
},
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/// The player was banned from the room and left it immediately.
BannedFrom(RoomId),
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}
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/// Handle to a player registry — a shared data structure containing information about players.
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#[derive(Clone)]
pub struct PlayerRegistry(Arc<RwLock<PlayerRegistryInner>>);
impl PlayerRegistry {
pub fn empty(
room_registry: RoomRegistry,
storage: Storage,
metrics: &mut MetricsRegistry,
) -> Result<PlayerRegistry> {
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let metric_active_players = IntGauge::new("chat_players_active", "Number of alive player actors")?;
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metrics.register(Box::new(metric_active_players.clone()))?;
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let inner = PlayerRegistryInner {
room_registry,
storage,
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players: HashMap::new(),
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metric_active_players,
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};
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Ok(PlayerRegistry(Arc::new(RwLock::new(inner))))
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}
pub async fn get_or_launch_player(&mut self, id: &PlayerId) -> PlayerHandle {
let mut inner = self.0.write().await;
if let Some((handle, _)) = inner.players.get(id) {
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handle.clone()
} else {
let (handle, fiber) = Player::launch(id.clone(), inner.room_registry.clone(), inner.storage.clone()).await;
inner.players.insert(id.clone(), (handle.clone(), fiber));
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inner.metric_active_players.inc();
handle
}
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}
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pub async fn connect_to_player(&mut self, id: &PlayerId) -> PlayerConnection {
let player_handle = self.get_or_launch_player(id).await;
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player_handle.subscribe().await
}
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pub async fn shutdown_all(&mut self) -> Result<()> {
let mut inner = self.0.write().await;
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for (i, (k, j)) in inner.players.drain() {
k.send(ActorCommand::Stop).await;
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drop(k);
j.await?;
log::debug!("Player stopped #{i:?}")
}
log::debug!("All players stopped");
Ok(())
}
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}
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/// The player registry state representation.
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struct PlayerRegistryInner {
room_registry: RoomRegistry,
storage: Storage,
/// Active player actors.
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players: HashMap<PlayerId, (PlayerHandle, JoinHandle<Player>)>,
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metric_active_players: IntGauge,
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}
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/// Player actor inner state representation.
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struct Player {
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player_id: PlayerId,
storage_id: u32,
connections: AnonTable<Sender<Updates>>,
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my_rooms: HashMap<RoomId, RoomHandle>,
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banned_from: HashSet<RoomId>,
rx: Receiver<ActorCommand>,
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handle: PlayerHandle,
rooms: RoomRegistry,
storage: Storage,
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}
impl Player {
async fn launch(player_id: PlayerId, rooms: RoomRegistry, storage: Storage) -> (PlayerHandle, JoinHandle<Player>) {
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let (tx, rx) = channel(32);
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let handle = PlayerHandle { tx };
let handle_clone = handle.clone();
let storage_id = storage.retrieve_user_id_by_name(player_id.as_inner()).await.unwrap().unwrap();
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let player = Player {
player_id,
storage_id,
// connections are empty when the actor is just started
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connections: AnonTable::new(),
// room handlers will be loaded later in the started task
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my_rooms: HashMap::new(),
// TODO implement and load bans
banned_from: HashSet::new(),
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rx,
handle,
rooms,
storage,
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};
let fiber = tokio::task::spawn(player.main_loop());
(handle_clone, fiber)
}
async fn main_loop(mut self) -> Self {
let rooms = self.storage.get_rooms_of_a_user(self.storage_id).await.unwrap();
for room_id in rooms {
let room = self.rooms.get_room(&room_id).await;
if let Some(room) = room {
self.my_rooms.insert(room_id, room);
} else {
tracing::error!("Room #{room_id:?} not found");
}
}
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while let Some(cmd) = self.rx.recv().await {
match cmd {
ActorCommand::AddConnection { sender, promise } => {
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let connection_id = self.connections.insert(sender);
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if let Err(connection_id) = promise.send(ConnectionId(connection_id)) {
log::warn!("Connection {connection_id:?} terminated before finalization");
self.terminate_connection(connection_id);
}
}
ActorCommand::TerminateConnection(connection_id) => {
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self.terminate_connection(connection_id);
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}
ActorCommand::Update(update) => self.handle_update(update).await,
ActorCommand::ClientCommand(cmd, connection_id) => self.handle_cmd(cmd, connection_id).await,
ActorCommand::Stop => break,
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}
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}
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log::debug!("Shutting down player actor #{:?}", self.player_id);
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self
}
/// Handle an incoming update by changing the internal state and broadcasting it to all connections if necessary.
async fn handle_update(&mut self, update: Updates) {
log::info!(
"Player received an update, broadcasting to {} connections",
self.connections.len()
);
match update {
Updates::BannedFrom(ref room_id) => {
self.banned_from.insert(room_id.clone());
self.my_rooms.remove(room_id);
}
_ => {}
}
for (_, connection) in &self.connections {
let _ = connection.send(update.clone()).await;
}
}
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fn terminate_connection(&mut self, connection_id: ConnectionId) {
if let None = self.connections.pop(connection_id.0) {
log::warn!("Connection {connection_id:?} already terminated");
}
}
/// Dispatches a client command to the appropriate handler.
async fn handle_cmd(&mut self, cmd: ClientCommand, connection_id: ConnectionId) {
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match cmd {
ClientCommand::JoinRoom { room_id, promise } => {
let result = self.join_room(connection_id, room_id).await;
let _ = promise.send(result);
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}
ClientCommand::LeaveRoom { room_id, promise } => {
self.leave_room(connection_id, room_id).await;
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let _ = promise.send(());
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}
ClientCommand::SendMessage { room_id, body, promise } => {
self.send_message(connection_id, room_id, body).await;
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let _ = promise.send(());
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}
ClientCommand::ChangeTopic {
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room_id,
new_topic,
promise,
} => {
self.change_topic(connection_id, room_id, new_topic).await;
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let _ = promise.send(());
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}
ClientCommand::GetRooms { promise } => {
let result = self.get_rooms().await;
let _ = promise.send(result);
}
}
}
async fn join_room(&mut self, connection_id: ConnectionId, room_id: RoomId) -> JoinResult {
if self.banned_from.contains(&room_id) {
return JoinResult::Banned;
}
if self.my_rooms.contains_key(&room_id) {
return JoinResult::AlreadyJoined;
}
let room = match self.rooms.get_or_create_room(room_id.clone()).await {
Ok(room) => room,
Err(e) => {
log::error!("Failed to get or create room: {e}");
todo!();
}
};
room.add_member(&self.player_id, self.storage_id).await;
room.subscribe(&self.player_id, self.handle.clone()).await;
self.my_rooms.insert(room_id.clone(), room.clone());
let room_info = room.get_room_info().await;
let update = Updates::RoomJoined {
room_id,
new_member_id: self.player_id.clone(),
};
self.broadcast_update(update, connection_id).await;
JoinResult::Success(room_info)
}
async fn leave_room(&mut self, connection_id: ConnectionId, room_id: RoomId) {
let room = self.my_rooms.remove(&room_id);
if let Some(room) = room {
room.unsubscribe(&self.player_id).await;
room.remove_member(&self.player_id, self.storage_id).await;
}
let update = Updates::RoomLeft {
room_id,
former_member_id: self.player_id.clone(),
};
self.broadcast_update(update, connection_id).await;
}
async fn send_message(&mut self, connection_id: ConnectionId, room_id: RoomId, body: Str) {
let Some(room) = self.my_rooms.get(&room_id) else {
tracing::info!("no room found");
return;
};
room.send_message(&self.player_id, body.clone()).await;
let update = Updates::NewMessage {
room_id,
author_id: self.player_id.clone(),
body,
};
self.broadcast_update(update, connection_id).await;
}
async fn change_topic(&mut self, connection_id: ConnectionId, room_id: RoomId, new_topic: Str) {
let Some(room) = self.my_rooms.get(&room_id) else {
tracing::info!("no room found");
return;
};
room.set_topic(&self.player_id, new_topic.clone()).await;
let update = Updates::RoomTopicChanged { room_id, new_topic };
self.broadcast_update(update, connection_id).await;
}
async fn get_rooms(&self) -> Vec<RoomInfo> {
let mut response = vec![];
for (_, handle) in &self.my_rooms {
response.push(handle.get_room_info().await);
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}
response
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}
/// Broadcasts an update to all connections except the one with the given id.
///
/// This is called after handling a client command.
/// Sending the update to the connection which sent the command is handled by the connection itself.
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async fn broadcast_update(&self, update: Updates, except: ConnectionId) {
for (a, b) in &self.connections {
if ConnectionId(a) == except {
continue;
}
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let _ = b.send(update.clone()).await;
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}
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}
}