lavina/src/core/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.
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use std::{
collections::HashMap,
sync::{Arc, RwLock},
};
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use prometheus::{IntGauge, Registry as MetricsRegistry};
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use serde::Serialize;
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use tokio::{
sync::mpsc::{channel, Receiver, Sender},
task::JoinHandle,
};
use crate::{
core::room::{RoomHandle, RoomId, RoomInfo, RoomRegistry},
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prelude::*,
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util::table::{AnonTable, Key as AnonKey},
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};
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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(ByteVec);
impl PlayerId {
pub fn from_bytes(bytes: ByteVec) -> Result<PlayerId> {
if bytes.len() > 32 {
return Err(fail("Nickname cannot be longer than 32 symbols"));
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}
if bytes.contains(&b' ') {
return Err(anyhow::Error::msg("Nickname cannot contain spaces"));
}
Ok(PlayerId(bytes))
}
pub fn as_bytes(&self) -> &ByteVec {
&self.0
}
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}
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
pub struct ConnectionId(pub AnonKey);
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pub struct PlayerConnection {
pub connection_id: ConnectionId,
pub receiver: Receiver<Updates>,
player_handle: PlayerHandle,
}
impl PlayerConnection {
pub async fn send_message(&mut self, room_id: RoomId, body: String) -> Result<()> {
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self.player_handle
.send_message(room_id, self.connection_id.clone(), body)
.await
}
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pub async fn join_room(&mut self, room_id: RoomId) -> Result<RoomInfo> {
self.player_handle
.join_room(room_id, self.connection_id.clone())
.await
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}
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pub async fn change_topic(&mut self, room_id: RoomId, new_topic: ByteVec) -> Result<()> {
let (promise, deferred) = oneshot();
let cmd = Cmd::ChangeTopic {
room_id,
new_topic,
promise,
};
self.player_handle
.send(PlayerCommand::Cmd(cmd, self.connection_id.clone()))
.await;
Ok(deferred.await?)
}
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pub async fn leave_room(&mut self, room_id: RoomId) -> Result<()> {
let (promise, deferred) = oneshot();
self.player_handle.send(PlayerCommand::Cmd(Cmd::LeaveRoom { room_id, promise }, self.connection_id.clone())).await;
Ok(deferred.await?)
}
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pub async fn terminate(self) {
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self.player_handle
.send(PlayerCommand::TerminateConnection(self.connection_id))
.await;
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}
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pub async fn get_rooms(&self) -> Result<Vec<RoomInfo>> {
let (promise, deferred) = oneshot();
self.player_handle.send(PlayerCommand::GetRooms(promise)).await;
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<PlayerCommand>,
}
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();
self.tx
.send(PlayerCommand::AddConnection { sender, promise })
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.await;
let connection_id = deferred.await.unwrap();
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PlayerConnection {
connection_id,
player_handle: self.clone(),
receiver,
}
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}
pub async fn send_message(
&self,
room_id: RoomId,
connection_id: ConnectionId,
body: String,
) -> Result<()> {
let (promise, deferred) = oneshot();
let cmd = Cmd::SendMessage {
room_id,
body,
promise,
};
self.tx.send(PlayerCommand::Cmd(cmd, connection_id)).await;
Ok(deferred.await?)
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}
pub async fn join_room(
&self,
room_id: RoomId,
connection_id: ConnectionId,
) -> Result<RoomInfo> {
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let (promise, deferred) = oneshot();
let cmd = Cmd::JoinRoom {
room_id,
promise: promise,
};
self.tx.send(PlayerCommand::Cmd(cmd, connection_id)).await;
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Ok(deferred.await?)
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}
async fn send(&self, command: PlayerCommand) {
self.tx.send(command).await;
}
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pub async fn update(&self, update: Updates) {
self.send(PlayerCommand::Update(update)).await;
}
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}
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enum PlayerCommand {
/** Commands from connections */
AddConnection {
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sender: Sender<Updates>,
promise: Promise<ConnectionId>,
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},
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TerminateConnection(ConnectionId),
Cmd(Cmd, ConnectionId),
/// Query - responds with a list of rooms the player is a member of.
GetRooms(Promise<Vec<RoomInfo>>),
/** Events from rooms */
Update(Updates),
}
pub enum Cmd {
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JoinRoom {
room_id: RoomId,
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promise: Promise<RoomInfo>,
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},
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LeaveRoom {
room_id: RoomId,
promise: Promise<()>,
},
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SendMessage {
room_id: RoomId,
body: String,
promise: Promise<()>,
},
ChangeTopic {
room_id: RoomId,
new_topic: ByteVec,
promise: Promise<()>,
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},
}
/// Player update event type which is sent to a player actor and from there to a connection handler.
#[derive(Clone)]
pub enum Updates {
RoomTopicChanged {
room_id: RoomId,
new_topic: ByteVec,
},
NewMessage {
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room_id: RoomId,
author_id: PlayerId,
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body: String,
},
RoomJoined {
room_id: RoomId,
new_member_id: PlayerId,
},
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RoomLeft {
room_id: RoomId,
former_member_id: PlayerId,
},
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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 {
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pub fn empty(
room_registry: RoomRegistry,
metrics: &mut MetricsRegistry,
) -> Result<PlayerRegistry> {
let metric_active_players =
IntGauge::new("chat_players_active", "Number of alive player actors")?;
metrics.register(Box::new(metric_active_players.clone()))?;
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let inner = PlayerRegistryInner {
room_registry,
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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}
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pub async fn get_or_create_player(&mut self, id: PlayerId) -> PlayerHandle {
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let mut inner = self.0.write().unwrap();
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if let Some((handle, _)) = inner.players.get(&id) {
handle.clone()
} else {
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let (handle, fiber) = Player::launch(id.clone(), inner.room_registry.clone());
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inner.players.insert(id, (handle.clone(), fiber));
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 {
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let player_handle = self.get_or_create_player(id).await;
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player_handle.subscribe().await
}
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}
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/// The player registry state representation.
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struct PlayerRegistryInner {
room_registry: RoomRegistry,
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,
connections: AnonTable<Sender<Updates>>,
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my_rooms: HashMap<RoomId, RoomHandle>,
rx: Receiver<PlayerCommand>,
handle: PlayerHandle,
rooms: RoomRegistry,
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}
impl Player {
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fn launch(player_id: PlayerId, rooms: RoomRegistry) -> (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();
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let player = Player {
player_id,
connections: AnonTable::new(),
my_rooms: HashMap::new(),
rx,
handle,
rooms,
};
let fiber = tokio::task::spawn(player.main_loop());
(handle_clone, fiber)
}
async fn main_loop(mut self) -> Self {
while let Some(cmd) = self.rx.recv().await {
match cmd {
PlayerCommand::AddConnection { sender, promise } => {
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);
}
}
PlayerCommand::TerminateConnection(connection_id) => {
self.terminate_connection(connection_id);
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}
PlayerCommand::GetRooms(promise) => {
let mut response = vec![];
for (_, handle) in &self.my_rooms {
response.push(handle.get_room_info().await);
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}
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promise.send(response);
}
PlayerCommand::Update(update) => {
log::info!(
"Player received an update, broadcasting to {} connections",
self.connections.len()
);
for (_, connection) in &self.connections {
connection.send(update.clone()).await;
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}
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}
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PlayerCommand::Cmd(cmd, connection_id) => self.handle_cmd(cmd, connection_id).await,
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}
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}
self
}
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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");
}
}
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async fn handle_cmd(&mut self, cmd: Cmd, connection_id: ConnectionId) {
match cmd {
Cmd::JoinRoom { room_id, promise } => {
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let room = self.rooms.get_or_create_room(room_id.clone());
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room.subscribe(self.player_id.clone(), self.handle.clone())
.await;
self.my_rooms.insert(room_id.clone(), room.clone());
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let room_info = room.get_room_info().await;
promise.send(room_info);
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let update = Updates::RoomJoined {
room_id,
new_member_id: self.player_id.clone(),
};
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self.broadcast_update(update, connection_id).await;
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}
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Cmd::LeaveRoom { room_id, promise } => {
let room = self.my_rooms.remove(&room_id);
if let Some(room) = room {
room.unsubscribe(&self.player_id).await;
let room_info = room.get_room_info().await;
}
promise.send(());
let update = Updates::RoomLeft {
room_id, former_member_id: self.player_id.clone(),
};
self.broadcast_update(update, connection_id).await;
}
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Cmd::SendMessage {
room_id,
body,
promise,
} => {
let room = self.rooms.get_room(&room_id);
if let Some(room) = room {
room.send_message(self.player_id.clone(), body.clone())
.await;
} else {
tracing::info!("no room found");
}
promise.send(());
let update = Updates::NewMessage {
room_id,
author_id: self.player_id.clone(),
body,
};
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self.broadcast_update(update, connection_id).await;
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}
Cmd::ChangeTopic {
room_id,
new_topic,
promise,
} => {
let room = self.rooms.get_room(&room_id);
if let Some(mut room) = room {
room.set_topic(self.player_id.clone(), new_topic.clone())
.await;
} else {
tracing::info!("no room found");
}
promise.send(());
let update = Updates::RoomTopicChanged { room_id, new_topic };
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self.broadcast_update(update, connection_id).await;
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}
}
}
async fn broadcast_update(&self, update: Updates, except: ConnectionId) {
for (a, b) in &self.connections {
if ConnectionId(a) == except {
continue;
}
b.send(update.clone()).await;
}
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}
}