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6 changed files with 142 additions and 201 deletions

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@ -1,21 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Run lavina" type="CargoCommandRunConfiguration" factoryName="Cargo Command">
<option name="command" value="run --package lavina --bin lavina -- --config config.toml" />
<option name="workingDirectory" value="file://$PROJECT_DIR$" />
<envs>
<env name="RUST_LOG" value="debug" />
</envs>
<option name="emulateTerminal" value="true" />
<option name="channel" value="DEFAULT" />
<option name="requiredFeatures" value="true" />
<option name="allFeatures" value="false" />
<option name="withSudo" value="false" />
<option name="buildTarget" value="REMOTE" />
<option name="backtrace" value="FULL" />
<option name="isRedirectInput" value="false" />
<option name="redirectInputPath" value="" />
<method v="2">
<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
</method>
</configuration>
</component>

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@ -14,7 +14,10 @@ use std::{
use prometheus::{IntGauge, Registry as MetricsRegistry}; use prometheus::{IntGauge, Registry as MetricsRegistry};
use serde::Serialize; use serde::Serialize;
use tokio::sync::mpsc::{channel, Receiver, Sender}; use tokio::{
sync::mpsc::{channel, Receiver, Sender},
task::JoinHandle,
};
use crate::prelude::*; use crate::prelude::*;
use crate::room::{RoomHandle, RoomId, RoomInfo, RoomRegistry}; use crate::room::{RoomHandle, RoomId, RoomInfo, RoomRegistry};
@ -42,65 +45,52 @@ impl PlayerId {
} }
} }
/// Node-local identifier of a connection. It is used to address a connection within a player actor.
#[derive(Debug, Clone, PartialEq, Eq, Hash)] #[derive(Debug, Clone, PartialEq, Eq, Hash)]
pub struct ConnectionId(pub AnonKey); 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.
pub struct PlayerConnection { pub struct PlayerConnection {
pub connection_id: ConnectionId, pub connection_id: ConnectionId,
pub receiver: Receiver<Updates>, pub receiver: Receiver<Updates>,
player_handle: PlayerHandle, player_handle: PlayerHandle,
} }
impl PlayerConnection { impl PlayerConnection {
/// Handled in [Player::send_message].
pub async fn send_message(&mut self, room_id: RoomId, body: Str) -> Result<()> { pub async fn send_message(&mut self, room_id: RoomId, body: Str) -> Result<()> {
let (promise, deferred) = oneshot(); self.player_handle.send_message(room_id, self.connection_id.clone(), body).await
let cmd = ClientCommand::SendMessage { room_id, body, promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?)
} }
/// Handled in [Player::join_room].
pub async fn join_room(&mut self, room_id: RoomId) -> Result<JoinResult> { pub async fn join_room(&mut self, room_id: RoomId) -> Result<JoinResult> {
let (promise, deferred) = oneshot(); self.player_handle.join_room(room_id, self.connection_id.clone()).await
let cmd = ClientCommand::JoinRoom { room_id, promise };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?)
} }
/// Handled in [Player::change_topic].
pub async fn change_topic(&mut self, room_id: RoomId, new_topic: Str) -> Result<()> { pub async fn change_topic(&mut self, room_id: RoomId, new_topic: Str) -> Result<()> {
let (promise, deferred) = oneshot(); let (promise, deferred) = oneshot();
let cmd = ClientCommand::ChangeTopic { let cmd = Cmd::ChangeTopic {
room_id, room_id,
new_topic, new_topic,
promise, promise,
}; };
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await; self.player_handle.send(PlayerCommand::Cmd(cmd, self.connection_id.clone())).await;
Ok(deferred.await?) Ok(deferred.await?)
} }
/// Handled in [Player::leave_room].
pub async fn leave_room(&mut self, room_id: RoomId) -> Result<()> { pub async fn leave_room(&mut self, room_id: RoomId) -> Result<()> {
let (promise, deferred) = oneshot(); let (promise, deferred) = oneshot();
let cmd = ClientCommand::LeaveRoom { room_id, promise }; self.player_handle
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await; .send(PlayerCommand::Cmd(
Cmd::LeaveRoom { room_id, promise },
self.connection_id.clone(),
))
.await;
Ok(deferred.await?) Ok(deferred.await?)
} }
pub async fn terminate(self) { pub async fn terminate(self) {
self.player_handle.send(ActorCommand::TerminateConnection(self.connection_id)).await; self.player_handle.send(PlayerCommand::TerminateConnection(self.connection_id)).await;
} }
/// Handled in [Player::get_rooms].
pub async fn get_rooms(&self) -> Result<Vec<RoomInfo>> { pub async fn get_rooms(&self) -> Result<Vec<RoomInfo>> {
let (promise, deferred) = oneshot(); let (promise, deferred) = oneshot();
let cmd = ClientCommand::GetRooms { promise }; self.player_handle.send(PlayerCommand::GetRooms(promise)).await;
self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await;
Ok(deferred.await?) Ok(deferred.await?)
} }
} }
@ -108,13 +98,13 @@ impl PlayerConnection {
/// Handle to a player actor. /// Handle to a player actor.
#[derive(Clone)] #[derive(Clone)]
pub struct PlayerHandle { pub struct PlayerHandle {
tx: Sender<ActorCommand>, tx: Sender<PlayerCommand>,
} }
impl PlayerHandle { impl PlayerHandle {
pub async fn subscribe(&self) -> PlayerConnection { pub async fn subscribe(&self) -> PlayerConnection {
let (sender, receiver) = channel(32); let (sender, receiver) = channel(32);
let (promise, deferred) = oneshot(); let (promise, deferred) = oneshot();
let cmd = ActorCommand::AddConnection { sender, promise }; let cmd = PlayerCommand::AddConnection { sender, promise };
let _ = self.tx.send(cmd).await; let _ = self.tx.send(cmd).await;
let connection_id = deferred.await.unwrap(); let connection_id = deferred.await.unwrap();
PlayerConnection { PlayerConnection {
@ -124,34 +114,45 @@ impl PlayerHandle {
} }
} }
async fn send(&self, command: ActorCommand) { pub async fn send_message(&self, room_id: RoomId, connection_id: ConnectionId, body: Str) -> Result<()> {
// TODO either handle the error or doc why it is safe to ignore let (promise, deferred) = oneshot();
let cmd = Cmd::SendMessage { room_id, body, promise };
let _ = self.tx.send(PlayerCommand::Cmd(cmd, connection_id)).await;
Ok(deferred.await?)
}
pub async fn join_room(&self, room_id: RoomId, connection_id: ConnectionId) -> Result<JoinResult> {
let (promise, deferred) = oneshot();
let cmd = Cmd::JoinRoom { room_id, promise };
let _ = self.tx.send(PlayerCommand::Cmd(cmd, connection_id)).await;
Ok(deferred.await?)
}
async fn send(&self, command: PlayerCommand) {
let _ = self.tx.send(command).await; let _ = self.tx.send(command).await;
} }
pub async fn update(&self, update: Updates) { pub async fn update(&self, update: Updates) {
self.send(ActorCommand::Update(update)).await; self.send(PlayerCommand::Update(update)).await;
} }
} }
/// Messages sent to the player actor. enum PlayerCommand {
enum ActorCommand { /** Commands from connections */
/// Establish a new connection.
AddConnection { AddConnection {
sender: Sender<Updates>, sender: Sender<Updates>,
promise: Promise<ConnectionId>, promise: Promise<ConnectionId>,
}, },
/// Terminate an existing connection.
TerminateConnection(ConnectionId), TerminateConnection(ConnectionId),
/// Player-issued command. Cmd(Cmd, ConnectionId),
ClientCommand(ClientCommand, ConnectionId), /// Query - responds with a list of rooms the player is a member of.
/// Update which is sent from a room the player is member of. GetRooms(Promise<Vec<RoomInfo>>),
/** Events from rooms */
Update(Updates), Update(Updates),
Stop, Stop,
} }
/// Client-issued command sent to the player actor. The actor will respond with by fulfilling the promise. pub enum Cmd {
pub enum ClientCommand {
JoinRoom { JoinRoom {
room_id: RoomId, room_id: RoomId,
promise: Promise<JoinResult>, promise: Promise<JoinResult>,
@ -170,9 +171,6 @@ pub enum ClientCommand {
new_topic: Str, new_topic: Str,
promise: Promise<()>, promise: Promise<()>,
}, },
GetRooms {
promise: Promise<Vec<RoomInfo>>,
},
} }
pub enum JoinResult { pub enum JoinResult {
@ -239,7 +237,7 @@ impl PlayerRegistry {
pub async fn shutdown_all(&mut self) -> Result<()> { pub async fn shutdown_all(&mut self) -> Result<()> {
let mut inner = self.0.write().unwrap(); let mut inner = self.0.write().unwrap();
for (i, (k, j)) in inner.players.drain() { for (i, (k, j)) in inner.players.drain() {
k.send(ActorCommand::Stop).await; k.send(PlayerCommand::Stop).await;
drop(k); drop(k);
j.await?; j.await?;
log::debug!("Player stopped #{i:?}") log::debug!("Player stopped #{i:?}")
@ -262,7 +260,7 @@ struct Player {
connections: AnonTable<Sender<Updates>>, connections: AnonTable<Sender<Updates>>,
my_rooms: HashMap<RoomId, RoomHandle>, my_rooms: HashMap<RoomId, RoomHandle>,
banned_from: HashSet<RoomId>, banned_from: HashSet<RoomId>,
rx: Receiver<ActorCommand>, rx: Receiver<PlayerCommand>,
handle: PlayerHandle, handle: PlayerHandle,
rooms: RoomRegistry, rooms: RoomRegistry,
} }
@ -287,152 +285,124 @@ impl Player {
async fn main_loop(mut self) -> Self { async fn main_loop(mut self) -> Self {
while let Some(cmd) = self.rx.recv().await { while let Some(cmd) = self.rx.recv().await {
match cmd { match cmd {
ActorCommand::AddConnection { sender, promise } => { PlayerCommand::AddConnection { sender, promise } => {
let connection_id = self.connections.insert(sender); let connection_id = self.connections.insert(sender);
if let Err(connection_id) = promise.send(ConnectionId(connection_id)) { if let Err(connection_id) = promise.send(ConnectionId(connection_id)) {
log::warn!("Connection {connection_id:?} terminated before finalization"); log::warn!("Connection {connection_id:?} terminated before finalization");
self.terminate_connection(connection_id); self.terminate_connection(connection_id);
} }
} }
ActorCommand::TerminateConnection(connection_id) => { PlayerCommand::TerminateConnection(connection_id) => {
self.terminate_connection(connection_id); self.terminate_connection(connection_id);
} }
ActorCommand::Update(update) => self.handle_update(update).await, PlayerCommand::GetRooms(promise) => {
ActorCommand::ClientCommand(cmd, connection_id) => self.handle_cmd(cmd, connection_id).await, let mut response = vec![];
ActorCommand::Stop => break, for (_, handle) in &self.my_rooms {
response.push(handle.get_room_info().await);
}
let _ = promise.send(response);
}
PlayerCommand::Update(update) => {
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;
}
}
PlayerCommand::Cmd(cmd, connection_id) => self.handle_cmd(cmd, connection_id).await,
PlayerCommand::Stop => break,
} }
} }
log::debug!("Shutting down player actor #{:?}", self.player_id); log::debug!("Shutting down player actor #{:?}", self.player_id);
self 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;
}
}
fn terminate_connection(&mut self, connection_id: ConnectionId) { fn terminate_connection(&mut self, connection_id: ConnectionId) {
if let None = self.connections.pop(connection_id.0) { if let None = self.connections.pop(connection_id.0) {
log::warn!("Connection {connection_id:?} already terminated"); log::warn!("Connection {connection_id:?} already terminated");
} }
} }
/// Dispatches a client command to the appropriate handler. async fn handle_cmd(&mut self, cmd: Cmd, connection_id: ConnectionId) {
async fn handle_cmd(&mut self, cmd: ClientCommand, connection_id: ConnectionId) {
match cmd { match cmd {
ClientCommand::JoinRoom { room_id, promise } => { Cmd::JoinRoom { room_id, promise } => {
let result = self.join_room(connection_id, room_id).await; if self.banned_from.contains(&room_id) {
let _ = promise.send(result); let _ = promise.send(JoinResult::Banned);
return;
}
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}");
return;
}
};
room.subscribe(self.player_id.clone(), self.handle.clone()).await;
self.my_rooms.insert(room_id.clone(), room.clone());
let room_info = room.get_room_info().await;
let _ = promise.send(JoinResult::Success(room_info));
let update = Updates::RoomJoined {
room_id,
new_member_id: self.player_id.clone(),
};
self.broadcast_update(update, connection_id).await;
} }
ClientCommand::LeaveRoom { room_id, promise } => { Cmd::LeaveRoom { room_id, promise } => {
self.leave_room(connection_id, room_id).await; 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;
}
let _ = promise.send(()); let _ = promise.send(());
let update = Updates::RoomLeft {
room_id,
former_member_id: self.player_id.clone(),
};
self.broadcast_update(update, connection_id).await;
} }
ClientCommand::SendMessage { room_id, body, promise } => { Cmd::SendMessage { room_id, body, promise } => {
self.send_message(connection_id, room_id, body).await; let room = self.rooms.get_room(&room_id).await;
if let Some(room) = room {
room.send_message(self.player_id.clone(), body.clone()).await;
} else {
tracing::info!("no room found");
}
let _ = promise.send(()); let _ = promise.send(());
let update = Updates::NewMessage {
room_id,
author_id: self.player_id.clone(),
body,
};
self.broadcast_update(update, connection_id).await;
} }
ClientCommand::ChangeTopic { Cmd::ChangeTopic {
room_id, room_id,
new_topic, new_topic,
promise, promise,
} => { } => {
self.change_topic(connection_id, room_id, new_topic).await; let room = self.rooms.get_room(&room_id).await;
if let Some(mut room) = room {
room.set_topic(self.player_id.clone(), new_topic.clone()).await;
} else {
tracing::info!("no room found");
}
let _ = promise.send(()); let _ = promise.send(());
} let update = Updates::RoomTopicChanged { room_id, new_topic };
ClientCommand::GetRooms { promise } => { self.broadcast_update(update, connection_id).await;
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;
}
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.subscribe(self.player_id.clone(), 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;
}
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 room = self.rooms.get_room(&room_id).await;
if let Some(room) = room {
room.send_message(self.player_id.clone(), body.clone()).await;
} else {
tracing::info!("no room found");
}
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 room = self.rooms.get_room(&room_id).await;
if let Some(mut room) = room {
room.set_topic(self.player_id.clone(), new_topic.clone()).await;
} else {
tracing::info!("no room found");
}
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);
}
response
}
/// 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.
async fn broadcast_update(&self, update: Updates, except: ConnectionId) { async fn broadcast_update(&self, update: Updates, except: ConnectionId) {
for (a, b) in &self.connections { for (a, b) in &self.connections {
if ConnectionId(a) == except { if ConnectionId(a) == except {

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@ -31,7 +31,7 @@ impl RoomId {
} }
} }
/// Shared data structure for storing metadata about rooms. /// Shared datastructure for storing metadata about rooms.
#[derive(Clone)] #[derive(Clone)]
pub struct RoomRegistry(Arc<AsyncRwLock<RoomRegistryInner>>); pub struct RoomRegistry(Arc<AsyncRwLock<RoomRegistryInner>>);
impl RoomRegistry { impl RoomRegistry {
@ -160,13 +160,9 @@ impl RoomHandle {
} }
struct Room { struct Room {
/// The numeric node-local id of the room as it is stored in the database.
storage_id: u32, storage_id: u32,
/// The cluster-global id of the room.
room_id: RoomId, room_id: RoomId,
/// Player actors on the local node which are subscribed to this room's updates.
subscriptions: HashMap<PlayerId, PlayerHandle>, subscriptions: HashMap<PlayerId, PlayerHandle>,
/// The total number of messages. Used to calculate the id of the new message.
message_count: u32, message_count: u32,
topic: Str, topic: Str,
storage: Storage, storage: Storage,
@ -195,10 +191,6 @@ impl Room {
Ok(()) Ok(())
} }
/// Broadcasts an update to all players except the one who caused the update.
///
/// This is called after handling a client command.
/// Sending the update to the player who sent the command is handled by the player actor.
async fn broadcast_update(&self, update: Updates, except: &PlayerId) { async fn broadcast_update(&self, update: Updates, except: &PlayerId) {
tracing::debug!("Broadcasting an update to {} subs", self.subscriptions.len()); tracing::debug!("Broadcasting an update to {} subs", self.subscriptions.len());
for (player_id, sub) in &self.subscriptions { for (player_id, sub) in &self.subscriptions {

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@ -44,7 +44,7 @@ struct RegisteredUser {
/** /**
* Username is mostly unused in modern IRC. * Username is mostly unused in modern IRC.
* *
* <https://stackoverflow.com/questions/31666247/what-is-the-difference-between-the-nick-username-and-real-name-in-irc-and-wha> * [https://stackoverflow.com/questions/31666247/what-is-the-difference-between-the-nick-username-and-real-name-in-irc-and-wha]
*/ */
username: Str, username: Str,
realname: Str, realname: Str,

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@ -7,42 +7,42 @@ use nonempty::NonEmpty;
/// Client-to-server command. /// Client-to-server command.
#[derive(Clone, Debug, PartialEq, Eq)] #[derive(Clone, Debug, PartialEq, Eq)]
pub enum ClientMessage { pub enum ClientMessage {
/// `CAP`. Capability-related commands. /// CAP. Capability-related commands.
Capability { Capability {
subcommand: CapabilitySubcommand, subcommand: CapabilitySubcommand,
}, },
/// `PING <token>` /// PING <token>
Ping { Ping {
token: Str, token: Str,
}, },
/// `PONG <token>` /// PONG <token>
Pong { Pong {
token: Str, token: Str,
}, },
/// `NICK <nickname>` /// NICK <nickname>
Nick { Nick {
nickname: Str, nickname: Str,
}, },
/// `PASS <password>` /// PASS <password>
Pass { Pass {
password: Str, password: Str,
}, },
/// `USER <username> 0 * :<realname>` /// USER <username> 0 * :<realname>
User { User {
username: Str, username: Str,
realname: Str, realname: Str,
}, },
/// `JOIN <chan>` /// JOIN <chan>
Join(Chan), Join(Chan),
/// `MODE <target>` /// MODE <target>
Mode { Mode {
target: Recipient, target: Recipient,
}, },
/// `WHO <target>` /// WHO <target>
Who { Who {
target: Recipient, // aka mask target: Recipient, // aka mask
}, },
/// `TOPIC <chan> :<topic>` /// TOPIC <chan> :<topic>
Topic { Topic {
chan: Chan, chan: Chan,
topic: Str, topic: Str,
@ -51,12 +51,12 @@ pub enum ClientMessage {
chan: Chan, chan: Chan,
message: Str, message: Str,
}, },
/// `PRIVMSG <target> :<msg>` /// PRIVMSG <target> :<msg>
PrivateMessage { PrivateMessage {
recipient: Recipient, recipient: Recipient,
body: Str, body: Str,
}, },
/// `QUIT :<reason>` /// QUIT :<reason>
Quit { Quit {
reason: Str, reason: Str,
}, },

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@ -36,9 +36,9 @@ fn params(input: &str) -> IResult<&str, &str> {
#[derive(Clone, Debug, PartialEq, Eq)] #[derive(Clone, Debug, PartialEq, Eq)]
pub enum Chan { pub enum Chan {
/// `#<name>` — network-global channel, available from any server in the network. /// #<name> — network-global channel, available from any server in the network.
Global(Str), Global(Str),
/// `&<name>` — server-local channel, available only to connections to the same server. Rarely used in practice. /// &<name> — server-local channel, available only to connections to the same server. Rarely used in practice.
Local(Str), Local(Str),
} }
impl Chan { impl Chan {