//! 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}, sync::{Arc, RwLock}, }; use prometheus::{IntGauge, Registry as MetricsRegistry}; use serde::Serialize; use tokio::sync::mpsc::{channel, Receiver, Sender}; use crate::prelude::*; use crate::room::{RoomHandle, RoomId, RoomInfo, RoomRegistry}; use crate::table::{AnonTable, Key as AnonKey}; /// Opaque player identifier. Cannot contain spaces, must be shorter than 32. #[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize)] pub struct PlayerId(Str); impl PlayerId { pub fn from(str: impl Into) -> Result { let bytes = str.into(); if bytes.len() > 32 { return Err(fail("Nickname cannot be longer than 32 symbols")); } if bytes.contains(' ') { return Err(anyhow::Error::msg("Nickname cannot contain spaces")); } Ok(PlayerId(bytes)) } pub fn as_inner(&self) -> &Str { &self.0 } pub fn into_inner(self) -> Str { self.0 } } /// Node-local identifier of a connection. It is used to address a connection within a player actor. #[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. pub struct PlayerConnection { pub connection_id: ConnectionId, pub receiver: Receiver, player_handle: PlayerHandle, } impl PlayerConnection { /// Handled in [Player::send_message]. 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?) } /// Handled in [Player::join_room]. pub async fn join_room(&mut self, room_id: RoomId) -> Result { 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?) } /// Handled in [Player::change_topic]. 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]. 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; Ok(deferred.await?) } pub async fn terminate(self) { self.player_handle.send(ActorCommand::TerminateConnection(self.connection_id)).await; } /// Handled in [Player::get_rooms]. pub async fn get_rooms(&self) -> Result> { let (promise, deferred) = oneshot(); let cmd = ClientCommand::GetRooms { promise }; self.player_handle.send(ActorCommand::ClientCommand(cmd, self.connection_id.clone())).await; Ok(deferred.await?) } } /// Handle to a player actor. #[derive(Clone)] pub struct PlayerHandle { tx: Sender, } impl PlayerHandle { pub async fn subscribe(&self) -> PlayerConnection { let (sender, receiver) = channel(32); let (promise, deferred) = oneshot(); let cmd = ActorCommand::AddConnection { sender, promise }; let _ = self.tx.send(cmd).await; let connection_id = deferred.await.unwrap(); PlayerConnection { connection_id, player_handle: self.clone(), receiver, } } async fn send(&self, command: ActorCommand) { // TODO either handle the error or doc why it is safe to ignore let _ = self.tx.send(command).await; } pub async fn update(&self, update: Updates) { self.send(ActorCommand::Update(update)).await; } } /// Messages sent to the player actor. enum ActorCommand { /// Establish a new connection. AddConnection { sender: Sender, promise: Promise, }, /// Terminate an existing connection. TerminateConnection(ConnectionId), /// Player-issued command. ClientCommand(ClientCommand, ConnectionId), /// Update which is sent from a room the player is member of. Update(Updates), Stop, } /// Client-issued command sent to the player actor. The actor will respond with by fulfilling the promise. pub enum ClientCommand { JoinRoom { room_id: RoomId, promise: Promise, }, LeaveRoom { room_id: RoomId, promise: Promise<()>, }, SendMessage { room_id: RoomId, body: Str, promise: Promise<()>, }, ChangeTopic { room_id: RoomId, new_topic: Str, promise: Promise<()>, }, GetRooms { promise: Promise>, }, } pub enum JoinResult { Success(RoomInfo), Banned, } /// Player update event type which is sent to a player actor and from there to a connection handler. #[derive(Clone, Debug)] pub enum Updates { RoomTopicChanged { room_id: RoomId, new_topic: Str, }, NewMessage { room_id: RoomId, author_id: PlayerId, body: Str, }, RoomJoined { room_id: RoomId, new_member_id: PlayerId, }, RoomLeft { room_id: RoomId, former_member_id: PlayerId, }, /// The player was banned from the room and left it immediately. BannedFrom(RoomId), } /// Handle to a player registry — a shared data structure containing information about players. #[derive(Clone)] pub struct PlayerRegistry(Arc>); impl PlayerRegistry { pub fn empty(room_registry: RoomRegistry, metrics: &mut MetricsRegistry) -> Result { let metric_active_players = IntGauge::new("chat_players_active", "Number of alive player actors")?; metrics.register(Box::new(metric_active_players.clone()))?; let inner = PlayerRegistryInner { room_registry, players: HashMap::new(), metric_active_players, }; Ok(PlayerRegistry(Arc::new(RwLock::new(inner)))) } pub async fn get_or_create_player(&mut self, id: PlayerId) -> PlayerHandle { let mut inner = self.0.write().unwrap(); if let Some((handle, _)) = inner.players.get(&id) { handle.clone() } else { let (handle, fiber) = Player::launch(id.clone(), inner.room_registry.clone()); inner.players.insert(id, (handle.clone(), fiber)); inner.metric_active_players.inc(); handle } } pub async fn connect_to_player(&mut self, id: PlayerId) -> PlayerConnection { let player_handle = self.get_or_create_player(id).await; player_handle.subscribe().await } pub async fn shutdown_all(&mut self) -> Result<()> { let mut inner = self.0.write().unwrap(); for (i, (k, j)) in inner.players.drain() { k.send(ActorCommand::Stop).await; drop(k); j.await?; log::debug!("Player stopped #{i:?}") } log::debug!("All players stopped"); Ok(()) } } /// The player registry state representation. struct PlayerRegistryInner { room_registry: RoomRegistry, players: HashMap)>, metric_active_players: IntGauge, } /// Player actor inner state representation. struct Player { player_id: PlayerId, connections: AnonTable>, my_rooms: HashMap, banned_from: HashSet, rx: Receiver, handle: PlayerHandle, rooms: RoomRegistry, } impl Player { fn launch(player_id: PlayerId, rooms: RoomRegistry) -> (PlayerHandle, JoinHandle) { let (tx, rx) = channel(32); let handle = PlayerHandle { tx }; let handle_clone = handle.clone(); let player = Player { player_id, connections: AnonTable::new(), my_rooms: HashMap::new(), banned_from: HashSet::from([RoomId::from("Empty").unwrap()]), 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 { ActorCommand::AddConnection { sender, promise } => { let connection_id = self.connections.insert(sender); 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) => { self.terminate_connection(connection_id); } ActorCommand::Update(update) => self.handle_update(update).await, ActorCommand::ClientCommand(cmd, connection_id) => self.handle_cmd(cmd, connection_id).await, ActorCommand::Stop => break, } } log::debug!("Shutting down player actor #{:?}", self.player_id); 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) { 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) { match cmd { ClientCommand::JoinRoom { room_id, promise } => { let result = self.join_room(connection_id, room_id).await; let _ = promise.send(result); } ClientCommand::LeaveRoom { room_id, promise } => { self.leave_room(connection_id, room_id).await; let _ = promise.send(()); } ClientCommand::SendMessage { room_id, body, promise } => { self.send_message(connection_id, room_id, body).await; let _ = promise.send(()); } ClientCommand::ChangeTopic { room_id, new_topic, promise, } => { self.change_topic(connection_id, room_id, new_topic).await; let _ = promise.send(()); } 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; } 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 { 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) { for (a, b) in &self.connections { if ConnectionId(a) == except { continue; } let _ = b.send(update.clone()).await; } } }