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ojrc/rc_multiplayer/src/matches/generic.rs

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pub(super) struct UserConnection {
pub(super) user: std::sync::Arc<Box<dyn oj_rc_core::persist::user::MultiplayerUser + Send + Sync + 'static>>,
pub(super) connection: UserSender,
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
}
#[derive(Clone)]
pub(super) struct UserSender {
pub(super) connection: std::sync::Arc<literustlib_server::Connection<crate::PacketData>>,
pub(super) sender: std::sync::Arc<literustlib_server::DataSender<crate::PacketData>>,
}
impl UserSender {
pub fn rlnl(&self) -> crate::handlers::RlnlSender<'_> {
crate::handlers::RlnlSender::new(&self.sender)
}
}
pub(super) struct UserState {
pub(super) mode: std::sync::atomic::AtomicU8,
pub(super) progress: std::sync::atomic::AtomicU8, // percent
}
impl UserState {
fn new() -> Self {
Self {
mode: std::sync::atomic::AtomicU8::new(ConnectionMode::Loading.to_u8()),
progress: std::sync::atomic::AtomicU8::new(0),
}
}
}
pub(super) struct MachineState {
pub(super) selected_weapon: WeaponInfo,
}
impl MachineState {
fn new() -> Self {
Self {
selected_weapon: WeaponInfo::new(),
}
}
}
pub(super) struct WeaponInfo {
category: std::sync::atomic::AtomicU32,
size: std::sync::atomic::AtomicU32,
}
impl WeaponInfo {
fn new() -> Self {
Self {
category: std::sync::atomic::AtomicU32::new(0),
size: std::sync::atomic::AtomicU32::new(0),
}
}
}
#[repr(u8)]
#[derive(Debug, Copy, Clone)]
pub(super) enum ConnectionMode {
Loading = 0,
WaitingForSync = 1,
Sync = 2,
WaitingToStart = 3,
InGame = 4,
}
impl ConnectionMode {
#[inline]
pub(super) fn from_u8(num: u8) -> Self {
match num {
0 => Self::Loading,
1 => Self::WaitingForSync,
2 => Self::Sync,
3 => Self::WaitingToStart,
4 => Self::InGame,
x => panic!("Unrecognized ConnectionMode {}", x),
}
}
#[inline]
pub(super) fn to_u8(self) -> u8 {
self as u8
}
}
pub(super) struct GenericGamemodeEngine {
pub users: tokio::sync::RwLock<std::collections::HashMap<u8, UserConnection>>,
pub user_id_map: tokio::sync::RwLock<std::collections::HashMap<i32, u8>>,
//pub recv: tokio::sync::Mutex<tokio::sync::mpsc::Receiver<super::GameMessage>>,
//pub send: tokio::sync::mpsc::Sender<super::GameMessage>,
pub game_guid: String,
pub is_complete: std::sync::atomic::AtomicBool,
pub game_start: std::sync::atomic::AtomicI64,
pub player_count: std::sync::atomic::AtomicU8,
}
impl GenericGamemodeEngine {
const END_OF_SYNC_DELAY: std::time::Duration = std::time::Duration::from_millis(100);
const COUNTDOWN_DURATION: std::time::Duration = std::time::Duration::from_secs(5);
pub fn new(guid: String) -> Self {
Self {
users: tokio::sync::RwLock::new(std::collections::HashMap::new()),
user_id_map: tokio::sync::RwLock::new(std::collections::HashMap::new()),
game_guid: guid,
is_complete: std::sync::atomic::AtomicBool::new(false),
game_start: std::sync::atomic::AtomicI64::new(-1),
player_count: std::sync::atomic::AtomicU8::new(0),
}
}
pub(super) async fn user_key_by_user_id(&self, user_id: i32) -> Option<u8> {
self.user_id_map.read().await.get(&user_id).map(|x| *x)
}
pub(super) async fn rebroadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_data(
data,
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn rebroadcast_dataless(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_empty(
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn broadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_data(
data,
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn broadcast_dataless(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_empty(
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) fn spawn(self) -> tokio::sync::mpsc::Sender<super::GameMessage> {
let (tx, rx) = tokio::sync::mpsc::channel(super::CHANNEL_BOUND);
tokio::spawn(self.run(rx));
tx
}
pub(super) async fn run(self, mut recv: tokio::sync::mpsc::Receiver<super::GameMessage>) {
while !recv.is_closed() {
if let Some(msg) = recv.recv().await {
match msg {
super::GameMessage::NewConnection { user, game_guid, connection, response, sender } => {
if self.game_guid != game_guid {
log::error!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid);
response.send(Some(super::messages::ErrorMessage {
message: format!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid),
inner: None,
})).unwrap_or_default();
return;
} else {
let mut users = self.users.write().await;
let new_user = UserConnection {
user,
connection: UserSender {
connection,
sender,
},
state: std::sync::Arc::new(UserState::new()),
machine: MachineState::new(),
};
//tokio::time::sleep(std::time::Duration::from_secs(1)).await;
//let id = users.len() as u8;
match new_user.user.game_players(&game_guid).await {
Ok(players) => {
if self.player_count.load(std::sync::atomic::Ordering::Relaxed) == 0 {
self.player_count.store(players.len() as _, std::sync::atomic::Ordering::Relaxed);
}
let user_id = new_user.user.user_id();
let id = players.iter().filter(|p| p.user_id == user_id).next().map(|p| p.player_id).unwrap();
self.spawn_send_loading_events(&new_user, id, players);
log::debug!("User {} is validated to play game {}", new_user.user.user_id(), game_guid);
self.user_id_map.write().await.insert(new_user.user.user_id(), id);
users.insert(id, new_user);
response.send(None).unwrap_or_default();
},
Err(e) => {
log::error!("Failed to retrieve players for game {}: {}", game_guid, e);
response.send(Some(super::messages::ErrorMessage {
message: "Failed to retrieve players for game".to_owned(),
inner: Some(Box::new(e)),
})).unwrap_or_default();
}
}
}
},
super::GameMessage::LoadingProgress { user_id, user_name, progress } => {
let progress_data = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(user_name),
progress,
};
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() {
let progress_percent = ((progress * 100.0).ceil() as u8).clamp(0, 100);
log::debug!("User {} is loaded {}% into game {}", user_id, progress_percent, self.game_guid);
conn.state.progress.store(progress_percent, std::sync::atomic::Ordering::Relaxed);
if progress_percent != 100 {
all_users_loading_complete = false;
}
} else {
all_users_loading_complete &= conn.state.progress.load(std::sync::atomic::Ordering::Relaxed) == 100;
}
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
match mode {
ConnectionMode::Loading | ConnectionMode::WaitingForSync => {},
ConnectionMode::Sync | ConnectionMode::WaitingToStart => {
if user_id != conn.user.user_id() {
crate::events::log_lnl_send_failure(conn.connection.rlnl()
.send_data(&progress_data, rlnl::event_code::NetworkEvent::BroadcastLoadingProgress, literustlib::packet::Property::ReliableOrdered, &conn.connection.connection).await);
}
/*if progress > 0.95 {
log::info!("User {} is ready, ending sync", user_id);
crate::events::log_lnl_send_failure(crate::handlers::simple_typed::RlnlSender::new(&conn.sender)
.send_empty(
rlnl::event_code::NetworkEvent::EndOfSync,
literustlib::packet::Property::ReliableOrdered,
&conn.connection,
)
.await);
conn.mode.store(ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
}*/
},
ConnectionMode::InGame => {
log::warn!("Got loading progress for user {} who is supposed to be already in-game", user_id);
},
}
}
if all_users_loading_complete {
for (id, conn) in self.users.read().await.iter() {
if let Err(e) = conn.connection.rlnl().send_empty(
rlnl::event_code::NetworkEvent::EndOfSync,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection
).await {
log::error!("Failed to send EndOfSync event to user {}: {}", id, e);
}
}
}
}
super::GameMessage::RequestLoadingProgress { user_id } => {
let mut user_info = None;
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() {
user_info = Some((
conn.connection.to_owned(),
rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(conn.user.user_name().to_owned()),
progress: (conn.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
},
));
}
}
if let Some(user_info) = user_info {
let sender = crate::handlers::RlnlSender::new(&user_info.0.sender);
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
crate::events::log_lnl_send_failure(sender.send_data(
&user_info.1,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.0.connection,
).await);
}
} else {
log::error!("Failed to find user {} in connected users for match {}", user_id, self.game_guid);
}
},
super::GameMessage::WeaponSelect { user_id, machine_id, category, size } => {
if let Some(conn) = self.users.read().await.get(&machine_id) {
let category_u32 = category as u32;
let size_u32 = size as u32;
conn.machine.selected_weapon.category.store(category_u32, std::sync::atomic::Ordering::Relaxed);
conn.machine.selected_weapon.size.store(size_u32, std::sync::atomic::Ordering::Relaxed);
let data = rlnl::events::ingame::SelectWeapon {
machine_id,
item_category: category_u32,
item_size: size_u32,
};
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::BroadcastWeaponSelect,
literustlib::packet::Property::ReliableOrdered,
&data,
false
).await;
}
},
super::GameMessage::RequestLoadingSync { user_id } => {
// wait for all users to be ready before transitioning to loading sync
let mut ready_count = 0;
for user in self.users.read().await.values() {
if user.user.user_id() == user_id {
user.state.mode.store(ConnectionMode::WaitingForSync.to_u8(), std::sync::atomic::Ordering::Relaxed);
ready_count += 1;
} else {
if matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::WaitingForSync) {
ready_count += 1;
}
}
}
let player_count = self.player_count.load(std::sync::atomic::Ordering::Relaxed) as usize;
if ready_count == player_count {
log::info!("All players ({}) awaiting sync for game {}", player_count, self.game_guid);
let total_users = self.users.read().await.len() as u8;
for (user_key, conn) in self.users.read().await.iter() {
self.spawn_send_sync_events(conn, conn.user.user_id(), *user_key, total_users);
}
}
},
super::GameMessage::LoadComplete { user_id } => {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(conn) = self.users.read().await.get(&user_key) {
log::info!("Loading complete for game {}, user {} ({})", self.game_guid, user_id, user_key);
conn.state.progress.store(100, std::sync::atomic::Ordering::Relaxed);
conn.state.mode.store(ConnectionMode::WaitingToStart.to_u8(), std::sync::atomic::Ordering::Relaxed);
/*let game_start = chrono::DateTime::from_timestamp(self.game_start.load(std::sync::atomic::Ordering::Relaxed), 0).unwrap();
let payload = super::countdown::time_to_game_start_payload(game_start);
let sender = conn.connection.rlnl();
if let Err(e) = sender.send_data(
&payload,
rlnl::event_code::NetworkEvent::TimeToGameStart,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection)
.await {
log::error!("Failed to send updated TimeToGameStart to a user: {}", e);
}*/
self.spawn_initial_ingame_events(conn, user_id);
} else {
log::warn!("Invalid LoadComplete user key {} for game {}", user_key, self.game_guid);
continue;
}
} else {
log::warn!("Unknown LoadComplete user id {} for game {}", user_id, self.game_guid);
continue;
}
// wait for all users to be ready for starting game start countdown
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
all_users_loading_complete &= matches!(mode, ConnectionMode::WaitingToStart);
}
// trigger game start
if all_users_loading_complete {
let player_count = self.player_count.load(std::sync::atomic::Ordering::Relaxed) as usize;
log::info!("All players ({}) are ready for game {}", player_count, self.game_guid);
tokio::time::sleep(Self::END_OF_SYNC_DELAY).await;
let mut senders = Vec::new();
for conn in self.users.read().await.values() {
senders.push((conn.connection.clone(), conn.state.clone()));
}
let game_start = chrono::Utc::now() + Self::COUNTDOWN_DURATION;
self.game_start.store(game_start.timestamp(), std::sync::atomic::Ordering::Relaxed);
super::countdown::match_countdown(senders, game_start);
}
}
super::GameMessage::BroadcastRlnl { user_id: _, event, property, data } => {
if let Some(data) = data {
self.broadcast(event, property, &*data, true).await;
} else {
self.broadcast_dataless(event, property, true).await;
}
}
super::GameMessage::RebroadcastRlnl { skip_user_id, event, property, data } => {
if let Some(data) = data {
self.rebroadcast(skip_user_id, event, property, &*data, true).await;
} else {
self.rebroadcast_dataless(skip_user_id, event, property, true).await;
}
}
super::GameMessage::Motion { user_id, data } => {
for conn in self.users.read().await.values() {
if conn.user.user_id() == user_id { continue; } // fun fact: the game hard crashes if you omit this
crate::events::log_lnl_send_failure(conn.connection.sender.send_data(crate::handler::EventData {
message_ty: crate::data::MessageType::RobotMotion,
variant: 0,
data_size: data.len() as _,
data: data.clone(),
}, literustlib::packet::Property::Unreliable, &conn.connection.connection).await);
}
}
super::GameMessage::NoOp => {},
}
}
}
self.is_complete.store(true, std::sync::atomic::Ordering::Relaxed);
}
fn spawn_send_loading_events(&self, user: &UserConnection, player_id: u8, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) {
let connection = user.connection.clone();
let user_id = user.user.user_id();
tokio::spawn(Self::send_loading_events_wrapper(connection, player_id, user_id, players));
}
async fn send_loading_events_wrapper(connection: UserSender, player_id: u8, user_id: i32, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) {
if let Err(e) = Self::send_loading_events(&connection, player_id, players).await {
log::error!("Failed to send Loading events for user {} ({}): {}", user_id, player_id, e);
}
}
async fn send_loading_events(user: &UserSender, player_id: u8, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) -> std::io::Result<()> {
let sender = user.rlnl();
sender.send_data(
&rlnl::events::ingame::PlayerId { player: player_id },
rlnl::event_code::NetworkEvent::GameGuidValidated,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
sender.send_data(
&rlnl::events::loading::PlayerIDsAndNames {
num_players: players.len() as _,
players: players.into_iter().map(|player| rlnl::events::loading::PlayerIDAndName {
player_id: player.player_id as _,
name: rlnl::types::BinaryWriterString(player.public_id),
display_name: rlnl::types::BinaryWriterString(player.display_name),
})
.collect(),
/*players: vec![ // FIXME
rlnl::events::loading::PlayerIDAndName {
player_id: 0,
name: rlnl::types::BinaryWriterString("NGniusness".to_owned()),
display_name: rlnl::types::BinaryWriterString("NGniusness".to_owned()),
},
rlnl::events::loading::PlayerIDAndName {
player_id: 1,
name: rlnl::types::BinaryWriterString("NGniusness2".to_owned()),
display_name: rlnl::types::BinaryWriterString("NGniusness2".to_owned()),
},
],*/
},
rlnl::event_code::NetworkEvent::PlayerIDs,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
sender.send_data(
&rlnl::events::loading::PlayerIDs {
num_ids: 0,
players: vec![],
},
rlnl::event_code::NetworkEvent::HostAIs,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
Ok(())
}
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32, player_id: u8, num_players: u8) {
let connection = user.connection.clone();
tokio::spawn(Self::send_sync_events_wrapper(connection, user_id, player_id, num_players));
user.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32, player_id: u8, num_players: u8) {
if let Err(e) = Self::send_sync_events(connection, player_id, num_players).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_sync_events(connection: UserSender, _player_id: u8, num_players: u8) -> std::io::Result<()> {
let sender = connection.rlnl();
sender.send_empty(
rlnl::event_code::NetworkEvent::BeginSync,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
// sudden death
sender.send_data(
&rlnl::events::sync::UpdateGameModeSettings { // FIXME use value from config
respawn_heal_duration: 10.0,
respawn_full_heal_duration: 10.0,
},
rlnl::event_code::NetworkEvent::GameModeSettings,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
sender.send_data(
&rlnl::events::GameTime(300.0), // FIXME use value from config
rlnl::event_code::NetworkEvent::CurrentGameTime,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
// generic
sender.send_data(
&rlnl::events::sync::InitialiseGameStats {
num_players,
stats: (0..num_players).into_iter()
.map(|i| rlnl::types::IngamePlayerStats {
player_name: i,
num_stats: 0,
stats: vec![],
}).collect(),
},
rlnl::event_code::NetworkEvent::InitialiseGameStats,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
for i in 0..num_players {
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3 { x: i as _, y: 42, z: i as _ },
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
},
owner: i,
},
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
}
// seems to be for reconnecting
/*sender.send_data(
&rlnl::events::sync::SyncMachineCubes {
machine_id: 0,
num_cubes: 0,
events: vec![
rlnl::types::CubeState {
loc: rlnl::types::Byte3 { x: 0, y: 0, z: 0 },
status: rlnl::types::CubeStatus {
ty: rlnl::types::CubeHistoryEventType::Heal,
damage: Some(1),
}
}
],
},
rlnl::event_code::NetworkEvent::SyncMachineCubes,
literustlib::packet::Property::ReliableOrdered,
&user.connection)
.await?;*/
Ok(())
}
fn spawn_initial_ingame_events(&self, user: &UserConnection, user_id: i32) {
let connection = user.connection.clone();
tokio::spawn(Self::send_initial_ingame_events_wrapper(connection, user_id));
//user.state.mode.store(ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_initial_ingame_events_wrapper(connection: UserSender, user_id: i32) {
if let Err(e) = Self::send_initial_ingame_events(connection).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_initial_ingame_events(_connection: UserSender) -> std::io::Result<()> {
//let sender = connection.rlnl();
/*sender.send_data(
&rlnl::events::GameTime(3.0),
rlnl::event_code::NetworkEvent::TimeToGameStart,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;*/
// TODO
Ok(())
}
}
impl super::GamemodeEngine for GenericGamemodeEngine {}