mnml/server/src/user_anonymous.rs
2020-01-20 12:31:34 +10:00

187 lines
6.9 KiB
Rust

use uuid::Uuid;
use failure::Error;
use failure::err_msg;
use crossbeam_channel::{Sender as CbSender};
use serde_cbor::{from_slice};
use stripe::{Client as StripeClient};
use account::{Account};
use pg;
use rpc::{RpcMessage, RpcRequest, User};
use mnml_core::game::Game;
use mnml_core::item::item_info;
use mnml_core::instance::Instance;
#[derive(Debug,Clone)]
pub struct Anonymous {
pub account: Account,
pub id: Uuid,
pub instance: Option<Instance>,
pub game: Option<Game>,
ws: CbSender<RpcMessage>,
}
impl Anonymous {
pub fn new(account: Account, ws: CbSender<RpcMessage>) -> Anonymous {
Anonymous {
id: account.id,
account,
ws,
instance: None,
game: None,
}
}
}
impl User for Anonymous {
fn send(&mut self, msg: RpcMessage) -> Result<(), Error> {
// if the user queries the state of something
// we tell events to push updates to them
match msg {
RpcMessage::GameState(ref v) =>
self.game = Some(v.clone()),
RpcMessage::InstanceState(ref v) =>
self.instance = Some(v.clone()),
_ => (),
};
// last minute redactions and processing
// this happens after the state setting as we need to keep
// all the skills to prevent forfeiting
let msg = match msg {
RpcMessage::InstanceState(v) => RpcMessage::InstanceState(v.redact(self.id)),
RpcMessage::GameState(v) => RpcMessage::GameState(v.redact(self.id)),
_ => msg,
};
self.ws.send(msg)?;
Ok(())
}
fn connected(&mut self) -> Result<(), Error> {
info!("anonymous connection");
self.ws.send(RpcMessage::AccountState(self.account.clone()))?;
Ok(())
}
fn disconnected(&self) -> Result<(), Error> {
Ok(())
}
fn receive(&mut self, data: Vec<u8>, _stripe: &StripeClient) -> Result<RpcMessage, Error> {
match from_slice::<RpcRequest>(&data) {
Ok(v) => {
let get_instance = || {
match self.instance {
Some(ref i) => Ok(i.clone()),
None => return Err(err_msg("instance missing")),
}
};
let get_game = || {
match self.game {
Some(ref i) => Ok(i.clone()),
None => return Err(err_msg("game missing")),
}
};
match v {
RpcRequest::Ping {} => return Ok(RpcMessage::Pong(())),
RpcRequest::ItemInfo {} => return Ok(RpcMessage::ItemInfo(item_info())),
RpcRequest::AccountInstances {} => return Ok(RpcMessage::Pong(())),
RpcRequest::InstancePractice {} =>
Ok(RpcMessage::InstanceState(pg::instance_demo(&self.account)?)),
RpcRequest::InstanceReady { instance_id: _ } => {
match get_instance()?.player_ready(self.account.id)? {
Some(g) => Ok(RpcMessage::GameState(g)),
None => Ok(RpcMessage::InstanceState(get_instance()?)),
}
},
RpcRequest::InstanceState { instance_id: _ } =>
Ok(RpcMessage::InstanceState(get_instance()?)),
RpcRequest::InstanceAbandon { instance_id: _ } => {
let mut instance = get_instance()?;
instance.finish();
Ok(RpcMessage::InstanceState(instance))
},
RpcRequest::VboxBuy { instance_id: _, group, index, construct_id } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_buy(self.account.id, group, index, construct_id)?)),
RpcRequest::VboxApply { instance_id: _, construct_id, index } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_apply(self.account.id, index, construct_id)?)),
RpcRequest::VboxCombine { instance_id: _, inv_indices, vbox_indices } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_combine(self.account.id, inv_indices, vbox_indices)?)),
RpcRequest::VboxRefill { instance_id: _ } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_refill(self.account.id)?)),
RpcRequest::VboxRefund { instance_id: _, index } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_refund(self.account.id, index)?)),
RpcRequest::VboxUnequip { instance_id: _, construct_id, target } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_unequip(self.account.id, target, construct_id, None)?)),
RpcRequest::VboxUnequipApply { instance_id: _, construct_id, target, target_construct_id } =>
Ok(RpcMessage::InstanceState(get_instance()?.vbox_unequip(self.account.id, target, construct_id, Some(target_construct_id))?)),
RpcRequest::GameState { id: _ } =>
Ok(RpcMessage::GameState(get_game()?)),
RpcRequest::GameSkill { game_id: _, construct_id, target_construct_id, skill } => {
let mut game = get_game()?;
game.add_skill(self.account.id, construct_id, target_construct_id, skill)?;
Ok(RpcMessage::GameState(game))
},
RpcRequest::GameSkillClear { game_id: _ } => {
let mut game = get_game()?;
game.clear_skill(self.account.id)?;
Ok(RpcMessage::GameState(game))
},
RpcRequest::GameReady { id: _ } => {
let mut game = get_game()?;
game.player_ready(self.account.id)?;
if game.skill_phase_finished() {
game = game.resolve_phase_start();
}
if game.finished() {
self.ws.send(RpcMessage::PromptRegister(()))?;
}
Ok(RpcMessage::GameState(game))
},
RpcRequest::GameConcede { game_id: _ } =>
Ok(RpcMessage::GameState(get_game()?.concede(self.account.id)?)),
RpcRequest::GameOfferDraw { game_id: _ } =>
Ok(RpcMessage::GameState(get_game()?.offer_draw(self.account.id)?)),
_ => Err(format_err!("unhandled anonymous request request={:?}", v)),
}
},
Err(e) => {
warn!("{:?}", e);
Err(err_msg("invalid message"))
},
}
}
}