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//! A common trait interface between the server and the client
use crate::wire::{
game::Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr,
UpdateState, User, UserId,
};
use async_std::sync::Arc;
use async_trait::async_trait;
use chrono::{DateTime, Utc};
/// Main game interface implemented by the server and client
///
/// The client implementation simply translates requests to network
/// requests that are sent to the server. The server implementation
/// consists of two parts: the network layer listening loop, and the
/// game server state which then implements the actual game logic.
#[async_trait]
pub trait GameIf {
/// Register a new user on a game server
async fn register(self: Arc<Self>, name: String, pw: String) -> Result<UserId, RegErr>;
/// Login for an existing user
async fn login(self: Arc<Self>, name: String, pw: String) -> Result<User, AuthErr>;
/// End a user session (go offline)
async fn logout(self: Arc<Self>, user: User) -> Result<(), AuthErr>;
/// Register as an anonymous player
async fn anonymous(self: Arc<Self>, name: String) -> Result<User, AuthErr>;
/// Join a match-making lobby
async fn join(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<Lobby, LobbyErr>;
/// Leave a match-making lobby
async fn leave(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<(), LobbyErr>;
/// Set the player's ready state
async fn ready(
self: Arc<Self>,
user: User,
lobby: LobbyId,
ready: bool,
) -> Result<LobbyUpdate, LobbyErr>;
/// Send a start request (as lobby admin)
async fn start_req(
self: Arc<Self>,
user: UserId,
lobby: LobbyId,
) -> Result<DateTime<Utc>, LobbyErr>;
/// Perform a game action as a user
async fn perform_action(self: Arc<Self>, user: User, mtch: MatchId, act: Action)
-> UpdateState;
/// Leave a match
async fn leave_match(self: Arc<Self>, user: User, mtch: MatchId) -> Result<(), MatchErr>;
}
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