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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>;
}