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-rw-r--r--planetwars-server/src/modules/bot_api.rs272
1 files changed, 272 insertions, 0 deletions
diff --git a/planetwars-server/src/modules/bot_api.rs b/planetwars-server/src/modules/bot_api.rs
new file mode 100644
index 0000000..0ecbf71
--- /dev/null
+++ b/planetwars-server/src/modules/bot_api.rs
@@ -0,0 +1,272 @@
+pub mod pb {
+ tonic::include_proto!("grpc.planetwars.bot_api");
+}
+
+use std::collections::HashMap;
+use std::net::SocketAddr;
+use std::sync::{Arc, Mutex};
+use std::time::Duration;
+
+use runner::match_context::{EventBus, PlayerHandle, RequestError, RequestMessage};
+use runner::match_log::MatchLogger;
+use tokio::sync::{mpsc, oneshot};
+use tokio_stream::wrappers::UnboundedReceiverStream;
+use tonic;
+use tonic::transport::Server;
+use tonic::{Request, Response, Status, Streaming};
+
+use planetwars_matchrunner as runner;
+
+use crate::db;
+use crate::util::gen_alphanumeric;
+use crate::ConnectionPool;
+
+use super::matches::{MatchPlayer, RunMatch};
+
+pub struct BotApiServer {
+ conn_pool: ConnectionPool,
+ router: PlayerRouter,
+}
+
+/// Routes players to their handler
+#[derive(Clone)]
+struct PlayerRouter {
+ routing_table: Arc<Mutex<HashMap<String, SyncThingData>>>,
+}
+
+impl PlayerRouter {
+ pub fn new() -> Self {
+ PlayerRouter {
+ routing_table: Arc::new(Mutex::new(HashMap::new())),
+ }
+ }
+}
+
+impl Default for PlayerRouter {
+ fn default() -> Self {
+ Self::new()
+ }
+}
+
+// TODO: implement a way to expire entries
+impl PlayerRouter {
+ fn put(&self, player_key: String, entry: SyncThingData) {
+ let mut routing_table = self.routing_table.lock().unwrap();
+ routing_table.insert(player_key, entry);
+ }
+
+ fn take(&self, player_key: &str) -> Option<SyncThingData> {
+ // TODO: this design does not allow for reconnects. Is this desired?
+ let mut routing_table = self.routing_table.lock().unwrap();
+ routing_table.remove(player_key)
+ }
+}
+
+#[tonic::async_trait]
+impl pb::bot_api_service_server::BotApiService for BotApiServer {
+ type ConnectBotStream = UnboundedReceiverStream<Result<pb::PlayerRequest, Status>>;
+
+ async fn connect_bot(
+ &self,
+ req: Request<Streaming<pb::PlayerRequestResponse>>,
+ ) -> Result<Response<Self::ConnectBotStream>, Status> {
+ // TODO: clean up errors
+ let player_key = req
+ .metadata()
+ .get("player_key")
+ .ok_or_else(|| Status::unauthenticated("no player_key provided"))?;
+
+ let player_key_str = player_key
+ .to_str()
+ .map_err(|_| Status::invalid_argument("unreadable string"))?;
+
+ let sync_data = self
+ .router
+ .take(player_key_str)
+ .ok_or_else(|| Status::not_found("player_key not found"))?;
+
+ let stream = req.into_inner();
+
+ sync_data.tx.send(stream).unwrap();
+ Ok(Response::new(UnboundedReceiverStream::new(
+ sync_data.server_messages,
+ )))
+ }
+
+ async fn create_match(
+ &self,
+ req: Request<pb::MatchRequest>,
+ ) -> Result<Response<pb::CreatedMatch>, Status> {
+ // TODO: unify with matchrunner module
+ let conn = self.conn_pool.get().await.unwrap();
+
+ let match_request = req.get_ref();
+
+ let opponent = db::bots::find_bot_by_name(&match_request.opponent_name, &conn)
+ .map_err(|_| Status::not_found("opponent not found"))?;
+ let opponent_code_bundle = db::bots::active_code_bundle(opponent.id, &conn)
+ .map_err(|_| Status::not_found("opponent has no code"))?;
+
+ let player_key = gen_alphanumeric(32);
+
+ let remote_bot_spec = Box::new(RemoteBotSpec {
+ player_key: player_key.clone(),
+ router: self.router.clone(),
+ });
+ let mut run_match = RunMatch::from_players(vec![
+ MatchPlayer::from_bot_spec(remote_bot_spec),
+ MatchPlayer::from_code_bundle(&opponent_code_bundle),
+ ]);
+ let created_match = run_match
+ .store_in_database(&conn)
+ .expect("failed to save match");
+ run_match.spawn(self.conn_pool.clone());
+
+ Ok(Response::new(pb::CreatedMatch {
+ match_id: created_match.base.id,
+ player_key,
+ }))
+ }
+}
+
+// TODO: please rename me
+struct SyncThingData {
+ tx: oneshot::Sender<Streaming<pb::PlayerRequestResponse>>,
+ server_messages: mpsc::UnboundedReceiver<Result<pb::PlayerRequest, Status>>,
+}
+
+struct RemoteBotSpec {
+ player_key: String,
+ router: PlayerRouter,
+}
+
+#[tonic::async_trait]
+impl runner::BotSpec for RemoteBotSpec {
+ async fn run_bot(
+ &self,
+ player_id: u32,
+ event_bus: Arc<Mutex<EventBus>>,
+ _match_logger: MatchLogger,
+ ) -> Box<dyn PlayerHandle> {
+ let (tx, rx) = oneshot::channel();
+ let (server_msg_snd, server_msg_recv) = mpsc::unbounded_channel();
+ self.router.put(
+ self.player_key.clone(),
+ SyncThingData {
+ tx,
+ server_messages: server_msg_recv,
+ },
+ );
+
+ let fut = tokio::time::timeout(Duration::from_secs(10), rx);
+ match fut.await {
+ Ok(Ok(client_messages)) => {
+ // let client_messages = rx.await.unwrap();
+ tokio::spawn(handle_bot_messages(
+ player_id,
+ event_bus.clone(),
+ client_messages,
+ ));
+ }
+ _ => {
+ // ensure router cleanup
+ self.router.take(&self.player_key);
+ }
+ };
+
+ // If the player did not connect, the receiving half of `sender`
+ // will be dropped here, resulting in a time-out for every turn.
+ // This is fine for now, but
+ // TODO: provide a formal mechanism for player startup failure
+ Box::new(RemoteBotHandle {
+ sender: server_msg_snd,
+ player_id,
+ event_bus,
+ })
+ }
+}
+
+async fn handle_bot_messages(
+ player_id: u32,
+ event_bus: Arc<Mutex<EventBus>>,
+ mut messages: Streaming<pb::PlayerRequestResponse>,
+) {
+ while let Some(message) = messages.message().await.unwrap() {
+ let request_id = (player_id, message.request_id as u32);
+ event_bus
+ .lock()
+ .unwrap()
+ .resolve_request(request_id, Ok(message.content));
+ }
+}
+
+struct RemoteBotHandle {
+ sender: mpsc::UnboundedSender<Result<pb::PlayerRequest, Status>>,
+ player_id: u32,
+ event_bus: Arc<Mutex<EventBus>>,
+}
+
+impl PlayerHandle for RemoteBotHandle {
+ fn send_request(&mut self, r: RequestMessage) {
+ let res = self.sender.send(Ok(pb::PlayerRequest {
+ request_id: r.request_id as i32,
+ content: r.content,
+ }));
+ match res {
+ Ok(()) => {
+ // schedule a timeout. See comments at method implementation
+ tokio::spawn(schedule_timeout(
+ (self.player_id, r.request_id),
+ r.timeout,
+ self.event_bus.clone(),
+ ));
+ }
+ Err(_send_error) => {
+ // cannot contact the remote bot anymore;
+ // directly mark all requests as timed out.
+ // TODO: create a dedicated error type for this.
+ // should it be logged?
+ println!("send error: {:?}", _send_error);
+ self.event_bus
+ .lock()
+ .unwrap()
+ .resolve_request((self.player_id, r.request_id), Err(RequestError::Timeout));
+ }
+ }
+ }
+}
+
+// TODO: this will spawn a task for every request, which might not be ideal.
+// Some alternatives:
+// - create a single task that manages all time-outs.
+// - intersperse timeouts with incoming client messages
+// - push timeouts upwards, into the matchrunner logic (before we hit the playerhandle).
+// This was initially not done to allow timer start to be delayed until the message actually arrived
+// with the player. Is this still needed, or is there a different way to do this?
+//
+async fn schedule_timeout(
+ request_id: (u32, u32),
+ duration: Duration,
+ event_bus: Arc<Mutex<EventBus>>,
+) {
+ tokio::time::sleep(duration).await;
+ event_bus
+ .lock()
+ .unwrap()
+ .resolve_request(request_id, Err(RequestError::Timeout));
+}
+
+pub async fn run_bot_api(pool: ConnectionPool) {
+ let router = PlayerRouter::new();
+ let server = BotApiServer {
+ router,
+ conn_pool: pool.clone(),
+ };
+
+ let addr = SocketAddr::from(([127, 0, 0, 1], 50051));
+ Server::builder()
+ .add_service(pb::bot_api_service_server::BotApiServiceServer::new(server))
+ .serve(addr)
+ .await
+ .unwrap()
+}