pub mod pb { tonic::include_proto!("grpc.planetwars.client_api"); pub use player_api_client_message::ClientMessage as PlayerApiClientMessageType; pub use player_api_server_message::ServerMessage as PlayerApiServerMessageType; } 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 crate::GlobalConfig; use super::matches::{MatchPlayer, RunMatch}; pub struct ClientApiServer { conn_pool: ConnectionPool, runner_config: Arc, router: PlayerRouter, } /// Routes players to their handler #[derive(Clone)] struct PlayerRouter { routing_table: Arc>>, } 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 { // 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::client_api_service_server::ClientApiService for ClientApiServer { type ConnectPlayerStream = UnboundedReceiverStream>; async fn connect_player( &self, req: Request>, ) -> Result, 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, ) -> Result, Status> { // TODO: unify with matchrunner module let conn = self.conn_pool.get().await.unwrap(); let match_request = req.get_ref(); let (opponent_bot, opponent_bot_version) = db::bots::find_bot_with_version_by_name(&match_request.opponent_name, &conn) .map_err(|_| Status::not_found("opponent not found"))?; // TODO: allow map as parameter here let map = db::maps::find_map_by_name(&"hex", &conn) .map_err(|_| Status::not_found("map not found"))?; let player_key = gen_alphanumeric(32); let remote_bot_spec = Box::new(RemoteBotSpec { player_key: player_key.clone(), router: self.router.clone(), }); let run_match = RunMatch::new( self.runner_config.clone(), false, map, vec![ MatchPlayer::BotSpec { spec: remote_bot_spec, }, MatchPlayer::BotVersion { bot: Some(opponent_bot), version: opponent_bot_version, }, ], ); let (created_match, _) = run_match .run(self.conn_pool.clone()) .await .expect("failed to create match"); Ok(Response::new(pb::CreateMatchResponse { match_id: created_match.base.id, player_key, // TODO: can we avoid hardcoding this? match_url: format!( "{}/matches/{}", self.runner_config.root_url, created_match.base.id ), })) } } // TODO: please rename me struct SyncThingData { tx: oneshot::Sender>, server_messages: mpsc::UnboundedReceiver>, } 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>, _match_logger: MatchLogger, ) -> Box { 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>, mut messages: Streaming, ) { // TODO: can this be writte nmore nicely? while let Some(message) = messages.message().await.unwrap() { match message.client_message { Some(pb::PlayerApiClientMessageType::Action(resp)) => { let request_id = (player_id, resp.action_request_id as u32); event_bus .lock() .unwrap() .resolve_request(request_id, Ok(resp.content)); } _ => (), } } } struct RemoteBotHandle { sender: mpsc::UnboundedSender>, player_id: u32, event_bus: Arc>, } impl PlayerHandle for RemoteBotHandle { fn send_request(&mut self, r: RequestMessage) { let req = pb::PlayerActionRequest { action_request_id: r.request_id as i32, content: r.content, }; let server_message = pb::PlayerApiServerMessage { server_message: Some(pb::PlayerApiServerMessageType::ActionRequest(req)), }; let res = self.sender.send(Ok(server_message)); 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>, ) { tokio::time::sleep(duration).await; event_bus .lock() .unwrap() .resolve_request(request_id, Err(RequestError::Timeout)); } pub async fn run_client_api(runner_config: Arc, pool: ConnectionPool) { let router = PlayerRouter::new(); let server = ClientApiServer { router, conn_pool: pool, runner_config, }; let addr = SocketAddr::from(([127, 0, 0, 1], 50051)); Server::builder() .add_service(pb::client_api_service_server::ClientApiServiceServer::new( server, )) .serve(addr) .await .unwrap() }