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|
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_bot_version(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()
}
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