planning done on how the event system works
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@@ -21,20 +21,14 @@ pub enum ClientEvent {
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RequestLegalMoves { fen: String },
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}
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#[derive(Debug)]
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pub enum ServerEvent {
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PlayerJoined(Uuid, String),
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PlayerLeft(Uuid),
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PlayerJoinedQueue(Uuid),
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PlayerJoinedMatch(Uuid, Uuid), // player_id, match_id
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PlayerMove(Uuid, Step),
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PlayerResigned(Uuid),
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MatchCreated(Uuid, Uuid, Uuid), // match_id, white_id, black_id
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#[derive(Serialize, Deserialize, Debug)]
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pub struct EventResponse {
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response: Result<bool, String>,
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}
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pub struct EventSystem {
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sender: mpsc::UnboundedSender<(Uuid, ClientEvent)>,
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receiver: Arc<Mutex<mpsc::UnboundedReceiver<(Uuid, ClientEvent)>>>,
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sender: mpsc::UnboundedSender<(Uuid, EventResponse)>,
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receiver: Arc<Mutex<mpsc::UnboundedReceiver<(Uuid, EventResponse)>>>,
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}
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impl Clone for EventSystem {
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@@ -58,13 +52,13 @@ impl EventSystem {
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pub async fn send_event(
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&self,
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player_id: Uuid,
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event: ClientEvent,
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event: EventResponse,
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) -> Result<(), Box<dyn std::error::Error>> {
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self.sender.send((player_id, event))?;
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Ok(())
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}
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pub async fn next_event(&self) -> Option<(Uuid, ClientEvent)> {
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pub async fn next_event(&self) -> Option<(Uuid, EventResponse)> {
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let mut receiver = self.receiver.lock().await;
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receiver.recv().await
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}
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@@ -76,6 +70,7 @@ impl Default for EventSystem {
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}
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}
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/*
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -123,4 +118,4 @@ mod tests {
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"Cloned event system should receive events"
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);
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}
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}
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}*/
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@@ -1,6 +1,7 @@
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mod connection;
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mod events;
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mod matchmaking;
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mod messages;
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use tokio::net::TcpListener;
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#[tokio::main]
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