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|
mod config_file;
mod multiplayer_net;
mod net;
use crossterm::{
event::{self, DisableMouseCapture, EnableMouseCapture, Event},
execute,
terminal::{disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen},
};
use multiplayer_net::{LocalUpdate, MultiplayerConnection, NetEvent as MpNetEvent};
use net::{NetClient, NetResponse};
use ratatui::{
backend::CrosstermBackend,
Terminal,
};
use std::{io, error::Error as StdError};
use typerpunk_core::{
app::{App, MpPlayer, NetworkAction, State},
input::InputHandler,
ui::draw,
};
fn main() -> Result<(), Box<dyn StdError>> {
// Setup terminal
enable_raw_mode()?;
let mut stdout = io::stdout();
execute!(stdout, EnterAlternateScreen, EnableMouseCapture)?;
let backend = CrosstermBackend::new(stdout);
let mut terminal = Terminal::new(backend)?;
// Create app and run it
let mut app = match App::new() {
Ok(app) => app,
Err(e) => {
cleanup_terminal(&mut terminal)?;
return Err(e);
}
};
// A saved token means a returning user doesn't have to log in again --
// restored eagerly so the main menu's account line reflects it from the
// very first frame.
let saved_auth = config_file::load();
if let (Some(token), Some(username)) = (saved_auth.token, saved_auth.username) {
app.restore_session(token, username);
}
let net_client = NetClient::spawn();
let mut input_handler = InputHandler::new(app);
let res = run_app(&mut terminal, &mut input_handler, &net_client);
// Restore terminal
cleanup_terminal(&mut terminal)?;
if let Err(err) = res {
println!("Error: {:?}", err);
}
Ok(())
}
fn cleanup_terminal<B: ratatui::backend::Backend + std::io::Write>(terminal: &mut Terminal<B>) -> io::Result<()> {
disable_raw_mode()?;
execute!(
terminal.backend_mut(),
LeaveAlternateScreen,
DisableMouseCapture
)?;
terminal.show_cursor()?;
Ok(())
}
fn apply_net_response(app: &mut App, response: NetResponse) {
match response {
NetResponse::LoginOk { username, token } => {
app.set_login_success(username.clone(), token.clone());
// Only a real login/register issues a fresh token - persist it
// so the next launch starts already signed in.
if let Some(token) = token {
config_file::save(&config_file::AuthConfig { token: Some(token), username: Some(username) });
}
}
NetResponse::Error(message) => app.set_net_error(message),
NetResponse::Leaderboard(entries) => app.set_leaderboard(entries),
NetResponse::Friends { list, incoming, outgoing } => app.set_friends(list, incoming, outgoing),
}
}
// PlayerList arrives every time someone joins/readies/leaves, not just
// once - resetting progress/wpm to zero on every refresh would erase a
// mid-race player's visible position each time the roster is re-sent, so
// existing entries carry theirs forward instead of being rebuilt from
// scratch.
fn merge_player_list(existing: &[MpPlayer], incoming: Vec<typerpunk_core::multiplayer::PlayerInfo>) -> Vec<MpPlayer> {
incoming
.into_iter()
.map(|p| {
let (progress, wpm) = existing.iter().find(|e| e.id == p.id).map(|e| (e.progress, e.wpm)).unwrap_or((0.0, 0.0));
MpPlayer { id: p.id, name: p.name, ready: p.ready, progress, wpm }
})
.collect()
}
fn apply_mp_event(app: &mut App, event: MpNetEvent) {
match event {
MpNetEvent::Ignored => {}
MpNetEvent::RoomCreated { code } => app.set_mp_room_created(code),
MpNetEvent::Joined { player_id } => app.set_mp_joined(player_id),
MpNetEvent::PlayerList(players) => {
let merged = merge_player_list(&app.mp_players, players);
app.set_mp_player_list(merged);
}
MpNetEvent::Countdown(seconds) => app.set_mp_countdown(seconds),
MpNetEvent::Start(text) => app.set_mp_start(text),
MpNetEvent::PlayerProgress { player_id, percent, wpm } => app.set_mp_player_progress(&player_id, percent, wpm),
MpNetEvent::PlayerFinished { player_id, wpm, place } => app.set_mp_player_finished(&player_id, "opponent", wpm, place),
MpNetEvent::RoomClosed(reason) => app.set_mp_room_closed(reason),
MpNetEvent::Error(message) => app.set_mp_error(message),
}
}
fn run_app<B: ratatui::backend::Backend>(
terminal: &mut Terminal<B>,
input_handler: &mut InputHandler,
net_client: &NetClient,
) -> io::Result<()> {
let mut last_render = std::time::Instant::now();
let render_interval = std::time::Duration::from_millis(16); // ~60 FPS
let mut mp_connection: Option<MultiplayerConnection> = None;
loop {
// Update app state to refresh timers and stats
input_handler.app.update();
// Drain whatever the network workers have finished since last frame
// - never blocks, since try_recv() only returns what's already
// there.
while let Some(response) = net_client.try_recv() {
apply_net_response(&mut input_handler.app, response);
}
if let Some(conn) = &mp_connection {
while let Some(event) = conn.try_recv() {
apply_mp_event(&mut input_handler.app, event);
}
}
// Leaving multiplayer entirely (Esc from lobby/race/results resets
// this on the app side) drops the connection here too, so the
// background thread notices its channels are gone and closes the
// socket instead of lingering for the rest of the process.
let in_multiplayer = matches!(
input_handler.app.state,
State::MultiplayerLobby | State::MultiplayerRace | State::MultiplayerResults
);
if !in_multiplayer && mp_connection.is_some() {
mp_connection = None;
}
// A race that's finished typing (is_finished(), handled inside
// app.rs's own tick) but hasn't yet heard the server confirm it via
// PlayerFinished still needs its Finish message actually sent --
// driven here every frame rather than per-keypress, since finishing
// is a state the typist arrives at continuously, not a discrete key.
if input_handler.app.state == State::MultiplayerRace && !input_handler.app.mp_finish_sent {
if input_handler.app.is_finished() {
if let Some(conn) = &mp_connection {
conn.send(LocalUpdate::Finish {
wpm: input_handler.app.stats.wpm() as f32,
accuracy: input_handler.app.stats.accuracy() as f32,
time: input_handler.app.stats.elapsed_time().as_secs_f32(),
});
}
input_handler.app.mp_finish_sent = true;
} else if let Some(conn) = &mp_connection {
let percent = input_handler.app.get_progress() as f32;
let wpm = input_handler.app.stats.wpm() as f32;
conn.send(LocalUpdate::Progress { percent, wpm });
}
}
terminal.draw(|f| draw(f, &input_handler.app))?;
if event::poll(std::time::Duration::from_millis(0))? {
if let Event::Key(key) = event::read()? {
input_handler.app.handle_input(key);
if let Some(action) = input_handler.app.pending_network_action.take() {
match action {
NetworkAction::CreateMultiplayerRoom => {
let name = input_handler.app.logged_in_username.clone().unwrap_or_else(|| "Guest".to_string());
mp_connection = Some(MultiplayerConnection::spawn(config_file::server_url(), config_file::server_ws_url(), None, name));
}
NetworkAction::JoinMultiplayerRoom { code } => {
let name = input_handler.app.logged_in_username.clone().unwrap_or_else(|| "Guest".to_string());
mp_connection = Some(MultiplayerConnection::spawn(config_file::server_url(), config_file::server_ws_url(), Some(code), name));
}
NetworkAction::MultiplayerReady => {
if let Some(conn) = &mp_connection {
conn.send(LocalUpdate::Ready);
}
input_handler.app.net_busy = false;
}
other => net_client.send(other, input_handler.app.auth_token.clone()),
}
}
if input_handler.app.should_exit {
return Ok(());
}
}
}
// Limit render rate
let now = std::time::Instant::now();
if now.duration_since(last_render) < render_interval {
std::thread::sleep(render_interval - now.duration_since(last_render));
}
last_render = now;
if input_handler.app.should_exit {
return Ok(());
}
}
}
|