can play game
This commit is contained in:
@@ -1,28 +1,17 @@
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defmodule Backend.Application do
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# See https://hexdocs.pm/elixir/Application.html
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# for more information on OTP Applications
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@moduledoc false
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use Application
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@impl true
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def start(_type, _args) do
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children = [
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BackendWeb.Telemetry,
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{DNSCluster, query: Application.get_env(:backend, :dns_cluster_query) || :ignore},
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{Phoenix.PubSub, name: Backend.PubSub},
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# Start the Cluster manager for distributed Erlang
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Backend.Cluster,
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# Use GlobalSingleton supervisor for instant failover
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{Backend.GlobalSingleton, Backend.GameState},
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# Start a worker by calling: Backend.Worker.start_link(arg)
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# {Backend.Worker, arg},
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# Start to serve requests, typically the last entry
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BackendWeb.Endpoint
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]
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# See https://hexdocs.pm/elixir/Supervisor.html
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# for other strategies and supported options
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opts = [strategy: :one_for_one, name: Backend.Supervisor]
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Supervisor.start_link(children, opts)
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end
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@@ -33,43 +33,30 @@ defmodule Backend.Cluster do
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end
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defp connect_to_cluster do
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# Get all cluster nodes and exclude ourselves
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all_nodes =
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self_node = node()
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cluster_nodes =
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System.get_env("CLUSTER_NODES", "")
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|> String.split(",", trim: true)
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|> Enum.map(&String.to_atom/1)
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|> Enum.filter(&(&1 != self_node))
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cluster_nodes = Enum.reject(all_nodes, &(&1 == node()))
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connection_attempts =
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cluster_nodes
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|> Enum.map(&%{node: &1, status: Node.connect(&1)})
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failures =
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Enum.filter(cluster_nodes, fn node_name ->
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case Node.connect(node_name) do
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true ->
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# Logger.debug("Connected to node: #{node_name}")
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false
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false ->
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Logger.warning("Failed to connect to node: #{node_name}")
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true
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:ignored ->
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# Already connected, not a failure
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false
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end
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end)
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connection_attempts
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|> Enum.filter(fn %{status: status} -> status == false end)
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connected_nodes = Node.list()
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# Expected count is other nodes (not including ourselves)
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expected_count = length(cluster_nodes)
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actual_count = length(connected_nodes)
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if failures != [] or actual_count < expected_count do
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if failures != [] or length(connected_nodes) < length(cluster_nodes) do
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Logger.warning(
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"Cluster status: #{actual_count}/#{expected_count} nodes connected: #{inspect(connected_nodes)}"
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"Cluster status: #{length(connected_nodes)}/#{length(cluster_nodes)} nodes connected: #{inspect(connected_nodes)}"
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)
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end
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end
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end
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defp schedule_connect do
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# Retry connection every 10 seconds
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@@ -10,6 +10,7 @@ defmodule Backend.GameState do
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@name {:global, __MODULE__}
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@pubsub Backend.PubSub
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@topic "game_state"
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@fps 30
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# Client API
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@@ -39,6 +40,10 @@ defmodule Backend.GameState do
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GenServer.cast(@name, {:move_player, player_id, directions})
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end
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def update_player_keys(player_id, keys_pressed) do
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GenServer.cast(@name, {:update_player_keys, player_id, keys_pressed})
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end
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def get_state do
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GenServer.call(@name, :get_state)
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end
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@@ -48,6 +53,9 @@ defmodule Backend.GameState do
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@impl true
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def init(_) do
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Logger.info("GameState starting on node: #{node()}")
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sleep_delay = round(1000 / @fps)
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:timer.send_interval(sleep_delay, :tick)
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{:ok, %{}}
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end
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@@ -57,43 +65,53 @@ defmodule Backend.GameState do
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x = :rand.uniform(800)
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y = :rand.uniform(600)
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new_state = Map.put(state, player_id, %{x: x, y: y})
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new_state = Map.put(state, player_id, %{x: x, y: y, keys_pressed: []})
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broadcast_state(new_state)
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{:reply, new_state, new_state}
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end
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@impl true
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def handle_cast({:move_player, player_id, directions}, state) do
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Logger.info("Processing player move")
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def handle_cast({:update_player_keys, player_id, keys_pressed}, state) do
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player =
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case Map.get(state, player_id) do
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nil ->
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Logger.warning(
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"Move attempted for non-existent player: #{player_id}, creating at random position"
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"Key update for non-existent player: #{player_id}, creating at random position"
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)
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%{x: :rand.uniform(800), y: :rand.uniform(600)}
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%{x: :rand.uniform(800), y: :rand.uniform(600), keys_pressed: keys_pressed}
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existing_player ->
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existing_player
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Map.put(existing_player, :keys_pressed, keys_pressed)
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end
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step = 10
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new_state = Map.put(state, player_id, player)
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broadcast_state(new_state)
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{:noreply, new_state}
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end
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# Apply all directions to calculate final position
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new_position =
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Enum.reduce(directions, player, fn direction, acc ->
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case direction do
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"w" -> %{acc | y: max(0, acc.y - step)}
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"a" -> %{acc | x: max(0, acc.x - step)}
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"s" -> %{acc | y: min(600, acc.y + step)}
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"d" -> %{acc | x: min(800, acc.x + step)}
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_ -> acc
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end
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@impl true
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def handle_info(:tick, state) do
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# On each tick, move players based on their keys_pressed
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new_state =
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Enum.reduce(state, state, fn {player_id, player}, acc ->
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directions = player.keys_pressed || []
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step = 10
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new_player =
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Enum.reduce(directions, player, fn direction, acc ->
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case direction do
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"w" -> %{acc | y: max(0, acc.y - step)}
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"a" -> %{acc | x: max(0, acc.x - step)}
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"s" -> %{acc | y: min(600, acc.y + step)}
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"d" -> %{acc | x: min(800, acc.x + step)}
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_ -> acc
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end
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end)
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Map.put(acc, player_id, new_player)
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end)
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new_state = Map.put(state, player_id, new_position)
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broadcast_state(new_state)
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{:noreply, new_state}
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end
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25
backend/lib/backend/lobby_tracker.ex
Normal file
25
backend/lib/backend/lobby_tracker.ex
Normal file
@@ -0,0 +1,25 @@
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defmodule Backend.LobbyTracker do
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use GenServer
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require Logger
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@name {:global, __MODULE__}
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def start_link(_opts) do
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GenServer.start_link(__MODULE__, %{}, name: @name)
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end
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def get_lobbies do
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GenServer.call(@name, :get_lobbies)
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end
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@impl true
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def init(_) do
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Logger.info("LobbyTracker started on node: #{node()}")
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{:ok, %{}}
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end
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@impl true
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def handle_call(:get_lobbies, _from, state) do
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{:reply, state, state}
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end
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end
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118
backend/lib/backend_web/channels/connected_user_channel.ex
Normal file
118
backend/lib/backend_web/channels/connected_user_channel.ex
Normal file
@@ -0,0 +1,118 @@
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defmodule BackendWeb.ConnectedUserChannel do
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@moduledoc """
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Manages requests that come in from browser
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"""
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use BackendWeb, :channel
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require Logger
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@impl true
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def join("user:" <> user_name, _params, %{assigns: %{user_name: socket_user}} = socket)
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when user_name == socket_user do
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Logger.info("WebSocket connected to #{node()}, user: #{user_name}")
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Phoenix.PubSub.subscribe(Backend.PubSub, "game_state")
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Phoenix.PubSub.subscribe(Backend.PubSub, "user_sessions:#{user_name}")
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# Notify other sessions for this user
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Phoenix.PubSub.broadcast_from(
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Backend.PubSub,
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self(),
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"user_sessions:#{user_name}",
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:new_browser_connection
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)
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current_state = Backend.GameState.get_state()
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{:ok, %{game_state: current_state}, socket}
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end
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def join("user:" <> user_name, _params, %{assigns: %{user_name: socket_user}}) do
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Logger.warning("User #{socket_user} attempted to join channel for #{user_name}")
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{:error, %{reason: "unauthorized"}}
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end
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def join(_topic, _params, _socket) do
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{:error, %{reason: "authentication required"}}
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end
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@impl true
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def handle_info({:game_state_updated, state}, socket) do
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push(socket, "game_state", %{game_state: state})
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{:noreply, socket}
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end
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@impl true
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def handle_info(:new_browser_connection, socket) do
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Logger.warning("New browser connection detected for user: #{socket.assigns.user_name}")
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push(socket, "new_browser_connection", %{})
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{:noreply, socket}
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end
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@impl true
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def handle_in("join_game", %{"name" => name}, socket) do
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Logger.info("Player '#{name}' joining game on #{node()}")
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socket =
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socket
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|> assign(:player_name, name)
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|> assign(:keys_pressed, MapSet.new())
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Backend.GameState.add_player(name)
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{:reply, :ok, socket}
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end
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@impl true
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def handle_in("key_down", %{"key" => key}, socket) do
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case socket.assigns[:player_name] do
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nil ->
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Logger.warning("Key down attempted without joining game")
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{:noreply, socket}
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player_name ->
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keys_pressed = MapSet.put(socket.assigns[:keys_pressed] || MapSet.new(), key)
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socket = assign(socket, :keys_pressed, keys_pressed)
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Logger.debug(
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"Player '#{player_name}' key down: #{key}, keys: #{inspect(MapSet.to_list(keys_pressed))}"
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)
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Backend.GameState.update_player_keys(player_name, MapSet.to_list(keys_pressed))
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{:noreply, socket}
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end
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end
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@impl true
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def handle_in("key_up", %{"key" => key}, socket) do
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case socket.assigns[:player_name] do
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nil ->
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Logger.warning("Key up attempted without joining game")
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{:noreply, socket}
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player_name ->
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keys_pressed = MapSet.delete(socket.assigns[:keys_pressed] || MapSet.new(), key)
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socket = assign(socket, :keys_pressed, keys_pressed)
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Logger.debug(
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"Player '#{player_name}' key up: #{key}, keys: #{inspect(MapSet.to_list(keys_pressed))}"
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)
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Backend.GameState.update_player_keys(player_name, MapSet.to_list(keys_pressed))
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{:noreply, socket}
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end
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end
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@impl true
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def terminate(_reason, socket) do
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case socket.assigns[:player_name] do
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nil ->
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Logger.info("WebSocket disconnected from #{node()}")
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player_name ->
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Logger.info("Player '#{player_name}' disconnected from #{node()}")
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Backend.GameState.remove_player(player_name)
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end
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:ok
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end
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end
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@@ -1,60 +0,0 @@
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defmodule BackendWeb.GameChannel do
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@moduledoc """
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Channel for handling game events and player movements.
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"""
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use BackendWeb, :channel
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require Logger
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@impl true
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def join("game:lobby", _payload, socket) do
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Logger.info("WebSocket connected to #{node()}, waiting for name")
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Phoenix.PubSub.subscribe(Backend.PubSub, "game_state")
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current_state = Backend.GameState.get_state()
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{:ok, %{players: current_state}, socket}
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end
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@impl true
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def handle_info({:game_state_updated, state}, socket) do
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push(socket, "game_state", %{players: state})
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{:noreply, socket}
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end
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@impl true
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def handle_in("join_game", %{"name" => name}, socket) do
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Logger.info("Player '#{name}' joining game on #{node()}")
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socket = assign(socket, :player_name, name)
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Backend.GameState.add_player(name)
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{:reply, :ok, socket}
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end
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@impl true
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def handle_in("move", %{"directions" => directions}, socket) do
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case socket.assigns[:player_name] do
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nil ->
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Logger.warning("Move attempted without joining game")
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{:noreply, socket}
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player_name ->
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Logger.debug("Player '#{player_name}' moved #{inspect(directions)} on #{node()}")
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Backend.GameState.move_player(player_name, directions)
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{:noreply, socket}
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end
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end
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@impl true
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def terminate(_reason, socket) do
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case socket.assigns[:player_name] do
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nil ->
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Logger.info("WebSocket disconnected from #{node()}")
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player_name ->
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Logger.info("Player '#{player_name}' disconnected from #{node()}")
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Backend.GameState.remove_player(player_name)
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end
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:ok
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end
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end
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@@ -1,36 +1,27 @@
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defmodule BackendWeb.UserSocket do
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use Phoenix.Socket
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require Logger
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# A Socket handler
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#
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# It's possible to control the websocket connection and
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# assign values that can be accessed by your channel topics.
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## Channels
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channel("game:*", BackendWeb.GameChannel)
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channel("user:*", BackendWeb.ConnectedUserChannel)
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# Socket params are passed from the client and can
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# be used to verify and authenticate a user. After
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# verification, you can put default assigns into
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# the socket that will be set for all channels, ie
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#
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# {:ok, assign(socket, :user_id, verified_user_id)}
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#
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# To deny connection, return `:error` or `{:error, term}`.
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@impl true
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def connect(_params, socket, _connect_info) do
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{:ok, socket}
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def connect(%{"user_name" => user_name}, socket, _connect_info) do
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{:ok, assign(socket, :user_name, user_name)}
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end
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def connect(_params, _socket, _connect_info) do
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Logger.warning("WebSocket connection rejected: user_name required")
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{:error, %{reason: "user_name required"}}
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end
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# Socket id's are topics that allow you to identify all sockets for a given user:
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#
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# def id(socket), do: "user_socket:#{socket.assigns.user_id}"
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#
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# Would allow you to broadcast a "disconnect" event and terminate
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# all active sockets and channels for a given user:
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#
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#
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# Returning `nil` makes this socket anonymous.
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@impl true
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def id(%{assigns: %{user_name: user_name}}) do
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# assign websocket to user name
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# allows other parts of app to manipulate all sockets for a given user
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"user_socket:#{user_name}"
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end
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def id(_socket), do: nil
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end
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