echo/modules/gameserv/src/lib.rs

527 lines
24 KiB
Rust

//! GamesServ — a server-authoritative referee for tic-tac-toe, Connect Four and
//! chess, with a per-game ranked ladder. Every move is validated here and the
//! winner decided by the server, so a client can never cheat (games stay
//! server-side). Players drive games over `/msg GamesServ`; the machine-readable
//! board is pushed to each player on an invisible client-only TAGMSG
//! (`+tchatou.fr/gs`) that only the web client renders — IRC clients see just the
//! human notices. The ranked ladder rides StatServ's persisted counters.
//!
//! `board.rs` is the referee (typed rules + state); `chess.rs` is the chess engine.
use std::collections::HashMap;
use echo_api::{t, HelpEntry, NetAction, NetView, Sender, Service, ServiceCtx, Store};
#[path = "chess.rs"]
mod chess;
#[path = "board.rs"]
mod board;
use board::{GameType, Game, Outcome, Side, Status};
// Cap concurrent games per identity so a flood of never-finished challenges
// can't grow the map without bound (finished games are dropped immediately).
const MAX_GAMES_PER_USER: usize = 5;
const TYPES: [GameType; 3] = [GameType::Chess, GameType::C4, GameType::Ttt];
const BLURB: &str = "GamesServ referees \x02tic-tac-toe\x02, \x02Connect Four\x02 and \x02chess\x02 — it checks every move and keeps a ranked ladder. Challenge someone, then take turns. Moves: ttt cell \x020-8\x02, c4 column \x020-6\x02, chess \x02UCI\x02 (e2e4).";
const TOPICS: &[HelpEntry] = &[
HelpEntry { cmd: "CHALLENGE", summary: "challenge someone to a game", detail: "Syntax: \x02CHALLENGE <nick> <ttt|c4|chess>\x02\nChallenges a user. They accept with \x02ACCEPT\x02; you move first." },
HelpEntry { cmd: "ACCEPT", summary: "accept a challenge", detail: "Syntax: \x02ACCEPT [id]\x02\nAccepts a pending challenge (the most recent one if no id is given)." },
HelpEntry { cmd: "DECLINE", summary: "decline a challenge", detail: "Syntax: \x02DECLINE [id]\x02\nDeclines a pending challenge." },
HelpEntry { cmd: "MOVE", summary: "make a move", detail: "Syntax: \x02MOVE <id> <move>\x02\nMakes a move: ttt cell \x020-8\x02, c4 column \x020-6\x02, chess \x02UCI\x02 like e2e4 (e7e8q to promote)." },
HelpEntry { cmd: "RESIGN", summary: "resign a game", detail: "Syntax: \x02RESIGN <id>\x02\nResigns an active game; your opponent wins." },
HelpEntry { cmd: "GAMES", summary: "list your games", detail: "Syntax: \x02GAMES\x02\nLists your pending and active games with their ids." },
HelpEntry { cmd: "STATS", summary: "show ranked stats", detail: "Syntax: \x02STATS [nick]\x02\nShows a player's ranked record per game type (yours if no nick)." },
HelpEntry { cmd: "TOP", summary: "show the leaderboard", detail: "Syntax: \x02TOP [ttt|c4|chess]\x02\nShows the top ranked players for a game type (chess by default)." },
];
// One (account, game type) ladder row, materialised from the shared stat counters
// that StatServ persists. Points are DERIVED (win +10, loss -8, floored at 0), so
// the ladder needs only monotonic w/l/d counters — nothing to keep in sync.
#[derive(Default, Clone)]
struct Stats {
wins: u32,
losses: u32,
draws: u32,
}
impl Stats {
fn points(&self) -> i32 {
(10 * self.wins as i32 - 8 * self.losses as i32).max(0)
}
fn rank(&self) -> &'static str {
let p = self.points();
if p >= 800 {
"Master"
} else if p >= 400 {
"Gold"
} else if p >= 150 {
"Silver"
} else {
"Bronze"
}
}
fn any(&self) -> bool {
self.wins > 0 || self.losses > 0 || self.draws > 0
}
}
// The ladder lives in the shared counters, keyed `game.<type>.<w|l|d>.<account>`.
fn counter_key(gt: GameType, kind: char, account: &str) -> String {
format!("game.{}.{kind}.{account}", gt.wire())
}
fn read_stats(counters: &[(String, u64)], gt: GameType, account: &str) -> Stats {
let get = |kind: char| {
let key = counter_key(gt, kind, account);
counters.iter().find(|(k, _)| *k == key).map(|(_, v)| *v as u32).unwrap_or(0)
};
Stats { wins: get('w'), losses: get('l'), draws: get('d') }
}
// A player's post-game record: the counter bumps land after the command, so fold
// this game's delta into the snapshot for the immediate rank push.
fn read_stats_with_delta(counters: &[(String, u64)], gt: GameType, account: &str, side: Side, outcome: Option<Outcome>) -> Stats {
let mut s = read_stats(counters, gt, account);
match outcome {
Some(Outcome::Draw) => s.draws += 1,
Some(Outcome::Win(w)) if w == side => s.wins += 1,
Some(Outcome::Win(_)) => s.losses += 1,
None => {}
}
s
}
pub struct GameServ {
pub uid: String,
games: HashMap<u64, Game>,
nextid: u64,
}
impl GameServ {
pub fn new(uid: String) -> Self {
Self { uid, games: HashMap::new(), nextid: 1 }
}
// A player's game identity: their account if registered, else their connection
// UID (not their nick, which is mutable — keying on it lets a nick-reuser hijack
// an abandoned guest game, and lets a nick-cycler evade the per-user game cap).
// `nick_a`/`nick_b` hold the display name separately.
fn ident<'a>(from: &'a Sender) -> &'a str {
from.account.unwrap_or(from.uid)
}
// The side an account plays in a game (A = challenger), or None if not a party.
fn side_of(g: &Game, account: &str) -> Option<Side> {
if g.acc_a == account {
Some(Side::A)
} else if g.acc_b == account {
Some(Side::B)
} else {
None
}
}
fn do_challenge(&mut self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let (Some(&target), Some(&game)) = (args.get(1), args.get(2)) else {
ctx.notice(me, from.uid, "Syntax: CHALLENGE <nick> <ttt|c4|chess>");
return;
};
let Some(gt) = GameType::from_arg(game) else {
ctx.notice(me, from.uid, "Unknown game. Available: \x02ttt\x02 (tic-tac-toe), \x02c4\x02 (Connect Four), \x02chess\x02.");
return;
};
let Some(tuid) = net.uid_by_nick(target).map(str::to_string) else {
ctx.notice(me, from.uid, format!("\x02{target}\x02 is not online."));
return;
};
let meid = Self::ident(from).to_string();
let target_acc = net.account_of(&tuid).map(str::to_string);
// Key the target by the same identity ident() uses (account, else UID), or a
// guest target's acc_b (their nick) never matches their later meid.
let target_id = target_acc.clone().unwrap_or_else(|| tuid.clone());
// Reject self-challenge on the GAME IDENTITY, not just the connection uid:
// two sessions logged into one account would otherwise play a "ranked" game
// against themselves and farm rating.
if target_id == meid {
ctx.notice(me, from.uid, "You cannot challenge yourself.");
return;
}
// Global cap: the per-user cap keys on a churnable identity (a guest's nick),
// so a single connection could otherwise cycle nicks to grow the games map
// without bound. Bounding the total makes that impossible regardless.
const MAX_GAMES_TOTAL: usize = 500;
if self.games.len() >= MAX_GAMES_TOTAL {
ctx.notice(me, from.uid, "The game server is at capacity right now. Please try again shortly.");
return;
}
// Count games I started (any status) plus ones I accepted (active) — but NOT
// pending challenges sent TO me, or an attacker could spend their own budget
// flooding a victim with offers to exhaust the victim's slots.
let mine = self.games.values().filter(|g| g.acc_a == meid || (g.acc_b == meid && g.status == Status::Active)).count();
if mine >= MAX_GAMES_PER_USER {
ctx.notice(me, from.uid, format!("You have too many games in progress (max {MAX_GAMES_PER_USER}). Finish or resign one first."));
return;
}
let id = self.nextid;
self.nextid += 1;
let g = Game::new(
id,
gt,
meid,
from.account.is_some(),
target_id,
target_acc.is_some(),
from.nick.to_string(),
target.to_string(),
);
self.games.insert(id, g);
ctx.notice(me, from.uid, format!("Challenge \x02#{id}\x02 ({}) sent to \x02{target}\x02.", gt.wire()));
ctx.notice(me, &tuid, format!("{} challenges you to {} (game #{id}). \x02/msg GamesServ ACCEPT {id}\x02", from.nick, gt.wire()));
let g = &self.games[&id];
push_one(g, Side::A, "pending", me, net, ctx); // challenger: waiting
push_one(g, Side::B, "offer", me, net, ctx); // target: can accept/decline
}
fn do_accept(&mut self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let meid = Self::ident(from).to_string();
let id = match args.get(1) {
Some(&s) => s.parse::<u64>().ok().filter(|id| self.games.get(id).is_some_and(|g| g.status == Status::Pending && g.acc_b == meid)),
None => self.games.iter().find(|(_, g)| g.status == Status::Pending && g.acc_b == meid).map(|(id, _)| *id),
};
let Some(id) = id else {
ctx.notice(me, from.uid, "No pending challenge to accept.");
return;
};
let g = self.games.get_mut(&id).unwrap();
g.status = Status::Active;
g.nick_b = from.nick.to_string();
let glyph = g.glyph(Side::B);
ctx.notice(me, from.uid, format!("Game \x02#{id}\x02 started. You are \x02{glyph}\x02."));
push_state(&self.games[&id], me, net, ctx);
}
fn do_decline(&mut self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let meid = Self::ident(from).to_string();
let want: Option<u64> = args.get(1).and_then(|s| s.parse().ok());
let id = self.games.iter().find(|(id, g)| {
g.status == Status::Pending && g.acc_b == meid && want.is_none_or(|w| w == **id)
}).map(|(id, _)| *id);
let Some(id) = id else {
ctx.notice(me, from.uid, "No pending challenge to decline.");
return;
};
let g = self.games.remove(&id).unwrap();
if let Some(auid) = net.uid_by_nick(&g.nick_a).map(str::to_string) {
ctx.notice(me, &auid, format!("{} declined your challenge #{id}.", from.nick));
}
ctx.notice(me, from.uid, "Declined.");
}
fn do_move(&mut self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let (Some(&ids), Some(&mv)) = (args.get(1), args.get(2)) else {
ctx.notice(me, from.uid, "Syntax: MOVE <id> <move>");
return;
};
let id: u64 = ids.parse().unwrap_or(0);
let meid = Self::ident(from).to_string();
// Apply under a scoped mutable borrow, then release it before pushing.
let term = {
let Some(g) = self.games.get_mut(&id) else {
ctx.notice(me, from.uid, "No active game with that id.");
return;
};
let side = Self::side_of(g, &meid);
let (Some(side), true) = (side, g.status == Status::Active) else {
ctx.notice(me, from.uid, "No active game with that id.");
return;
};
match side {
Side::A => g.nick_a = from.nick.to_string(),
Side::B => g.nick_b = from.nick.to_string(),
}
if !board::apply_move(g, side, mv) {
ctx.notice(me, from.uid, "Illegal move (or not your turn).");
return;
}
board::terminal(g)
};
match term {
Some(outcome) => self.finish(id, outcome, me, net, ctx),
None => push_state(&self.games[&id], me, net, ctx),
}
}
fn do_resign(&mut self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let Some(&ids) = args.get(1) else {
ctx.notice(me, from.uid, "Syntax: RESIGN <id>");
return;
};
let id: u64 = ids.parse().unwrap_or(0);
let meid = Self::ident(from).to_string();
let winner = match self.games.get(&id) {
Some(g) if g.status == Status::Active => match Self::side_of(g, &meid) {
Some(side) => Outcome::Win(side.other()),
None => {
ctx.notice(me, from.uid, "No active game with that id.");
return;
}
},
_ => {
ctx.notice(me, from.uid, "No active game with that id.");
return;
}
};
ctx.notice(me, from.uid, format!("You resigned game #{id}."));
self.finish(id, winner, me, net, ctx);
}
// End a game: record the result, update the ladder (only when BOTH players are
// registered), push the final state + refreshed stats, and drop the game.
fn finish(&mut self, id: u64, outcome: Outcome, me: &str, net: &dyn NetView, ctx: &mut ServiceCtx) {
let Some(mut g) = self.games.remove(&id) else { return };
g.status = Status::Over;
g.result = Some(outcome);
let gt = g.gtype();
let ranked = g.a_reg && g.b_reg;
if ranked {
match outcome {
Outcome::Draw => {
ctx.count(counter_key(gt, 'd', &g.acc_a));
ctx.count(counter_key(gt, 'd', &g.acc_b));
}
Outcome::Win(w) => {
let (wacc, lacc) = match w {
Side::A => (&g.acc_a, &g.acc_b),
Side::B => (&g.acc_b, &g.acc_a),
};
ctx.count(counter_key(gt, 'w', wacc));
ctx.count(counter_key(gt, 'l', lacc));
}
}
}
// The counter bumps land AFTER this command, so fold this game's delta into
// the pushed rank (only when ranked; casual games leave the ladder be).
let counters = net.stat_counters();
let delta = ranked.then_some(outcome);
push_state(&g, me, net, ctx);
if g.a_reg {
let s = read_stats_with_delta(&counters, gt, &g.acc_a, Side::A, delta);
push_stats(&counters, &g.acc_a, &g.nick_a, me, net, ctx, Some((gt, &s)));
}
if g.b_reg {
let s = read_stats_with_delta(&counters, gt, &g.acc_b, Side::B, delta);
push_stats(&counters, &g.acc_b, &g.nick_b, me, net, ctx, Some((gt, &s)));
}
}
fn do_games(&self, me: &str, from: &Sender, ctx: &mut ServiceCtx) {
let meid = Self::ident(from).to_string();
let mut ids: Vec<u64> = self.games.iter().filter(|(_, g)| g.acc_a == meid || g.acc_b == meid).map(|(id, _)| *id).collect();
ids.sort_unstable();
if ids.is_empty() {
ctx.notice(me, from.uid, "You have no games. Use \x02CHALLENGE <nick> <game>\x02.");
return;
}
for id in ids {
let g = &self.games[&id];
let opp = if g.acc_a == meid { &g.nick_b } else { &g.nick_a };
ctx.notice(me, from.uid, format!("#{} {} vs {} [{}]", g.id, g.gtype().wire(), opp, g.status.wire()));
}
}
fn do_stats(&self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let who = if let Some(&t) = args.get(1) {
net.uid_by_nick(t).and_then(|u| net.account_of(u)).map(str::to_string).unwrap_or_else(|| t.to_string())
} else if let Some(a) = from.account {
a.to_string()
} else {
ctx.notice(me, from.uid, "Log in or specify a nick.");
return;
};
let counters = net.stat_counters();
push_stats(&counters, &who, from.nick, me, net, ctx, None); // machine lines for the UI
ctx.notice(me, from.uid, format!("\x02{who}\x02 — classement Jeux"));
let mut any = false;
for gt in TYPES {
let s = read_stats(&counters, gt, &who);
if s.any() {
any = true;
ctx.notice(me, from.uid, format!(
" \x02{}\x02 \x02{}\x02{} pts ({}V {}D {}N)",
gt.label(), s.rank(), s.points(), s.wins, s.losses, s.draws
));
}
}
if !any {
ctx.notice(me, from.uid, " (aucune partie classée pour l'instant)");
}
}
fn do_top(&self, me: &str, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView) {
let gt = match args.get(1) {
Some(&t) => match GameType::from_arg(t) {
Some(gt) => gt,
None => {
ctx.notice(me, from.uid, "Unknown game. Use \x02TOP ttt|c4|chess\x02.");
return;
}
},
None => GameType::Chess,
};
// Aggregate the per-account w/l/d counters for this game type.
let counters = net.stat_counters();
let prefix = format!("game.{}.", gt.wire());
let mut map: HashMap<String, Stats> = HashMap::new();
for (k, v) in &counters {
let Some(rest) = k.strip_prefix(&prefix) else { continue };
let Some((kind, acct)) = rest.split_once('.') else { continue };
let e = map.entry(acct.to_string()).or_default();
match kind {
"w" => e.wins = *v as u32,
"l" => e.losses = *v as u32,
"d" => e.draws = *v as u32,
_ => {}
}
}
let mut all: Vec<(String, Stats)> = map.into_iter().filter(|(_, s)| s.points() > 0).collect();
all.sort_by_key(|(_, s)| std::cmp::Reverse(s.points()));
push_tag(me, net, from.nick, &format!("GS$TOPSTART {}", gt.wire()), ctx);
if all.is_empty() {
ctx.notice(me, from.uid, format!("Classement \x02{}\x02 vide. Sois le premier à gagner !", gt.label()));
return;
}
ctx.notice(me, from.uid, format!("\x02Classement {} :\x02", gt.label()));
for (rank, (acc, s)) in all.iter().take(10).enumerate() {
let rank = rank + 1;
ctx.notice(me, from.uid, format!("{rank:2}. {acc:<16} {} {} pts", s.rank(), s.points()));
push_tag(me, net, from.nick, &format!("GS$TOPROW {} {rank} {acc} {} {}", gt.wire(), s.rank(), s.points()), ctx);
}
}
}
// ── web-sync pushes (free functions so they never borrow the GameServ state) ──
// Client-only tag on a TAGMSG: invisible in chat, read only by the web client.
fn push_tag(me: &str, net: &dyn NetView, nick: &str, payload: &str, ctx: &mut ServiceCtx) {
if let Some(uid) = net.uid_by_nick(nick) {
ctx.actions.push(NetAction::Raw(format!("@+tchatou.fr/gs={} :{} TAGMSG {}", board::escape_tag(payload), me, uid)));
}
}
// The GS# state line for one side. `status_override` lets a challenge show as
// "pending" to the challenger and "offer" to the target.
fn push_one(g: &Game, viewer: Side, status_override: &str, me: &str, net: &dyn NetView, ctx: &mut ServiceCtx) {
let (nick, opp) = match viewer {
Side::A => (&g.nick_a, &g.nick_b),
Side::B => (&g.nick_b, &g.nick_a),
};
let status = if status_override.is_empty() { g.status.wire() } else { status_override };
let res = match (g.status, g.result) {
(Status::Over, Some(Outcome::Draw)) => "draw",
(Status::Over, Some(Outcome::Win(w))) => if w == viewer { "win" } else { "loss" },
_ => "none",
};
let payload = format!(
"GS# {} g={} s={} t={} me={} opp={} st={} r={}",
g.id, g.gtype().wire(), g.encode(), g.glyph(g.turn), g.glyph(viewer), opp, status, res
);
push_tag(me, net, nick, &payload, ctx);
}
fn push_state(g: &Game, me: &str, net: &dyn NetView, ctx: &mut ServiceCtx) {
push_one(g, Side::A, "", me, net, ctx);
push_one(g, Side::B, "", me, net, ctx);
}
// One GS$ stats line per game type (for the client's rank strip / profile badge),
// read from the counter snapshot. `override_ty` shows a just-finished game's
// post-game record even though the counter bump hasn't landed yet.
fn push_stats(counters: &[(String, u64)], account: &str, to_nick: &str, me: &str, net: &dyn NetView, ctx: &mut ServiceCtx, override_ty: Option<(GameType, &Stats)>) {
for gt in TYPES {
let s = match override_ty {
Some((oty, os)) if oty == gt => os.clone(),
_ => read_stats(counters, gt, account),
};
let payload = format!("GS$ {} {} r={} p={} w={} l={} d={}", account, gt.wire(), s.rank(), s.points(), s.wins, s.losses, s.draws);
push_tag(me, net, to_nick, &payload, ctx);
}
}
impl Service for GameServ {
fn nick(&self) -> &str {
// "GameServ" (singular) is reserved on this network; the games service is
// "GamesServ" here.
"GamesServ"
}
fn uid(&self) -> &str {
&self.uid
}
fn gecos(&self) -> &str {
"Game Service"
}
fn help_topics(&self) -> (&'static str, &'static [HelpEntry]) {
(BLURB, TOPICS)
}
fn on_command(&mut self, from: &Sender, args: &[&str], ctx: &mut ServiceCtx, net: &dyn NetView, _store: &mut dyn Store) {
let me = self.uid.clone();
match args.first().map(|s| s.to_ascii_uppercase()).as_deref() {
Some("CHALLENGE") => self.do_challenge(&me, from, args, ctx, net),
Some("ACCEPT") => self.do_accept(&me, from, args, ctx, net),
Some("DECLINE") => self.do_decline(&me, from, args, ctx, net),
Some("MOVE") => self.do_move(&me, from, args, ctx, net),
Some("RESIGN") => self.do_resign(&me, from, args, ctx, net),
Some("GAMES") => self.do_games(&me, from, ctx),
Some("STATS") => self.do_stats(&me, from, args, ctx, net),
Some("TOP") => self.do_top(&me, from, args, ctx, net),
Some("HELP") | None => echo_api::help(&me, from, ctx, BLURB, TOPICS, args.get(1).copied()),
Some(other) => ctx.notice(&me, from.uid, format!("I don't know \x02{other}\x02. Try \x02HELP\x02.")),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
// The ladder is materialised from the shared counters; points derive from w/l.
#[test]
fn ladder_reads_counters_and_derives_points() {
let counters = vec![
("game.chess.w.Reverse".to_string(), 5u64),
("game.chess.l.Reverse".to_string(), 2u64),
("game.chess.d.Reverse".to_string(), 1u64),
];
let s = read_stats(&counters, GameType::Chess, "Reverse");
assert_eq!((s.wins, s.losses, s.draws), (5, 2, 1));
assert_eq!(s.points(), 34, "10*5 - 8*2");
assert_eq!(s.rank(), "Bronze");
// A different game type is a separate ladder (empty here).
assert!(!read_stats(&counters, GameType::C4, "Reverse").any());
// Losses alone floor points at 0.
let loser = read_stats(&[("game.ttt.l.Sad".to_string(), 9)], GameType::Ttt, "Sad");
assert_eq!(loser.points(), 0);
assert_eq!(counter_key(GameType::C4, 'w', "Bob"), "game.c4.w.Bob");
}
// A win folds its delta into the immediate rank push (counter bump is deferred).
#[test]
fn delta_reflects_the_just_finished_game() {
let counters = vec![("game.ttt.w.Win".to_string(), 3u64)];
let winner = read_stats_with_delta(&counters, GameType::Ttt, "Win", Side::A, Some(Outcome::Win(Side::A)));
assert_eq!(winner.wins, 4);
let loser = read_stats_with_delta(&counters, GameType::Ttt, "Lose", Side::B, Some(Outcome::Win(Side::A)));
assert_eq!(loser.losses, 1);
// Casual (unranked) game: no delta.
assert_eq!(read_stats_with_delta(&counters, GameType::Ttt, "Win", Side::A, None).wins, 3);
}
}