The socket had no recovery path: a mid-game drop left the table showing stale state with no indication, and plays were silently swallowed by the dead channel. Surface the server close code from ws::connect and add a reconnect driver in the game page: transient losses retry with exponential backoff (capped, then a manual Retry), while deliberate closes (session expired, game gone) stop retrying. Reconnects are free resyncs because the server pushes a full state snapshot on connect. Also gate card clicks while disconnected, show a connection banner, and drop the ticking interval and pending retries on unmount.
575 lines
19 KiB
Rust
575 lines
19 KiB
Rust
//! Live game page: table view over the websocket.
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use std::cell::Cell;
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use std::rc::Rc;
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use sycamore::prelude::*;
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use crate::components::card::{card_back, card_img};
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use crate::components::summary::{hand_summary_modal, summary_rows};
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use crate::components::toast::toast;
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use crate::model::{card_label, GameView, MoveView, PlayerView, Scores, ServerMessage};
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use crate::ws::{self, GameSocket};
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fn send_play(socket: Signal<Option<GameSocket>>, card: String, capture: Option<Vec<String>>) {
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if let Some(s) = socket.get_clone() {
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s.play(&card, capture);
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}
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}
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/// Panel for one player seat (name, team, hidden card count, stats).
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fn seat_panel(game: GameView, seat: usize, position: &'static str) -> View {
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let Some(player) = game.players.iter().find(|p| p.seat == seat).cloned() else {
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return view! {};
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};
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let active = game.phase == "playing" && game.turn == seat;
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let cls = format!(
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"seat seat-{position}{}",
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if active { " active" } else { "" }
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);
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let name = player.name.clone();
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let team = player.team.clone();
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let captured = player.captured_count;
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let scope = player.scope;
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let backs = (0..player.cards_left)
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.map(|_| card_back("mini"))
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.collect::<Vec<_>>();
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view! {
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div(class=cls) {
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div(class="seat-name") {
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(name)
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span(class="team-badge") { "Team " (team) }
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}
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div(class="seat-cards") { (backs) }
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div(class="seat-stats") {
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(captured) " captured · " (scope) " scope"
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}
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}
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}
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}
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/// The last-move announcement strip.
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fn move_banner(mv: MoveView) -> View {
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let name = mv.name.clone();
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let action = if mv.captured.is_empty() {
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"played"
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} else {
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"capturing"
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};
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let played = card_img(mv.card.clone(), "move-card");
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let captured = mv
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.captured
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.iter()
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.map(|c| card_img(c.clone(), "move-card"))
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.collect::<Vec<_>>();
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let scopa = mv.scopa.then(|| view! { span(class="scopa-badge") { "Scopa!" } });
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view! {
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div(class="move-banner") {
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strong { (name) }
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span { " " (action) " " }
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(played)
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(captured)
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(scopa)
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}
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}
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}
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/// Signals shared by the websocket connection and its reconnect attempts.
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#[derive(Clone, Copy)]
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struct ConnCtx {
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socket: Signal<Option<GameSocket>>,
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game: Signal<Option<GameView>>,
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over: Signal<Option<(Scores, Option<String>)>>,
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error: Signal<Option<String>>,
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closed: Signal<bool>,
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/// Reconnect attempts exhausted; only a manual retry resumes.
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gave_up: Signal<bool>,
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/// The server closed the connection deliberately (auth or game gone);
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/// retrying is pointless.
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fatal: Signal<bool>,
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attempts: Signal<u32>,
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capture_choice: Signal<Option<(String, Vec<Vec<String>>)>>,
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selected: Signal<Option<String>>,
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}
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/// Reconnect attempts: 1s, 2s, 4s, … capped at 30s, at most this many.
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const MAX_RECONNECT_ATTEMPTS: u32 = 10;
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fn backoff_ms(attempt: u32) -> u32 {
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(1000u32 << attempt.min(5)).min(30_000)
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}
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/// Connect the game websocket, wiring state updates and reconnects.
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///
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/// The server pushes a full state snapshot on connect, so a reconnect is
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/// also a resync: no client-side state merging is needed.
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fn start_connect(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
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let on_message = {
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let alive = alive.clone();
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move |msg: ServerMessage| {
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if !alive.get() {
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// The page is unmounted; its signals are disposed.
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return;
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}
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match msg {
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ServerMessage::State { game: g } => {
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ctx.capture_choice.set(None);
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ctx.selected.set(None);
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// A received state proves the (re)connection works.
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ctx.attempts.set(0);
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ctx.gave_up.set(false);
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ctx.closed.set(false);
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ctx.game.set(Some(g));
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}
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ServerMessage::GameOver { scores, winner } => {
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ctx.over.set(Some((scores, winner)))
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}
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ServerMessage::Error { message, .. } => ctx.error.set(Some(message)),
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}
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}
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};
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let on_close = {
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let id = id.clone();
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let alive = alive.clone();
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move |code: Option<u16>| {
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if !alive.get() {
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return;
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}
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ctx.closed.set(true);
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match code {
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Some(4401) => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("Session expired — please log in again.".to_string()));
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}
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Some(4403) | Some(4404) => {
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ctx.fatal.set(true);
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ctx.error
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.set(Some("This game is no longer available.".to_string()));
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}
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_ => schedule_retry(id.clone(), ctx, alive.clone()),
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}
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}
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};
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match ws::connect(&id, on_message, on_close) {
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Some(s) => ctx.socket.set(Some(s)),
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// WebSocket::open failed synchronously: treat as a transient loss.
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None if alive.get() => {
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ctx.closed.set(true);
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schedule_retry(id, ctx, alive);
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}
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None => {}
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}
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}
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/// Retry `start_connect` with exponential backoff, unless we gave up.
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fn schedule_retry(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
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let attempt = ctx.attempts.get();
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if attempt >= MAX_RECONNECT_ATTEMPTS {
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ctx.gave_up.set(true);
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return;
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}
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ctx.attempts.set(attempt + 1);
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gloo_timers::callback::Timeout::new(backoff_ms(attempt), move || {
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if alive.get() {
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start_connect(id, ctx, alive);
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}
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})
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.forget();
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}
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/// Slim banner shown over the table while the socket is down.
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fn conn_banner(
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closed: bool,
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gave_up: bool,
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fatal: bool,
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has_game: bool,
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reconnect: Rc<dyn Fn()>,
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) -> View {
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if !closed || !has_game {
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return view! {};
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}
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if fatal {
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view! {
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div(class="conn-banner") {
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"Connection closed by the server. "
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a(href="/") { "Back to lobby" }
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}
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}
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} else if gave_up {
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view! {
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div(class="conn-banner") {
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"Connection lost."
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button(class="button", on:click=move |_| reconnect()) { "Retry now" }
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a(href="/") { "Back to lobby" }
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}
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}
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} else {
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view! {
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div(class="conn-banner") { "Connection lost — reconnecting…" }
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}
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}
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}
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#[component(inline_props)]
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pub fn GamePage(id: String) -> View {
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let game = create_signal(Option::<GameView>::None);
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let error = create_signal(Option::<String>::None);
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let capture_choice = create_signal(Option::<(String, Vec<Vec<String>>)>::None);
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let selected = create_signal(Option::<String>::None);
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let over = create_signal(Option::<(Scores, Option<String>)>::None);
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let closed = create_signal(false);
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let gave_up = create_signal(false);
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let fatal = create_signal(false);
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let attempts = create_signal(0u32);
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let socket = create_signal(Option::<GameSocket>::None);
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// Ticking clock driving the hand-end countdown display.
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let now = create_signal(js_sys::Date::now());
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let ticker = gloo_timers::callback::Interval::new(500, move || now.set(js_sys::Date::now()));
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// Stops the ticker and any pending reconnect once the page unmounts.
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let alive = Rc::new(Cell::new(true));
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on_cleanup({
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let alive = alive.clone();
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move || {
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alive.set(false);
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drop(ticker);
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}
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});
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let id = Rc::new(id);
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let ctx = ConnCtx {
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socket,
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game,
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over,
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error,
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closed,
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gave_up,
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fatal,
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attempts,
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capture_choice,
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selected,
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};
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start_connect(id.clone(), ctx, alive.clone());
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let reconnect: Rc<dyn Fn()> = Rc::new(move || {
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ctx.attempts.set(0);
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ctx.gave_up.set(false);
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ctx.closed.set(false);
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start_connect(id.clone(), ctx, alive.clone());
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});
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// Clicking a card in the player's own hand.
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let on_hand_card = move |code: String| {
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if closed.get() {
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// A dead socket would swallow the play silently.
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return;
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}
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let Some(g) = game.get_clone() else { return };
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if g.your_turn != Some(true) {
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return;
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}
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let options = g
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.legal_moves
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.as_ref()
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.and_then(|m| m.get(&code))
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.cloned();
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match options {
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None => send_play(socket, code, None),
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Some(mut opts) if opts.len() == 1 => {
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send_play(socket, code, Some(opts.remove(0)))
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}
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Some(opts) => capture_choice.set(Some((code, opts))),
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}
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};
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let reconnect_banner = reconnect.clone();
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view! {
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div(class="game-page") {
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(toast(error))
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(move || conn_banner(
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closed.get(),
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gave_up.get(),
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fatal.get(),
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game.get_clone().is_some(),
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reconnect_banner.clone(),
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))
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(move || match game.get_clone() {
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None => {
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if fatal.get() {
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view! {
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div(class="panel status-panel") {
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p { "Connection closed." }
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p { a(href="/") { "Back to lobby" } }
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}
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}
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} else if gave_up.get() {
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let reconnect = reconnect.clone();
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view! {
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div(class="panel status-panel") {
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p { "Connection lost." }
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p {
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button(class="button primary", on:click=move |_| reconnect()) {
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"Retry now"
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}
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}
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p { a(href="/") { "Back to lobby" } }
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}
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}
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} else {
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let status = if closed.get() {
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"Connection lost — reconnecting…"
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} else {
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"Connecting to the game…"
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};
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view! {
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div(class="panel status-panel") {
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p { (status) }
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p { a(href="/") { "Back to lobby" } }
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}
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}
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}
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}
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Some(g) if g.phase == "lobby" => lobby_view(g),
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Some(g) => table_view(g, on_hand_card, selected, now),
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})
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(move || capture_choice.get_clone().map(|(card, options)| {
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capture_picker(card, options, socket, capture_choice)
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}))
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(move || match game.get_clone() {
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Some(g) if g.phase == "hand_end" => hand_summary_modal(g, socket, now),
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_ => view! {},
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})
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(move || game_over_view(over.get_clone(), game.get_clone()))
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}
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}
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}
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/// Lobby view while waiting for the fourth player.
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fn lobby_view(game: GameView) -> View {
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let seats_open = 4usize.saturating_sub(game.players.len());
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let join_code = game.join_code.clone();
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let players = game
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.players
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.iter()
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.map(|p| {
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let name = p.name.clone();
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let seat = p.seat;
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let team = p.team.clone();
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view! {
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li {
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strong { (name) }
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span { " (seat " (seat) ", team " (team) ")" }
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}
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}
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})
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.collect::<Vec<_>>();
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view! {
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div(class="panel status-panel") {
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h2 { "Waiting for players" }
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p { "Share this join code:" }
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p(class="join-code") { (join_code) }
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ul(class="roster") { (players) }
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p { (seats_open) " seat(s) still open" }
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p { a(href="/") { "Back to lobby" } }
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}
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}
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}
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fn player_for_seat(game: &GameView, seat: usize) -> Option<PlayerView> {
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game.players.iter().find(|p| p.seat == seat).cloned()
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}
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/// The main table view.
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fn table_view(
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game: GameView,
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on_hand_card: impl Fn(String) + Copy + 'static,
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selected: Signal<Option<String>>,
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now: Signal<f64>,
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) -> View {
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// Own seat: the only player entry carrying a hand.
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let viewer_seat = game
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.players
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.iter()
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.find(|p| p.hand.is_some())
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.map(|p| p.seat)
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.unwrap_or(0);
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let left = seat_panel(game.clone(), (viewer_seat + 1) % 4, "left");
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let top = seat_panel(game.clone(), (viewer_seat + 2) % 4, "top");
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let right = seat_panel(game.clone(), (viewer_seat + 3) % 4, "right");
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let my_turn = game.your_turn == Some(true);
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let turn_note = if game.phase == "finished" {
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"Match finished".to_string()
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} else if game.phase == "hand_end" {
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"Hand finished".to_string()
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} else if my_turn {
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"Your turn".to_string()
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} else {
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let name = player_for_seat(&game, game.turn)
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.map(|p| p.name)
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.unwrap_or_default();
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format!("{name}'s turn")
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};
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let turn_cls = if my_turn { "turn-note you" } else { "turn-note" };
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let countdown = game.turn_deadline.as_ref().map(|deadline| {
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// A dynamic closure so only the ticking number re-renders.
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let deadline_ms = js_sys::Date::parse(deadline);
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view! {
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span(class="turn-timer") {
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"Auto-play in "
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(move || {
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((deadline_ms - now.get_clone()) / 1000.0).ceil().max(0.0) as i32
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})
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"s"
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}
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}
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});
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let scores = game.scores.unwrap_or(Scores { a: 0, b: 0 });
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let table_cards = game
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.table
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.iter()
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.map(|c| card_img(c.clone(), "table-card"))
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.collect::<Vec<_>>();
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let empty_table = game.table.is_empty().then(|| view! {
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p(class="table-empty") { "Empty table" }
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});
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let banner = game.last_move.clone().map(move_banner);
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let hand_number = game.hand_number;
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let target_score = game.target_score;
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let viewer = player_for_seat(&game, viewer_seat);
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let my_captured = viewer.as_ref().map(|p| p.captured_count).unwrap_or(0);
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let my_scope = viewer.as_ref().map(|p| p.scope).unwrap_or(0);
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let hand = viewer.and_then(|p| p.hand).unwrap_or_default();
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let current_selection = selected.get_clone();
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let hand_cards = hand
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.into_iter()
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.map(|code| {
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let is_selected = current_selection.as_deref() == Some(code.as_str());
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let cls = if is_selected {
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"hand-slot selected"
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} else {
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"hand-slot"
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};
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let card_view = card_img(code.clone(), "hand-card");
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view! {
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button(class=cls, on:click=move |_| {
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if my_turn {
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on_hand_card(code.clone());
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}
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}) { (card_view) }
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}
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})
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.collect::<Vec<_>>();
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let hint = my_turn.then(|| view! {
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p(class="hint") {
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"Click a card to play it. If it can capture in several ways you "
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"will be asked to choose."
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}
|
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});
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|
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view! {
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div(class="table-wrap") {
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div(class="hud") {
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a(href="/") { "← Lobby" }
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span { "Hand " (hand_number) }
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span(class="hud-scores") {
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"Team A " (scores.a) " — " (scores.b) " Team B (target "
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(target_score) ")"
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}
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span(class=turn_cls) { (turn_note) }
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(countdown)
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}
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div(class="table-grid") {
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(top)
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(left)
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div(class="center") {
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(banner)
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div(class="table-cards") {
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(table_cards)
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(empty_table)
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}
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}
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(right)
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div(class="seat-bottom") {
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div(class="seat-stats own-stats") {
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(my_captured) " captured · " (my_scope) " scope"
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}
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div(class="hand") { (hand_cards) }
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(hint)
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}
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}
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}
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}
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}
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|
||
/// Popup listing the legal captures for a selected card.
|
||
fn capture_picker(
|
||
card: String,
|
||
options: Vec<Vec<String>>,
|
||
socket: Signal<Option<GameSocket>>,
|
||
capture_choice: Signal<Option<(String, Vec<Vec<String>>)>>,
|
||
) -> View {
|
||
let title = format!("Capture with {}", card_label(&card));
|
||
let option_views = options
|
||
.into_iter()
|
||
.map(|capture| {
|
||
let played_card = card.clone();
|
||
let cards = capture
|
||
.iter()
|
||
.map(|c| card_img(c.clone(), "mini"))
|
||
.collect::<Vec<_>>();
|
||
view! {
|
||
button(class="capture-option", on:click=move |_| {
|
||
send_play(socket, played_card.clone(), Some(capture.clone()));
|
||
capture_choice.set(None);
|
||
}) { (cards) }
|
||
}
|
||
})
|
||
.collect::<Vec<_>>();
|
||
view! {
|
||
div(class="overlay") {
|
||
div(class="picker") {
|
||
h3 { (title) }
|
||
div(class="capture-options") { (option_views) }
|
||
button(class="button", on:click=move |_| capture_choice.set(None)) { "Cancel" }
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// End-of-match overlay.
|
||
fn game_over_view(over: Option<(Scores, Option<String>)>, game: Option<GameView>) -> View {
|
||
let result = over.or_else(|| {
|
||
game.clone()
|
||
.filter(|g| g.phase == "finished")
|
||
.map(|g| (g.scores.unwrap_or(Scores { a: 0, b: 0 }), g.winner))
|
||
});
|
||
match result {
|
||
None => view! {},
|
||
Some((scores, winner)) => {
|
||
let winner = winner.unwrap_or_else(|| "?".to_string());
|
||
let line = format!("Team {winner} wins {} – {}", scores.a, scores.b);
|
||
// Explain the final hand's scoring before the result.
|
||
let final_summary = game
|
||
.and_then(|g| g.last_hand)
|
||
.map(|s| {
|
||
let rows = summary_rows(s);
|
||
view! { (rows) }
|
||
});
|
||
view! {
|
||
div(class="overlay") {
|
||
div(class="picker summary-panel") {
|
||
h2 { "Match over" }
|
||
(final_summary)
|
||
p(class="final-score") { (line) }
|
||
div(class="gameover-actions") {
|
||
a(class="button primary", href="/") { "Back to lobby" }
|
||
a(class="button", href="/history") { "My matches" }
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|