pub fn run_server(address: &str) {
    let (tx, rx) = channel();

    // set up server in separate thread to accept new clients and send them to dispatcher
    let server = Server::bind(address).unwrap();
    let tx2 = tx.clone();
    let (incoming_tx, incoming_rx) = channel();

    let (update_tx, update_rx) = channel();

    // connection-accepting thread
    thread::spawn(move || {
        for client in server
            .filter_map(Result::ok)
            .filter_map(|connection| connection.accept().ok())
        {
            println!("accepting a connection from {:?}", client.peer_addr());
            incoming_tx
                .send(client)
                .expect("incoming-rx thread hung up");
        }
    });

    // give-updates-and-listen-for-table-type thread
    thread::spawn(move || {
        let mut clients = Vec::new();
        loop {
            // if we receive a new client within 1 second, add them to the main queue
            if let Ok(client) = incoming_rx.recv_timeout(Duration::from_secs(1)) {
                client.set_nonblocking(true).unwrap();
                clients.push(client);
            }

            // If we receive an update, broadcast amongst all queued clients.
            // Drop clients whose connection fails.
            if let Ok(update) = update_rx.recv_timeout(Duration::from_secs(1)) {
                for i in (0..clients.len()).rev() {
                    if clients[i]
                        .send_message(&WsMessage::text(serde_json::to_string(&update).unwrap()))
                        .is_err()
                    {
                        clients.remove(i);
                    }
                }
            }

            // If any of the clients has decided on a table, send them to the tables queue. If we don't understand the message, drop the connection.
            for i in (0..clients.len()).rev() {
                if let Ok(OwnedMessage::Text(msg)) = clients[i].recv_message() {
                    let mut client = clients.remove(i);
                    if let Ok(RequestTable::Table(request)) =
                        serde_json::from_str::<RequestTable>(&msg)
                    {
                        client.set_nonblocking(false).ok();
                        tx2.send((request, client)).expect("main thread hung up");
                    } else {
                        client.send_message(&WsMessage::close()).ok();
                    }
                }
            }
        }
    });

    // listen to clients from server and from stopped games
    let mut queue = HashMap::new();
    while let Ok((table, client)) = rx.recv() {
        {
            let q = queue.entry(table).or_insert_with(Vec::new);
            q.push(client);
            if q.len() == table.n_players {
                // play game with n_players.
                let tx3 = tx.clone();
                let mut clients = Vec::new();
                for _ in 0..table.n_players {
                    clients.push(q.pop().unwrap());
                }
                thread::spawn(move || {
                    do_game(table, clients, tx3);
                });
            }
        }
        // send update about queues
        update_tx
            .send(queue.iter().map(|(&k, v)| (k, v.len())).collect::<Vec<_>>())
            .ok();
    }
}
/// runs indefinitely. starts a child thread that listens for new connections.
/// once enough players have been collected, starts a new game in a separate
/// thread. Each game sends all clients back to the main thread at the end of
/// the game.
runs indefinitely. starts a child thread that listens for new connections.
once enough players have been collected, starts a new game in a separate
thread. Each game sends all clients back to the main thread at the end of
the game.
runs indefinitely . starts a child thread that listens for new connections . once enough players have been collected starts a new game in a separate thread . Each game sends all clients back to the main thread at the end of the game .
pub fn run_server(address: &str) {
    let (tx, rx) = channel();
    // set up server in separate thread to accept new clients and send them to dispatcher
    let server = Server::bind(address).unwrap();
    let tx2 = tx.clone();
    let (incoming_tx, incoming_rx) = channel();
    let (update_tx, update_rx) = channel();
    // connection-accepting thread
    thread::spawn(move || {
        for client in server
            .filter_map(Result::ok)
            .filter_map(|connection| connection.accept().ok())
        {
            println!("accepting a connection from {:?}", client.peer_addr());
            incoming_tx
                .send(client)
                .expect("incoming-rx thread hung up");
        }
    });
    // give-updates-and-listen-for-table-type thread
    thread::spawn(move || {
        let mut clients = Vec::new();
        loop {
            // if we receive a new client within 1 second, add them to the main queue
            if let Ok(client) = incoming_rx.recv_timeout(Duration::from_secs(1)) {
                client.set_nonblocking(true).unwrap();
                clients.push(client);
            }
            // If we receive an update, broadcast amongst all queued clients.
            // Drop clients whose connection fails.
            if let Ok(update) = update_rx.recv_timeout(Duration::from_secs(1)) {
                for i in (0..clients.len()).rev() {
                    if clients[i]
                        .send_message(&WsMessage::text(serde_json::to_string(&update).unwrap()))
                        .is_err()
                    {
                        clients.remove(i);
                    }
                }
            }
            // If any of the clients has decided on a table, send them to the tables queue. If we don't understand the message, drop the connection.
            for i in (0..clients.len()).rev() {
                if let Ok(OwnedMessage::Text(msg)) = clients[i].recv_message() {
                    let mut client = clients.remove(i);
                    if let Ok(RequestTable::Table(request)) =
                        serde_json::from_str::<RequestTable>(&msg)
                    {
                        client.set_nonblocking(false).ok();
                        tx2.send((request, client)).expect("main thread hung up");
                    } else {
                        client.send_message(&WsMessage::close()).ok();
                    }
                }
            }
        }
    });
    // listen to clients from server and from stopped games
    let mut queue = HashMap::new();
    while let Ok((table, client)) = rx.recv() {
        {
            let q = queue.entry(table).or_insert_with(Vec::new);
            q.push(client);
            if q.len() == table.n_players {
                // play game with n_players.
                let tx3 = tx.clone();
                let mut clients = Vec::new();
                for _ in 0..table.n_players {
                    clients.push(q.pop().unwrap());
                }
                thread::spawn(move || {
                    do_game(table, clients, tx3);
                });
            }
        }
        // send update about queues
        update_tx
            .send(queue.iter().map(|(&k, v)| (k, v.len())).collect::<Vec<_>>())
            .ok();
    }
}
pub fn run_server ( address : & str ) { let ( tx , rx ) = channel ( ) ; // set up server in separate thread to accept new clients and send them to dispatcher let server = Server :: bind ( address ) . unwrap ( ) ; let tx2 = tx . clone ( ) ; let ( incoming_tx , incoming_rx ) = channel ( ) ; let ( update_tx , update_rx ) = channel ( ) ; // connection-accepting thread thread :: spawn ( move | | { for client in server . filter_map ( Result :: ok ) . filter_map ( | connection | connection . accept ( ) . ok ( ) ) { println ! ( " " client peer_addr ( ) ) ; incoming_tx . send ( client ) . expect ( " " ) ; } } ) ; // give-updates-and-listen-for-table-type thread thread :: spawn ( move | | { let mut clients = Vec :: new ( ) ; loop { // if we receive a new client within 1 second, add them to the main queue if let Ok ( client ) = incoming_rx . recv_timeout ( Duration :: from_secs ( 1 ) ) { client . set_nonblocking ( true ) . unwrap ( ) ; clients . push ( client ) ; } // If we receive an update, broadcast amongst all queued clients. // Drop clients whose connection fails. if let Ok ( update ) = update_rx . recv_timeout ( Duration :: from_secs ( 1 ) ) { for i in ( 0 .. clients . len ( ) ) . rev ( ) { if clients [ i ] . send_message ( & WsMessage :: text ( serde_json :: to_string ( & update ) . unwrap ( ) ) ) . is_err ( ) { clients . remove ( i ) ; } } } // If any of the clients has decided on a table, send them to the tables queue. If we don't understand the message, drop the connection. for i in ( 0 .. clients . len ( ) ) . rev ( ) { if let Ok ( OwnedMessage :: Text ( msg ) ) = clients [ i ] . recv_message ( ) { let mut client = clients . remove ( i ) ; if let Ok ( RequestTable :: Table ( request ) ) = serde_json :: from_str :: < RequestTable > ( & msg ) { client . set_nonblocking ( false ) . ok ( ) ; tx2 . send ( ( request , client ) ) . expect ( " " ) ; } else { client . send_message ( & WsMessage :: close ( ) ) . ok ( ) ; } } } } } ) ; // listen to clients from server and from stopped games let mut queue = HashMap :: new ( ) ; while let Ok ( ( table , client ) ) = rx . recv ( ) { { let q = queue . entry ( table ) . or_insert_with ( Vec :: new ) ; q . push ( client ) ; if q . len ( ) == table . n_players { // play game with n_players. let tx3 = tx . clone ( ) ; let mut clients = Vec :: new ( ) ; for _ in 0 .. table . n_players { clients . push ( q . pop ( ) . unwrap ( ) ) ; } thread :: spawn ( move | | { do_game ( table , clients , tx3 ) ; } ) ; } } // send update about queues update_tx . send ( queue . iter ( ) . map ( | ( & k , v ) | ( k , v . len ( ) ) ) . collect :: < Vec < _ > > ( ) ) . ok ( ) ; } }
runs indefinitely.
runs indefinitely .
address
&str
address
&str