Dummy server to support proof-of-concept client

I'm planning to use WebSockets for game networking because it can be
used both on native and web environments.

I need some time and tools to figure out how to make Bevy hold and use a
WebSocket. I've taken the Axum WS text chat for use as a dummy activity
so I can build out a Bevy app which implements the text chat behavior.
This commit is contained in:
2025-10-17 09:13:29 -05:00
parent 88e6a8db5d
commit 0ebc137369
3 changed files with 184 additions and 2 deletions

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@@ -4,3 +4,6 @@ version = "0.1.0"
edition = "2024" edition = "2024"
[dependencies] [dependencies]
axum = { version = "0.8", features = ["ws"] }
futures-util = { version = "0.3.31", features = ["std", "sink"] }
tokio = { version = "1", features = ["full"] }

52
server/chat.html Normal file
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@@ -0,0 +1,52 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>WebSocket Chat</title>
</head>
<body>
<h1>WebSocket Chat Example</h1>
<input id="username" style="display:block; width:100px; box-sizing: border-box" type="text" placeholder="username">
<button id="join-chat" type="button">Join Chat</button>
<textarea id="chat" style="display:block; width:600px; height:400px; box-sizing: border-box" cols="30" rows="10"></textarea>
<input id="input" style="display:block; width:600px; box-sizing: border-box" type="text" placeholder="chat">
<script>
const username = document.querySelector("#username");
const join_btn = document.querySelector("#join-chat");
const textarea = document.querySelector("#chat");
const input = document.querySelector("#input");
join_btn.addEventListener("click", function(e) {
this.disabled = true;
const websocket = new WebSocket("ws://localhost:4000/websocket");
websocket.onopen = function() {
console.log("connection opened");
websocket.send(username.value);
}
const btn = this;
websocket.onclose = function() {
console.log("connection closed");
btn.disabled = false;
}
websocket.onmessage = function(e) {
console.log("received message: "+e.data);
textarea.value += e.data+"\r\n";
}
input.onkeydown = function(e) {
if (e.key == "Enter") {
websocket.send(input.value);
input.value = "";
}
}
});
</script>
</body>
</html>

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@@ -1,3 +1,130 @@
fn main() { use std::{
println!("Hello, world!"); collections::HashSet,
sync::{Arc, Mutex},
};
use axum::{
Router,
extract::{
State, WebSocketUpgrade,
ws::{Message, Utf8Bytes, WebSocket},
},
response::{Html, IntoResponse},
routing::get,
};
use futures_util::{sink::SinkExt, stream::StreamExt};
use tokio::sync::broadcast;
struct AppState {
user_set: Mutex<HashSet<String>>,
tx: broadcast::Sender<String>,
}
#[tokio::main]
async fn main() {
let user_set = Mutex::new(HashSet::new());
let (tx, _rx) = broadcast::channel(100);
let app_state = Arc::new(AppState { user_set, tx });
let app = Router::new()
.route("/", get(index))
.route("/websocket", get(websocket_handler))
.with_state(app_state);
let listener = tokio::net::TcpListener::bind("localhost:4000")
.await
.unwrap();
axum::serve(listener, app).await.unwrap();
}
async fn index() -> Html<&'static str> {
Html(include_str!("../chat.html"))
}
async fn websocket_handler(
ws: WebSocketUpgrade,
State(state): State<Arc<AppState>>,
) -> impl IntoResponse {
ws.on_upgrade(|socket| websocket(socket, state))
}
async fn websocket(socket: WebSocket, state: Arc<AppState>) {
let (mut sender, mut receiver) = socket.split();
let mut username = String::new();
// Loop over received messages. Ignore anything that isn't a `Message::Text()`.
// The first text message should be the client's username. If it's available,
// set the name and continue to main operation. If it's not, return an error
// message and exit the function.
while let Some(Ok(message)) = receiver.next().await {
if let Message::Text(name) = message {
check_username(&state, &mut username, name.as_str());
if !username.is_empty() {
break; // exit if we have a name
} else {
let _ = sender
.send(Message::Text(Utf8Bytes::from_static(
"Username is already taken!",
)))
.await;
return;
}
}
}
let mut rx = state.tx.subscribe();
let _ = state.tx.send(format!("{username} joined the lobby!"));
// Read messages broadcast through the server, write them to this socket.
// If any error is returned, break the loop to terminate the task. We're
// not dealing with them right now.
let mut send_task = tokio::spawn(async move {
while let Ok(msg) = rx.recv().await {
if sender.send(Message::text(msg)).await.is_err() {
break;
}
}
});
let tx = state.tx.clone();
let name = username.clone();
let mut receive_task = tokio::spawn(async move {
while let Some(Ok(Message::Text(msg))) = receiver.next().await {
let _ = tx.send(format!("{name} -- {msg}"));
}
});
// If either task completes, abort the other. They loop infinitely as long
// as the user is connected, so when one stops it means they should both
// stop.
tokio::select! {
_ = &mut send_task => receive_task.abort(),
_ = &mut receive_task => send_task.abort(),
}
// Remove the username from the set when the socket is closing down.
state.user_set.lock().unwrap().remove(&username);
}
/// Sets the requested username into buffer `name_out` if it is currently unused in the lobby.
///
/// Check for presence of `name` in `state.user_set`. If taken, the `name_out` out-parameter
/// is left unchanged (which should be empty, signaling to the caller that the name is
/// unavailable).
///
/// If the name is available, it is added to `state.user_set` (thus making it unavailable
/// going forward) and written into the `name_out` buffer for use by the caller (non-empty
/// values signal that the name has been accepted for use).
fn check_username(state: &AppState, name_out: &mut String, name: &str) {
// TODO: Return a Result instead of using out-parameters. This isn't C,
// we can do better.
let mut user_set= state.user_set.lock().unwrap();
if !user_set.contains(name) {
user_set.insert(name.to_owned());
name_out.push_str(name);
}
} }