use std::time::Duration;
use async_std::{channel::Sender, future::timeout};
use de_messages::ToGame;
use de_net::{ConnErrorReceiver, Reliability};
use tracing::{error, info, warn};
use super::message::InMessage;
pub(super) async fn run(port: u16, errors: ConnErrorReceiver, server: Sender<InMessage<ToGame>>) {
info!("Starting game connection error handler on port {port}...");
loop {
if server.is_closed() {
break;
}
let Ok(error) = timeout(Duration::from_millis(500), errors.recv()).await else {
continue;
};
let Ok(error) = error else {
error!("Errors channel on port {port} was unexpectedly closed.");
break;
};
warn!("In game connection lost with {:?}", error.target());
let _ = server
.send(InMessage::new(
error.target(),
Reliability::Unordered,
ToGame::Leave,
))
.await;
}
info!("Game connection error handler on port {port} finished.");
}