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@ -12,14 +12,6 @@ impl Game {
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pub fn login(&mut self, token: Token, message: String, state: &Login) -> SendQueue {
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pub fn login(&mut self, token: Token, message: String, state: &Login) -> SendQueue {
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let mut send_queue = SendQueue::new();
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let mut send_queue = SendQueue::new();
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let mut client = if let Some(client) = self.clients.remove(&token) {
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client
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} else {
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warn!("Can't find a client with token: {:?}", &token);
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self.tokens.push_back(token);
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return send_queue;
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};
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match state {
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match state {
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// get the username
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// get the username
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Login::Username => {
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Login::Username => {
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@ -29,17 +21,20 @@ impl Game {
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match self.check_player_name(message) {
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match self.check_player_name(message) {
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PlayerCheck::Ok(name) => match self.db.find_player_by_name(&name) {
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PlayerCheck::Ok(name) => match self.db.find_player_by_name(&name) {
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Ok(Some(_)) => {
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Ok(Some(_)) => {
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send_queue.push(token, "\nPassword: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Password(name));
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token,
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"\nPassword: ",
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false,
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Some(State::Login(Login::Password(name))),
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);
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}
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}
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Ok(None) => {
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Ok(None) => {
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send_queue.push(
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send_queue.push(
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token,
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token,
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format!("\nCreate {}? [y/N]: ", name),
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format!("\nCreate {}? [y/N]: ", name),
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false,
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false,
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None,
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Some(State::Login(Login::CreateUser(name))),
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);
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);
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client.state = State::Login(Login::CreateUser(name));
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}
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}
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Err(_) => {
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Err(_) => {
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send_queue.push(token, "\nError\n\nUsername: ", false, None);
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send_queue.push(token, "\nError\n\nUsername: ", false, None);
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@ -59,25 +54,43 @@ impl Game {
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// username not found
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// username not found
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Login::CreateUser(username) => {
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Login::CreateUser(username) => {
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if !message.clone().is_empty() && message == "y" {
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if !message.clone().is_empty() && message == "y" {
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send_queue.push(token, "\nNew password: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::CreatePassword(username.to_owned()));
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token,
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"\nNew password: ",
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false,
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Some(State::Login(Login::CreatePassword(username.to_owned()))),
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);
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} else {
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} else {
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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}
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}
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}
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}
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// first new user password
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// first new user password
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Login::CreatePassword(username) => {
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Login::CreatePassword(username) => {
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if message.is_empty() {
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if message.is_empty() {
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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} else {
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} else {
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match self.check_player_password(message) {
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match self.check_player_password(message) {
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PlayerCheck::Ok(pass) => {
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PlayerCheck::Ok(pass) => {
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send_queue.push(token, "\nNew password again: ", false, None);
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send_queue.push(
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client.state =
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token,
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State::Login(Login::CreatePassword2((username.to_owned(), pass)));
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"\nNew password again: ",
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false,
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Some(State::Login(Login::CreatePassword2((
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username.to_owned(),
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pass,
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)))),
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);
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}
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}
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PlayerCheck::Err(err) => {
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PlayerCheck::Err(err) => {
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send_queue.push(token, "\nInvalid password:\n", false, None);
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send_queue.push(token, "\nInvalid password:\n", false, None);
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@ -93,8 +106,12 @@ impl Game {
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Login::CreatePassword2((username, pass)) => {
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Login::CreatePassword2((username, pass)) => {
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let pass = pass.to_owned();
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let pass = pass.to_owned();
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if message.is_empty() || message != pass {
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if message.is_empty() || message != pass {
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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} else {
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} else {
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if let Ok(id) = self.db.new_player_id() {
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if let Ok(id) = self.db.new_player_id() {
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let player = Player {
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let player = Player {
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@ -106,7 +123,12 @@ impl Game {
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};
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};
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if self.db.single_save_player(token, &player).is_ok() {
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if self.db.single_save_player(token, &player).is_ok() {
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send_queue.push(token, format!("Welcome, {}\n", username), false, None);
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send_queue.push(
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token,
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format!("Welcome, {}\n", username),
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false,
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Some(State::Action),
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);
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send_queue.push(token, "", true, None);
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send_queue.push(token, "", true, None);
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send_queue.append(&mut Command::dispatch_look(
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send_queue.append(&mut Command::dispatch_look(
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@ -116,7 +138,6 @@ impl Game {
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&mut self.db,
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&mut self.db,
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));
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));
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client.state = State::Action;
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} else {
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} else {
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send_queue.push(token, "Error", true, None);
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send_queue.push(token, "Error", true, None);
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}
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}
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@ -128,8 +149,12 @@ impl Game {
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Login::Password(username) => {
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Login::Password(username) => {
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if message.is_empty() {
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if message.is_empty() {
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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} else {
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} else {
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match self.db.find_player_by_name(username) {
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match self.db.find_player_by_name(username) {
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Ok(Some(player)) => {
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Ok(Some(player)) => {
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@ -139,9 +164,8 @@ impl Game {
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token,
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token,
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format!("Welcome back, {}\n\n", username),
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format!("Welcome back, {}\n\n", username),
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false,
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false,
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None,
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Some(State::Action),
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);
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);
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client.state = State::Action;
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send_queue.append(&mut Command::dispatch_look(
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send_queue.append(&mut Command::dispatch_look(
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&Command::default(),
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&Command::default(),
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@ -151,26 +175,37 @@ impl Game {
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));
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));
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} else {
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} else {
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send_queue.push(token, "Unable to login\n", false, None);
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send_queue.push(token, "Unable to login\n", false, None);
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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}
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}
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} else {
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} else {
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send_queue.push(token, "Incorrect password\n", false, None);
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send_queue.push(token, "Incorrect password\n", false, None);
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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}
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}
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}
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}
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Ok(None) | Err(_) => {
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Ok(None) | Err(_) => {
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send_queue.push(token, "Error\n", false, None);
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send_queue.push(token, "Error\n", false, None);
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send_queue.push(token, "\n\nUsername: ", false, None);
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send_queue.push(
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client.state = State::Login(Login::Username);
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token,
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"\n\nUsername: ",
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false,
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Some(State::Login(Login::Username)),
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);
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}
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}
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}
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}
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}
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}
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}
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}
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};
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};
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self.clients.insert(token, client);
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send_queue
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send_queue
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}
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}
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}
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}
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