ClientMessage

Enum ClientMessage 

Source
pub enum ClientMessage {
Show 31 variants Identify { resume_seq: Option<u64>, }, Heartbeat, Ack { seq: u64, }, RequestSync, DebugState, JoinChannelLobby { channel_id: String, guild_id: Option<String>, }, CreateCustomLobby, JoinCustomLobby { lobby_code: String, }, LeaveLobby, JoinGamePool { game_type: GameType, }, LeaveGamePool, CreateGame { mode: GameMode, }, StartGame { config: Option<GameConfig>, }, SubmitWord { game_id: String, word: String, positions: Vec<Position>, }, PassTurn { game_id: String, }, ShuffleBoard { game_id: String, }, EnterSwapMode { game_id: String, }, ExitSwapMode { game_id: String, }, SwapTile { game_id: String, row: usize, col: usize, new_letter: char, }, SpectateGame { game_id: String, }, JoinGame { game_id: String, }, LeaveSpectator { game_id: String, }, LeaveGame { game_id: String, }, SelectionUpdate { game_id: String, positions: Vec<Position>, }, InitiateTimerVote { game_id: String, }, VoteForTimer { game_id: String, }, TriggerRematch { previous_game_id: String, }, LeaveRematch { previous_game_id: String, }, AdminGetGames, AdminDeleteGame { game_id: String, }, PlayerDisconnected { lobby_id: Option<String>, game_id: Option<String>, },
}
Expand description

Messages sent from client to server.

Variants§

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Identify

Initial identification after WebSocket connect.

If resume_seq is provided, attempt to resume a previous session and receive missed messages since that sequence number.

Fields

§resume_seq: Option<u64>

Last seen sequence number (for session resumption)

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Heartbeat

Keep-alive ping. Server responds with HeartbeatAck.

Should be sent every 20-30 seconds to survive proxy timeouts.

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Ack

Explicit acknowledgment of received messages.

Can be used when no other message is being sent to confirm receipt. Usually, acks are piggybacked on other messages via the envelope.

Fields

§seq: u64

Sequence number being acknowledged

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RequestSync

Request a full state sync from the server.

Used to recover from state desync between client and server. Server responds with LobbySnapshot and optionally GameSnapshot.

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DebugState

Request debug state information for diagnosing context issues.

Returns detailed information about the player’s current state in the WebSocket handler, lobby, and game systems.

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JoinChannelLobby

Join a channel-based lobby (default Discord Activity behavior).

The lobby is automatically created if it doesn’t exist.

Fields

§channel_id: String

Discord channel ID

§guild_id: Option<String>

Discord guild ID (optional for DM activities)

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CreateCustomLobby

Create a new custom lobby with a shareable code.

Returns a 6-character code that others can use to join.

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JoinCustomLobby

Join an existing custom lobby by its code.

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§lobby_code: String

6-character lobby code (case-insensitive)

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LeaveLobby

Leave the current lobby.

If in a game, this also leaves the game.

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JoinGamePool

Join a game pool within the lobby.

Players must join a game pool to be matched for that game type. Only one game pool can be joined at a time.

Fields

§game_type: GameType

The game type pool to join

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LeaveGamePool

Leave the current game pool.

Returns the player to the main lobby view.

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CreateGame

Request to create a new game (legacy - prefer StartGame).

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StartGame

Start a new game in the current lobby.

By default, any player can start. Can be restricted to host only via server configuration.

Requirements:

  • Must be in a lobby
  • 1-6 connected players
  • No game already in progress

Fields

§config: Option<GameConfig>

Optional game configuration

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SubmitWord

Submit a word during your turn.

The word is derived from the positions on the grid. Positions must form a valid path (adjacent cells, no repeats).

Fields

§game_id: String
§word: String

The word being submitted (for validation)

§positions: Vec<Position>

Grid positions forming the word path

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PassTurn

Pass your turn without submitting a word.

Awards 0 points and advances to the next player.

Fields

§game_id: String
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ShuffleBoard

Shuffle the board (costs 1 gem).

Randomizes tile positions while keeping their properties (letters, multipliers, gems stay on tiles, just positions change).

Fields

§game_id: String
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EnterSwapMode

Enter swap mode (for UI feedback).

Broadcasts to other players that you’re considering a swap. Triggers wobble animation on their screens.

Fields

§game_id: String
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ExitSwapMode

Exit swap mode without swapping.

Fields

§game_id: String
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SwapTile

Swap a tile’s letter (costs 3 gems).

Changes the letter on a specific tile. The multiplier and gem status of the tile are preserved.

Fields

§game_id: String
§row: usize
§col: usize
§new_letter: char

New letter (A-Z)

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SpectateGame

Join a game as a spectator.

Spectators can view the game but cannot interact with it.

Fields

§game_id: String
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JoinGame

Join an active game.

The player is added at the end of the turn order. Previous rounds count as 0 points.

Fields

§game_id: String
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LeaveSpectator

Leave spectator mode and return to lobby view.

Fields

§game_id: String
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LeaveGame

Legacy leave game message.

Fields

§game_id: String
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SelectionUpdate

Broadcast current tile selection to other players.

Sent as the player selects tiles, allowing spectators and other players to see the selection in real-time.

Fields

§game_id: String
§positions: Vec<Position>
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InitiateTimerVote

Initiate a vote to start a turn timer on the current player.

Requirements:

  • At least 3 players in game
  • Not your turn
  • No vote already in progress
  • Not in cooldown

Fields

§game_id: String
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VoteForTimer

Vote yes on an active timer vote.

Requirements:

  • Vote must be in progress
  • You haven’t already voted
  • You didn’t initiate the vote
  • Not your turn

Fields

§game_id: String
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TriggerRematch

Trigger early rematch start for all players.

Cancels the countdown and starts the game immediately for everyone still in the rematch pool.

Fields

§previous_game_id: String

The game that just ended (for validation)

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LeaveRematch

Leave the rematch pool and return to lobby.

The player will be removed from the rematch player list and other players will be notified.

Fields

§previous_game_id: String

The game to leave rematch for

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AdminGetGames

Request list of games (admin only).

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AdminDeleteGame

Delete a specific game (admin only).

Fields

§game_id: String
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PlayerDisconnected

Player disconnected from WebSocket.

This message is generated by the backend when a WebSocket connection closes unexpectedly. It is dispatched to handlers to trigger grace period logic and schedule cleanup timers.

Not sent by clients - synthesized by the server.

Fields

§lobby_id: Option<String>

The lobby the player was in (if any)

§game_id: Option<String>

The game the player was in (if any)

Implementations§

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impl ClientMessage

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pub fn message_type(&self) -> &'static str

Get the message type as a string (for logging/debugging).

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pub fn requires_lobby(&self) -> bool

Check if this message requires the sender to be in a lobby.

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pub fn requires_active_game(&self) -> bool

Check if this message requires an active game.

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pub fn requires_turn(&self) -> bool

Check if this message requires it to be the sender’s turn.

Trait Implementations§

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impl Clone for ClientMessage

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fn clone(&self) -> ClientMessage

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ClientMessage

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for ClientMessage

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for ClientMessage

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

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