Convert functions to async/await

This commit is contained in:
Christoph Hagen
2022-10-12 19:28:28 +02:00
parent 7ef5da08d0
commit 26adcc2868
5 changed files with 124 additions and 109 deletions

View File

@ -87,17 +87,14 @@ final class SQLiteDatabase {
}
}
func passwordHashForExistingPlayer(named name: PlayerName, in database: Database) -> EventLoopFuture<PasswordHash> {
User.query(on: database).filter(\.$name == name).first()
.unwrap(or: Abort(.forbidden)).map { $0.passwordHash }
}
/**
Change the password of a user with a recovery token
func deletePlayer(named name: PlayerName, in database: Database) -> EventLoopFuture<Void> {
user(named: name, in: database).flatMap { user in
self.tables.leaveTable(player: user, in: database)
}.flatMap {
User.query(on: database).filter(\.$name == name).delete()
}
func deletePlayer(named name: PlayerName, in database: Database) async throws {
let user = try await user(named: name, in: database)
try await tables.leaveTable(player: user, in: database)
try await User.query(on: database).filter(\.$name == name).delete()
}
func isValid(sessionToken token: SessionToken) -> Bool {
@ -147,29 +144,25 @@ final class SQLiteDatabase {
tables.tableInfo(player: player)
}
private func points(for player: PlayerName, in database: Database) -> EventLoopFuture<Int> {
User.query(on: database)
private func points(for player: PlayerName, in database: Database) async throws -> Int {
try await User.query(on: database)
.filter(\.$name == player)
.first()
.unwrap(or: Abort(.notFound))
.map { $0.points }
.points
}
private func user(named name: PlayerName, in database: Database) -> EventLoopFuture<User> {
User.query(on: database)
private func user(named name: PlayerName, in database: Database) async throws -> User {
try await User
.query(on: database)
.filter(\.$name == name)
.first()
.unwrap(or: Abort(.notFound))
}
private func user(withToken token: SessionToken, in database: Database) -> EventLoopFuture<User> {
database.eventLoop
.future()
.map { self.playerNameForToken[token] }
.unwrap(or: Abort(.unauthorized))
.flatMap { name in
self.user(named: name, in: database)
}
private func user(withToken token: SessionToken, in database: Database) async throws -> User {
let name = try playerNameForToken[token].unwrap(or: Abort(.unauthorized))
return try await user(named: name, in: database)
}
// MARK: Tables
@ -181,26 +174,23 @@ final class SQLiteDatabase {
- Parameter isPublic: Indicates that this is a game joinable by everyone
- Returns: The table id
*/
func createTable(named name: TableName, player: PlayerName, isPublic: Bool, in database: Database) -> EventLoopFuture<TableInfo> {
user(named: player, in: database).flatMap { player in
self.tables.createTable(named: name, player: player, isPublic: isPublic, in: database)
}
func createTable(named name: TableName, player: PlayerName, isPublic: Bool, in database: Database) async throws -> TableInfo {
let user = try await user(named: player, in: database)
return try await tables.createTable(named: name, player: user, isPublic: isPublic, in: database)
}
func getPublicTableInfos() -> [PublicTableInfo] {
tables.publicTableList
}
func join(tableId: UUID, playerToken: SessionToken, in database: Database) -> EventLoopFuture<TableInfo> {
user(withToken: playerToken, in: database).flatMap { player in
self.tables.join(tableId: tableId, player: player, in: database)
}
func join(tableId: UUID, playerToken: SessionToken, in database: Database) async throws -> TableInfo {
let user = try await user(withToken: playerToken, in: database)
return try await tables.join(tableId: tableId, player: user, in: database)
}
func leaveTable(playerToken: SessionToken, in database: Database) -> EventLoopFuture<Void> {
user(withToken: playerToken, in: database).flatMap { player in
self.tables.leaveTable(player: player, in: database)
}
func leaveTable(playerToken: SessionToken, in database: Database) async throws {
let user = try await user(withToken: playerToken, in: database)
try await tables.leaveTable(player: user, in: database)
}
func performAction(playerToken: SessionToken, action: PlayerAction) -> PlayerActionResult {

View File

@ -38,19 +38,14 @@ final class TableManagement {
- Parameter isPublic: Indicates that this is a game joinable by everyone
- Returns: The table id
*/
func createTable(named name: TableName, player: User, isPublic: Bool, in database: Database) -> EventLoopFuture<TableInfo> {
func createTable(named name: TableName, player: User, isPublic: Bool, in database: Database) async throws -> TableInfo {
let table = Table(name: name, isPublic: isPublic)
return table.create(on: database).flatMap {
player.$table.id = table.id
return player.update(on: database)
}.flatMap {
Table.query(on: database).with(\.$players).filter(\.$id == table.id!).first()
}.unwrap(or: Abort(.notFound))
.map { storedTable in
let table = WaitingTable(newTable: storedTable)
self.tables[table.id] = table
return table.tableInfo(forPlayer: player.name)
}
try await table.create(on: database)
player.$table.id = table.id
try await player.update(on: database)
let waitingTable = WaitingTable(newTable: table)
self.tables[waitingTable.id] = waitingTable
return waitingTable.tableInfo(forPlayer: player.name)
}
/// A list of all public tables
@ -77,51 +72,51 @@ final class TableManagement {
- Parameter player: The name of the player who wants to join.
- Returns: The result of the join operation
*/
func join(tableId: UUID, player: User, in database: Database) -> EventLoopFuture<TableInfo> {
return database.eventLoop.future().flatMapThrowing { _ -> ManageableTable in
if let existing = self.currentTable(for: player.name) {
guard existing.id == tableId else {
throw Abort(.forbidden) // 403
}
return existing
func join(tableId: UUID, player: User, in database: Database) async throws -> TableInfo {
let table = try joinableTable(for: player, id: tableId)
player.$table.id = table.id
try await player.update(on: database)
table.sendUpdateToAllPlayers()
return table.tableInfo(forPlayer: player.name)
}
private func joinableTable(for player: User, id tableId: UUID) throws -> ManageableTable {
if let existing = self.currentTable(for: player.name) {
guard existing.id == tableId else {
throw Abort(.forbidden) // 403
}
guard let table = self.tables[tableId] else {
throw Abort(.gone) // 410
}
guard let joinableTable = table as? WaitingTable,
joinableTable.add(player: player.name, points: player.points) else {
throw Abort(.expectationFailed) // 417
}
return joinableTable
}.flatMap { table -> EventLoopFuture<ManageableTable> in
player.$table.id = table.id
return player.update(on: database).map { table }
}.map { table in
table.sendUpdateToAllPlayers()
return table.tableInfo(forPlayer: player.name)
return existing
}
guard let table = self.tables[tableId] else {
throw Abort(.gone) // 410
}
guard let joinableTable = table as? WaitingTable,
joinableTable.add(player: player.name, points: player.points) else {
throw Abort(.expectationFailed) // 417
}
return joinableTable
}
/**
A player leaves the table it previously joined
- Parameter player: The player leaving the table
*/
func leaveTable(player: User, in database: Database) -> EventLoopFuture<Void> {
func leaveTable(player: User, in database: Database) async throws {
guard let oldTable = currentTable(for: player.name) else {
return database.eventLoop.makeSucceededVoidFuture()
return
}
player.$table.id = nil
guard let table = WaitingTable(oldTable: oldTable, removing: player.name) else {
tables[oldTable.id] = nil
return player.update(on: database).flatMap {
Table.query(on: database).filter(\.$id == oldTable.id).delete()
}
try await player.update(on: database)
try await Table.query(on: database).filter(\.$id == oldTable.id).delete()
return
}
/// `player.canStartGame` is automatically set to false, because table is not full
tables[table.id] = table
table.sendUpdateToAllPlayers()
// TODO: Update points for all players
return player.update(on: database)
try await player.update(on: database)
}
func connect(player: PlayerName, using socket: WebSocket) -> Bool {