Sync push

This commit is contained in:
Christoph Hagen
2021-12-03 18:03:29 +01:00
parent 4fe71136a2
commit 3db9652cad
27 changed files with 1540 additions and 898 deletions

View File

@ -1,32 +0,0 @@
import Foundation
import WebSocketKit
private let encoder = JSONEncoder()
enum ClientMessageType: String {
/// The names and connection states of th player, plus table name and id
case tableInfo = "t"
/// The hand cards of the player and the cards on the table
case cardInfo = "c"
/// The game is in the bidding phase
case biddingInfo = "b"
///
}
protocol ClientMessage: Encodable {
static var type: ClientMessageType { get }
}
extension WebSocket {
func send<T>(_ data: T) where T: ClientMessage {
let json = try! encoder.encode(data)
let string = String(data: json, encoding: .utf8)!
self.send(T.type.rawValue + string)
}
}

View File

@ -24,7 +24,7 @@ final class Database {
func deletePlayer(named name: PlayerName) {
_ = players.deletePlayer(named: name)
tables.remove(player: name)
tables.leaveTable(player: name)
}
func isValid(sessionToken token: SessionToken) -> Bool {
@ -63,8 +63,8 @@ final class Database {
players.registeredPlayerExists(withSessionToken: token)
}
func currentTableOfPlayer(named player: PlayerName) -> TableId {
tables.currentTableOfPlayer(named: player) ?? ""
func currentTableOfPlayer(named player: PlayerName) -> TableInfo? {
tables.tableInfo(player: player)
}
// MARK: Tables
@ -73,20 +73,20 @@ final class Database {
Create a new table with optional players.
- Parameter name: The name of the table
- Parameter players: The player creating the table
- Parameter visible: Indicates that this is a game joinable by everyone
- Parameter isPublic: Indicates that this is a game joinable by everyone
- Returns: The table id
*/
func createTable(named name: TableName, player: PlayerName, visible: Bool) -> TableId {
tables.createTable(named: name, player: player, visible: visible)
func createTable(named name: TableName, player: PlayerName, isPublic: Bool) -> TableId {
tables.createTable(named: name, player: player, isPublic: isPublic)
}
func getPublicTableInfos() -> [TableInfo] {
tables.getPublicTableInfos()
func getPublicTableInfos() -> [PublicTableInfo] {
tables.publicTableList
}
func join(tableId: TableId, playerToken: SessionToken) -> JoinTableResult {
func join(tableId: TableId, playerToken: SessionToken) -> Result<TableInfo,JoinTableResult> {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return .invalidToken
return .failure(.invalidToken)
}
return tables.join(tableId: tableId, player: player)
}
@ -95,14 +95,14 @@ final class Database {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return false
}
tables.remove(player: player)
tables.leaveTable(player: player)
return true
}
func dealCards(playerToken: SessionToken) -> DealCardResult {
func performAction(playerToken: SessionToken, action: Player.Action) -> PlayerActionResult {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return .invalidToken
}
return tables.dealCards(player: player)
return tables.performAction(player: player, action: action)
}
}

View File

@ -40,19 +40,23 @@ extension DiskWriter {
}
}
func readLinesFromDisk() throws -> [String] {
func readDataFromDisk() throws -> Data {
if #available(macOS 10.15.4, *) {
guard let data = try storageFile.readToEnd() else {
try storageFile.seekToEnd()
return []
return Data()
}
return parseLines(data: data)
return data
} else {
let data = storageFile.readDataToEndOfFile()
return parseLines(data: data)
return storageFile.readDataToEndOfFile()
}
}
func readLinesFromDisk() throws -> [String] {
let data = try readDataFromDisk()
return parseLines(data: data)
}
private func parseLines(data: Data) -> [String] {
String(data: data, encoding: .utf8)!
.components(separatedBy: "\n")

View File

@ -9,34 +9,27 @@ typealias TableName = String
final class TableManagement: DiskWriter {
/// A list of table ids for public games
private var publicTables = Set<TableId>()
/// A mapping from table id to table name (for all tables)
private var tableNames = [TableId: TableName]()
/// A mapping from table id to participating players
private var tablePlayers = [TableId: [PlayerName]]()
/// A reverse list of players and their table id
private var playerTables = [PlayerName: TableId]()
private var playerConnections = [PlayerName : WebSocket]()
private var tablePhase = [TableId: GamePhase]()
/// All tables indexed by their id
private var tables = [TableId : Table]()
/// The handle to the file where the tables are persisted
let storageFile: FileHandle
/// The url to the file where the tables are persisted
let storageFileUrl: URL
/**
Load the tables from a file in the storage folder
- Parameter storageFolder: The url to the folder where the table file is stored
- Throws: Errors when the file could not be read
*/
init(storageFolder: URL) throws {
let url = storageFolder.appendingPathComponent("tables.txt")
storageFileUrl = url
storageFile = try Self.prepareFile(at: url)
var entries = [TableId : (name: TableName, public: Bool, players: [PlayerName])]()
var entries = [TableId : (name: TableName, isPublic: Bool, players: [PlayerName])]()
try readLinesFromDisk().forEach { line in
// Each line has parts: ID | NAME | PLAYER, PLAYER, ...
let parts = line.components(separatedBy: ":")
@ -54,31 +47,38 @@ final class TableManagement: DiskWriter {
entries[id] = (name, isPublic, players)
}
}
entries.forEach { id, table in
tableNames[id] = table.name
if table.public {
publicTables.insert(id)
}
tablePlayers[id] = table.players
tablePhase[id] = .waitingForPlayers
for player in table.players {
playerTables[player] = id
}
entries.forEach { id, tableData in
let table = Table(id: id, name: tableData.name, isPublic: tableData.isPublic)
tableData.players.forEach { _ = table.add(player: $0) }
tables[id] = table
}
print("Loaded \(tableNames.count) tables")
print("Loaded \(tables.count) tables")
}
/**
Writes the table info to disk.
Currently only the id, name, visibility and players are stored, all other information is lost.
- Parameter table: The changed table information to persist
- Returns: `true`, if the entry was written, `false` on error
*/
@discardableResult
private func save(table tableId: TableId) -> Bool {
let name = tableNames[tableId]!
let visible = publicTables.contains(tableId) ? "public" : "private"
let players = tablePlayers[tableId]!
let entry = [tableId, name, visible, players.joined(separator: ",")].joined(separator: ":")
private func writeTableToDisk(table: Table) -> Bool {
let visible = table.isPublic ? "public" : "private"
let players = table.playerNames.joined(separator: ",")
let entry = [table.id, table.name, visible, players].joined(separator: ":")
return writeToDisk(line: entry)
}
/**
Writes the deletion of a table to disk.
The deletion is written as a separate entry and appended to the file, in order to reduce disk I/O.
- Parameter tableId: The id of the deleted table
- Returns: `true`, if the entry was written, `false` on error
*/
@discardableResult
private func deleteTable(tableId: TableId) -> Bool {
private func writeTableDeletionEntry(tableId: TableId) -> Bool {
let entry = [tableId, "", "", ""].joined(separator: ":")
return writeToDisk(line: entry)
}
@ -87,166 +87,88 @@ final class TableManagement: DiskWriter {
Create a new table with optional players.
- Parameter name: The name of the table
- Parameter players: The player creating the table
- Parameter visible: Indicates that this is a game joinable by everyone
- Parameter isPublic: Indicates that this is a game joinable by everyone
- Returns: The table id
*/
func createTable(named name: TableName, player: PlayerName, visible: Bool) -> TableId {
let tableId = TableId.newToken()
tableNames[tableId] = name
tablePlayers[tableId] = [player]
playerTables[player] = tableId
if visible {
publicTables.insert(tableId)
}
save(table: tableId)
return tableId
func createTable(named name: TableName, player: PlayerName, isPublic: Bool) -> TableId {
let table = Table(newTable: name, isPublic: isPublic)
_ = table.add(player: name)
tables[table.id] = table
writeTableToDisk(table: table)
return table.id
}
func getPublicTableInfos() -> [TableInfo] {
publicTables.map(tableInfo).sorted()
/// A list of all public tables
var publicTableList: [PublicTableInfo] {
tables.values.filter { $0.isPublic }.map { $0.publicInfo }
}
private func tableInfo(id tableId: TableId) -> TableInfo {
let players = tablePlayers[tableId]!.map(playerState)
return TableInfo(
id: tableId,
name: tableNames[tableId]!,
players: players,
tableIsFull: players.count == maximumPlayersPerTable)
/**
Get the table info for a player
- Parameter player: The name of the player
- Returns: The table info, if the player has joined a table
*/
func tableInfo(player: PlayerName) -> TableInfo? {
currentTable(for: player)?.compileInfo(for: player)
}
private func playerState(_ player: PlayerName) -> TableInfo.PlayerState {
.init(name: player, connected: playerIsConnected(player))
}
private func playerIsConnected(_ player: PlayerName) -> Bool {
playerConnections[player] != nil
}
func currentTableOfPlayer(named player: PlayerName) -> TableId? {
playerTables[player]
private func currentTable(for player: PlayerName) -> Table? {
tables.values.first(where: { $0.contains(player: player) })
}
/**
Join a table.
- Parameter tableId: The table to join
- Parameter player: The name of the player who wants to join.
- Returns: The result of the join operation
*/
func join(tableId: TableId, player: PlayerName) -> JoinTableResult {
guard var players = tablePlayers[tableId] else {
return .tableNotFound
func join(tableId: TableId, player: PlayerName) -> Result<TableInfo, JoinTableResult> {
if let existing = currentTable(for: player) {
guard existing.id == tableId else {
return .failure(.alreadyJoinedOtherTable)
}
return .success(existing.compileInfo(for: player)!)
}
guard !players.contains(player) else {
return .success
guard let table = tables[tableId] else {
return .failure(.tableNotFound)
}
guard players.count < maximumPlayersPerTable else {
return .tableIsFull
guard table.add(player: player) else {
return .failure(.tableIsFull)
}
players.append(player)
if let oldTable = playerTables[tableId] {
remove(player: player, fromTable: oldTable)
}
tablePlayers[tableId] = players
playerTables[player] = tableId
save(table: tableId)
return .success
writeTableToDisk(table: table)
return .success(table.compileInfo(for: player)!)
}
func remove(player: PlayerName, fromTable tableId: TableId) {
tablePlayers[tableId] = tablePlayers[tableId]?.filter { $0 != player }
disconnect(player: player)
playerTables[player] = nil
// TODO: End game if needed
// TODO: Remove table if empty
save(table: tableId)
}
func remove(player: PlayerName) {
guard let tableId = playerTables[player] else {
/**
A player leaves the table it previously joined
- Parameter player: The name of the player
*/
func leaveTable(player: PlayerName) {
guard let table = currentTable(for: player) else {
return
}
// Already saves table to disk
remove(player: player, fromTable: tableId)
table.remove(player: player)
writeTableToDisk(table: table)
}
func connect(player: PlayerName, using socket: WebSocket) -> Bool {
guard let tableId = playerTables[player] else {
guard let table = currentTable(for: player) else {
return false
}
guard let players = tablePlayers[tableId] else {
print("Player \(player) was assigned to missing table \(tableId.prefix(5))")
playerTables[player] = nil
return false
}
guard players.contains(player) else {
print("Player \(player) wants updates for table \(tableId.prefix(5)) it didn't join")
return false
}
playerConnections[player] = socket
sendTableInfo(toTable: tableId)
// TODO: Send cards to player
return true
return table.connect(player: player, using: socket)
}
func disconnect(player: PlayerName) {
if let socket = playerConnections.removeValue(forKey: player) {
if !socket.isClosed {
_ = socket.close()
}
}
guard let tableId = playerTables[player] else {
guard let table = currentTable(for: player) else {
return
}
sendTableInfo(toTable: tableId)
// Change table phase to waiting
table.disconnect(player: player)
}
private func sendTableInfo(toTable tableId: TableId) {
let name = tableNames[tableId]!
var players = tablePlayers[tableId]!
let isFull = players.count == maximumPlayersPerTable
for _ in players.count..<maximumPlayersPerTable {
players.append("")
}
let states = players.map(playerState)
players.enumerated().forEach { index, player in
guard let socket = playerConnections[player] else {
return
}
let info = TableInfo(
id: tableId,
name: name,
players: states.rotated(toStartAt: index),
tableIsFull: isFull)
socket.send(info)
}
}
func dealCards(player: PlayerName) -> DealCardResult {
guard let tableId = playerTables[player] else {
func performAction(player: PlayerName, action: Player.Action) -> PlayerActionResult {
guard let table = currentTable(for: player) else {
return .noTableJoined
}
guard let players = tablePlayers[tableId] else {
playerTables[player] = nil
print("Player \(player) assigned to missing table \(tableId.prefix(5))")
return .noTableJoined
}
guard players.count == maximumPlayersPerTable else {
return .tableNotFull
}
let cards = Dealer.deal()
let handCards = ["", "", "", ""]
players.enumerated().forEach { index, player in
guard let socket = playerConnections[player] else {
return
}
let info = CardInfo(
cards: cards[index].map { .init(card: $0.id, playable: false) },
tableCards: handCards.rotated(toStartAt: index))
socket.send(info)
}
return .success
return table.perform(action: action, forPlayer: player)
}
}