Add first database version and model
This commit is contained in:
177
Sources/App/Management/SQLiteDatabase.swift
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177
Sources/App/Management/SQLiteDatabase.swift
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import Foundation
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import Fluent
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import Vapor
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typealias PasswordHash = String
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typealias SessionToken = String
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final class SQLiteDatabase {
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/// A mapping between player name and generated access tokens for a session
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private var sessionTokenForPlayer = [PlayerName: SessionToken]()
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/// A reverse mapping between generated access tokens and player name
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private var playerNameForToken = [SessionToken: PlayerName]()
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private let tables: TableManagement
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init(db: Database) throws {
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self.tables = try TableManagement(db: db)
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}
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func registerPlayer(named name: PlayerName, hash: PasswordHash, in database: Database) -> EventLoopFuture<SessionToken> {
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User.query(on: database).filter(\.$name == name).first()
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.guard({ $0 == nil }, else: Abort(.conflict)).flatMap { _ in
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let user = User(name: name, hash: hash)
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return user.create(on: database).map {
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// Create a new token and store it for the user
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let token = SessionToken.newToken()
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self.sessionTokenForPlayer[name] = token
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self.playerNameForToken[token] = name
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return token
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}
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}
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}
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func passwordHashForExistingPlayer(named name: PlayerName, in database: Database) -> EventLoopFuture<PasswordHash> {
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User.query(on: database).filter(\.$name == name).first()
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.unwrap(or: Abort(.forbidden)).map { $0.passwordHash }
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}
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func deletePlayer(named name: PlayerName, in database: Database) -> EventLoopFuture<Void> {
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user(named: name, in: database).flatMap { user in
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self.tables.leaveTable(player: user, in: database)
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}.flatMap {
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User.query(on: database).filter(\.$name == name).delete()
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}
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}
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func isValid(sessionToken token: SessionToken) -> Bool {
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playerNameForToken[token] != nil
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}
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func startSession(socket: WebSocket, sessionToken token: SessionToken) -> Bool {
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guard let player = playerNameForToken[token] else {
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return false
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}
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return tables.connect(player: player, using: socket)
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}
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private func didReceive(message: String, forSessionToken token: SessionToken) {
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// TODO: Handle client requests
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print("Session \(token.prefix(6)): \(message)")
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}
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func endSession(forSessionToken sessionToken: SessionToken) {
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guard let player = endExistingSession(forSessionToken: sessionToken) else {
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return
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}
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tables.disconnect(player: player)
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}
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private func endExistingSession(forSessionToken token: SessionToken) -> PlayerName? {
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guard let player = playerNameForToken.removeValue(forKey: token) else {
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return nil
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}
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sessionTokenForPlayer.removeValue(forKey: player)
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return player
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}
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/**
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Start a new session for an existing user.
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- Parameter name: The user name
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- Returns: The generated access token for the session
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*/
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func startNewSessionForRegisteredPlayer(named name: PlayerName) -> SessionToken {
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let token = SessionToken.newToken()
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self.sessionTokenForPlayer[name] = token
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self.playerNameForToken[token] = name
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return token
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}
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func registeredPlayerExists(withSessionToken token: SessionToken) -> PlayerName? {
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playerNameForToken[token]
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}
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func currentTableOfPlayer(named player: PlayerName) -> TableInfo? {
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tables.tableInfo(player: player)
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}
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private func points(for player: PlayerName, in database: Database) -> EventLoopFuture<Int> {
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User.query(on: database)
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.filter(\.$name == player)
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.first()
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.unwrap(or: Abort(.notFound))
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.map { $0.points }
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}
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private func user(named name: PlayerName, in database: Database) -> EventLoopFuture<User> {
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User.query(on: database)
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.filter(\.$name == name)
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.first()
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.unwrap(or: Abort(.notFound))
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}
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private func user(withToken token: SessionToken, in database: Database) -> EventLoopFuture<User> {
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database.eventLoop
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.future()
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.map { self.playerNameForToken[token] }
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.unwrap(or: Abort(.unauthorized))
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.flatMap { name in
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self.user(named: name, in: database)
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}
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}
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// MARK: Tables
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/**
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Create a new table with optional players.
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- Parameter name: The name of the table
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- Parameter players: The player creating the table
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- Parameter isPublic: Indicates that this is a game joinable by everyone
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- Returns: The table id
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*/
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func createTable(named name: TableName, player: PlayerName, isPublic: Bool, in database: Database) -> EventLoopFuture<TableInfo> {
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user(named: player, in: database).flatMap { player in
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self.tables.createTable(named: name, player: player, isPublic: isPublic, in: database)
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}
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}
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func getPublicTableInfos() -> [PublicTableInfo] {
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tables.publicTableList
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}
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func join(tableId: UUID, playerToken: SessionToken, in database: Database) -> EventLoopFuture<TableInfo> {
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user(withToken: playerToken, in: database).flatMap { player in
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self.tables.join(tableId: tableId, player: player, in: database)
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}
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}
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func leaveTable(playerToken: SessionToken, in database: Database) -> EventLoopFuture<Void> {
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user(withToken: playerToken, in: database).flatMap { player in
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self.tables.leaveTable(player: player, in: database)
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}
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}
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func performAction(playerToken: SessionToken, action: PlayerAction) -> PlayerActionResult {
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guard let player = playerNameForToken[playerToken] else {
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return .invalidToken
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}
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return tables.performAction(player: player, action: action)
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}
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func select(game: GameType, playerToken: SessionToken) -> PlayerActionResult {
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guard let player = playerNameForToken[playerToken] else {
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return .invalidToken
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}
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return tables.select(game: game, player: player)
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}
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func play(card: Card, playerToken: SessionToken) -> PlayerActionResult {
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guard let player = playerNameForToken[playerToken] else {
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return .invalidToken
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}
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return tables.play(card: card, player: player)
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}
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}
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