Add table persistence, organize files

This commit is contained in:
Christoph Hagen
2021-12-01 22:47:19 +01:00
parent 7265fd0f0d
commit cde63c03d6
9 changed files with 410 additions and 214 deletions

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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)
}
}

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import Foundation
import Vapor
final class Database {
private let players: PlayerManagement
private let tables: TableManagement
init(storageFolder: URL) throws {
self.players = try PlayerManagement(storageFolder: storageFolder)
self.tables = try TableManagement(storageFolder: storageFolder)
}
// MARK: Players & Sessions
func registerPlayer(named name: PlayerName, hash: PasswordHash) -> SessionToken? {
players.registerPlayer(named: name, hash: hash)
}
func passwordHashForExistingPlayer(named name: PlayerName) -> PasswordHash? {
players.passwordHash(ofRegisteredPlayer: name)
}
func deletePlayer(named name: PlayerName) {
_ = players.deletePlayer(named: name)
tables.remove(player: name)
}
func isValid(sessionToken token: SessionToken) -> Bool {
players.isValid(sessionToken: token)
}
func startSession(socket: WebSocket, sessionToken: SessionToken) -> Bool {
guard let player = players.registeredPlayerExists(withSessionToken: sessionToken) else {
return false
}
return tables.connect(player: player, using: socket)
}
private func didReceive(message: String, forSessionToken token: SessionToken) {
// TODO: Handle client requests
print("Session \(token.prefix(6)): \(message)")
}
func endSession(forSessionToken sessionToken: SessionToken) {
guard let player = players.endSession(forSessionToken: sessionToken) else {
return
}
tables.disconnect(player: player)
}
/**
Start a new session for an existing user.
- Parameter name: The user name
- Returns: The generated access token for the session
*/
func startNewSessionForRegisteredPlayer(named name: PlayerName) -> SessionToken {
players.startNewSessionForRegisteredPlayer(named: name)
}
func registeredPlayerExists(withSessionToken token: SessionToken) -> PlayerName? {
players.registeredPlayerExists(withSessionToken: token)
}
func currentTableOfPlayer(named player: PlayerName) -> TableId {
tables.currentTableOfPlayer(named: player) ?? ""
}
// MARK: Tables
/**
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
- Returns: The table id
*/
func createTable(named name: TableName, player: PlayerName, visible: Bool) -> TableId {
tables.createTable(named: name, player: player, visible: visible)
}
func getPublicTableInfos() -> [TableInfo] {
tables.getPublicTableInfos()
}
func join(tableId: TableId, playerToken: SessionToken) -> JoinTableResult {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return .invalidToken
}
return tables.join(tableId: tableId, player: player)
}
func leaveTable(playerToken: SessionToken) -> Bool {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return false
}
tables.remove(player: player)
return true
}
func dealCards(playerToken: SessionToken) -> DealCardResult {
guard let player = players.registeredPlayerExists(withSessionToken: playerToken) else {
return .invalidToken
}
return tables.dealCards(player: player)
}
}

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//
// File.swift
//
//
// Created by iMac on 01.12.21.
//
import Foundation
protocol DiskWriter {
var storageFile: FileHandle { get }
var storageFileUrl: URL { get }
}
extension DiskWriter {
static func prepareFile(at url: URL) throws -> FileHandle {
if !FileManager.default.fileExists(atPath: url.path) {
try Data().write(to: url)
}
return try FileHandle(forUpdating: url)
}
func writeToDisk(line: String) -> Bool {
let data = (line + "\n").data(using: .utf8)!
do {
if #available(macOS 10.15.4, *) {
try storageFile.write(contentsOf: data)
} else {
storageFile.write(data)
}
try storageFile.synchronize()
return true
} catch {
print("Failed to save data to file: \(storageFileUrl.path): \(error)")
return false
}
}
func readLinesFromDisk() throws -> [String] {
if #available(macOS 10.15.4, *) {
guard let data = try storageFile.readToEnd() else {
try storageFile.seekToEnd()
return []
}
return parseLines(data: data)
} else {
let data = storageFile.readDataToEndOfFile()
return parseLines(data: data)
}
}
private func parseLines(data: Data) -> [String] {
String(data: data, encoding: .utf8)!
.components(separatedBy: "\n")
.map { $0.trimmingCharacters(in: .whitespacesAndNewlines) }
.filter { $0 != "" }
}
}

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import Foundation
typealias PlayerName = String
typealias PasswordHash = String
typealias SessionToken = String
/// Manages player registration, session tokens and password hashes
final class PlayerManagement: DiskWriter {
/// A mapping between player name and their password hashes
private var playerPasswordHashes = [PlayerName: PasswordHash]()
/// A mapping between player name and generated access tokens for a session
private var sessionTokenForPlayer = [PlayerName: SessionToken]()
/// A reverse mapping between generated access tokens and player name
private var playerNameForToken = [SessionToken: PlayerName]()
let storageFile: FileHandle
let storageFileUrl: URL
init(storageFolder: URL) throws {
let url = storageFolder.appendingPathComponent("passwords.txt")
storageFileUrl = url
storageFile = try Self.prepareFile(at: url)
try readLinesFromDisk().forEach { line in
let parts = line.components(separatedBy: ":")
// Token may contain the separator
guard parts.count >= 2 else {
print("Invalid line in password file")
return
}
let name = parts[0]
let token = parts.dropFirst().joined(separator: ":")
if token == "" {
playerPasswordHashes[name] = nil
} else {
playerPasswordHashes[name] = token
}
}
print("Loaded \(playerPasswordHashes.count) players")
}
private func save(password: PasswordHash, forPlayer player: PlayerName) -> Bool {
writeToDisk(line: player + ":" + password)
}
private func deletePassword(forPlayer player: PlayerName) -> Bool {
writeToDisk(line: player + ":")
}
/**
Check if a player exists.
- Parameter name: The name of the player
- Returns: true, if the player exists
*/
func hasRegisteredPlayer(named user: PlayerName) -> Bool {
playerPasswordHashes[user] != nil
}
/**
Get the password hash for a player, if the player exists.
- Parameter name: The name of the player
- Returns: The stored password hash, if the player exists
*/
func passwordHash(ofRegisteredPlayer name: PlayerName) -> PasswordHash? {
playerPasswordHashes[name]
}
/**
Create a new player and assign an access token.
- Parameter name: The name of the new player
- Parameter hash: The password hash of the player
- Returns: The generated access token for the session
*/
func registerPlayer(named name: PlayerName, hash: PasswordHash) -> SessionToken? {
guard !hasRegisteredPlayer(named: name) else {
return nil
}
guard save(password: hash, forPlayer: name) else {
return nil
}
self.playerPasswordHashes[name] = hash
return startNewSessionForRegisteredPlayer(named: name)
}
/**
Delete a player
- Parameter name: The name of the player to delete.
- Returns: The session token of the current player, if one exists
*/
func deletePlayer(named name: PlayerName) -> SessionToken? {
guard deletePassword(forPlayer: name) else {
return nil
}
playerPasswordHashes.removeValue(forKey: name)
guard let sessionToken = sessionTokenForPlayer.removeValue(forKey: name) else {
return nil
}
playerNameForToken.removeValue(forKey: sessionToken)
return sessionToken
}
func isValid(sessionToken token: SessionToken) -> Bool {
playerNameForToken[token] != nil
}
func sessionToken(forPlayer player: PlayerName) -> SessionToken? {
sessionTokenForPlayer[player]
}
/**
Start a new session for an existing player.
- Parameter name: The player name
- Returns: The generated access token for the session
*/
func startNewSessionForRegisteredPlayer(named name: PlayerName) -> SessionToken {
let token = SessionToken.newToken()
self.sessionTokenForPlayer[name] = token
self.playerNameForToken[token] = name
return token
}
func endSession(forSessionToken token: SessionToken) -> PlayerName? {
guard let player = playerNameForToken.removeValue(forKey: token) else {
return nil
}
sessionTokenForPlayer.removeValue(forKey: player)
return player
}
/**
Get the player for a session token.
- Parameter token: The access token for the player
- Returns: The name of the player, if it exists
*/
func registeredPlayerExists(withSessionToken token: SessionToken) -> PlayerName? {
playerNameForToken[token]
}
}

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import Foundation
import WebSocketKit
import Vapor
let maximumPlayersPerTable = 4
typealias TableId = String
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]()
let storageFile: FileHandle
let storageFileUrl: URL
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])]()
try readLinesFromDisk().forEach { line in
// Each line has parts: ID | NAME | PLAYER, PLAYER, ...
let parts = line.components(separatedBy: ":")
guard parts.count == 4 else {
print("Invalid line in table file")
return
}
let id = parts[0]
let name = parts[1]
let isPublic = parts[2] == "public"
let players = parts[3].components(separatedBy: ",")
if name == "" {
entries[id] = nil
} else {
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
}
}
print("Loaded \(tableNames.count) tables")
}
@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: ":")
return writeToDisk(line: entry)
}
@discardableResult
private func deleteTable(tableId: TableId) -> Bool {
let entry = [tableId, "", "", ""].joined(separator: ":")
return writeToDisk(line: entry)
}
/**
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
- 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 getPublicTableInfos() -> [TableInfo] {
publicTables.map(tableInfo).sorted()
}
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)
}
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]
}
/**
Join a table.
- Returns: The result of the join operation
*/
func join(tableId: TableId, player: PlayerName) -> JoinTableResult {
guard var players = tablePlayers[tableId] else {
return .tableNotFound
}
guard !players.contains(player) else {
return .success
}
guard players.count < maximumPlayersPerTable else {
return .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
}
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 {
return
}
// Already saves table to disk
remove(player: player, fromTable: tableId)
}
func connect(player: PlayerName, using socket: WebSocket) -> Bool {
guard let tableId = playerTables[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
}
func disconnect(player: PlayerName) {
if let socket = playerConnections.removeValue(forKey: player) {
if !socket.isClosed {
_ = socket.close()
}
}
guard let tableId = playerTables[player] else {
return
}
sendTableInfo(toTable: tableId)
// Change table phase to waiting
}
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 {
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
}
}