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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@ -0,0 +1,88 @@
import Foundation
import Vapor
typealias CardId = String
struct Card: Codable {
enum Symbol: Character, CaseIterable, Codable {
case ass = "A"
case zehn = "Z"
case könig = "K"
case ober = "O"
case unter = "U"
case neun = "9"
case acht = "8"
case sieben = "7"
var points: Int {
switch self {
case .ass:
return 11
case .zehn:
return 10
case .könig:
return 4
case .ober:
return 3
case .unter:
return 2
default:
return 0
}
}
}
enum Suit: Character, CaseIterable, Codable {
case eichel = "E"
case blatt = "B"
case herz = "H"
case schelln = "S"
}
let symbol: Symbol
let suit: Suit
init(suit: Suit, symbol: Symbol) {
self.suit = suit
self.symbol = symbol
}
init(_ suit: Suit, _ symbol: Symbol) {
self.suit = suit
self.symbol = symbol
}
init?(rawValue: String) {
guard rawValue.count == 2 else {
return nil
}
guard let suit = Suit(rawValue: rawValue.first!),
let symbol = Symbol(rawValue: rawValue.last!) else {
return nil
}
self.suit = suit
self.symbol = symbol
}
var id: CardId {
"\(suit.rawValue)\(symbol.rawValue)"
}
var points: Int {
symbol.points
}
}
extension Card: CustomStringConvertible {
var description: String {
"\(suit) \(symbol)"
}
}
extension Card: Hashable {
}

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@ -1,18 +0,0 @@
import Foundation
import WebSocketKit
private let encoder = JSONEncoder()
enum ClientMessageType: String {
case tableInfo = "t"
}
extension WebSocket {
func send<T>(_ type: ClientMessageType, data: T) where T: Encodable {
let json = try! encoder.encode(data)
let string = String(data: json, encoding: .utf8)!
self.send(type.rawValue + string)
}
}

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@ -1,14 +0,0 @@
import Foundation
import Crypto
extension String {
/**
Create a new access token.
*/
static func newToken() -> String {
Crypto.SymmetricKey.init(size: .bits128).withUnsafeBytes {
$0.hexEncodedString()
}
}
}

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@ -1,107 +0,0 @@
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 = TableManagement()
// TODO: Load table data from disk
// TODO: Save data to disk
}
// 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
}
closeSession(for: player)
}
private func closeSession(for player: PlayerName) {
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
}
}

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@ -1,179 +0,0 @@
import Foundation
typealias PlayerName = String
typealias PasswordHash = String
typealias SessionToken = String
/// Manages player registration, session tokens and password hashes
final class PlayerManagement {
/// 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]()
private let passwordFile: FileHandle
private let passwordFileUrl: URL
init(storageFolder: URL) throws {
let url = storageFolder.appendingPathComponent("passwords.txt")
if !FileManager.default.fileExists(atPath: url.path) {
try Data().write(to: url)
}
passwordFile = try FileHandle(forUpdating: url)
passwordFileUrl = url
if #available(macOS 10.15.4, *) {
guard let data = try passwordFile.readToEnd() else {
try passwordFile.seekToEnd()
return
}
try loadPasswords(data: data)
} else {
let data = passwordFile.readDataToEndOfFile()
try loadPasswords(data: data)
}
print("Loaded \(playerPasswordHashes.count) players")
}
private func loadPasswords(data: Data) throws {
String(data: data, encoding: .utf8)!
.components(separatedBy: "\n")
.map { $0.trimmingCharacters(in: .whitespacesAndNewlines) }
.filter { $0 != "" }
.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
}
}
}
private func save(password: PasswordHash, forPlayer player: PlayerName) -> Bool {
let entry = player + ":" + password + "\n"
let data = entry.data(using: .utf8)!
do {
if #available(macOS 10.15.4, *) {
try passwordFile.write(contentsOf: data)
} else {
passwordFile.write(data)
}
try passwordFile.synchronize()
return true
} catch {
print("Failed to save password to disk: \(error)")
return false
}
}
private func deletePassword(forPlayer player: PlayerName) -> Bool {
save(password: "", forPlayer: 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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@ -1,130 +0,0 @@
import Foundation
import WebSocketKit
import Vapor
let maximumPlayersPerTable = 4
typealias TableId = String
typealias TableName = String
final class TableManagement {
/// 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]()
init() {
}
/**
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)
}
return tableId
}
func getPublicTableInfos() -> [TableInfo] {
publicTables.map(tableInfo).sorted()
}
private func tableInfo(id tableId: TableId) -> TableInfo {
let players = tablePlayers[tableId]!
let connected = players.map { playerConnections[$0] != nil }
return TableInfo(
id: tableId,
name: tableNames[tableId]!,
players: players,
connected: connected)
}
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[tableId] = tableId
return .success
}
func remove(player: PlayerName, fromTable tableId: TableId) {
tablePlayers[tableId] = tablePlayers[tableId]?.filter { $0 != player }
// TODO: End connection for removed user
// TODO: End game if needed, send info to remaining players
}
func remove(player: PlayerName) {
guard let tableId = playerTables[player] else {
return
}
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) was assigned to table \(tableId.prefix(5)) where it wasn't listed")
return false
}
playerConnections[player] = socket
let tableInfo = self.tableInfo(id: tableId)
// Notify other players at table about changes
players
.compactMap { playerConnections[$0] }
.forEach { $0.send(.tableInfo, data: tableInfo) }
return true
}
func disconnect(player: PlayerName) {
fatalError()
}
}