Delete table when empty
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15d2b3d670
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f97604e3bf
@ -110,11 +110,16 @@ final class TableManagement {
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guard let oldTable = currentTable(for: player.name) else {
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return database.eventLoop.makeSucceededVoidFuture()
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}
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player.$table.id = nil
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guard let table = WaitingTable(oldTable: oldTable, removing: player.name) else {
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tables[oldTable.id] = nil
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return Table.query(on: database).filter(\.$id == oldTable.id).delete().flatMap {
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player.update(on: database)
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}
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}
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/// `player.canStartGame` is automatically set to false, because table is not full
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let table = WaitingTable(oldTable: oldTable, removing: player.name)
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tables[table.id] = table
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table.sendUpdateToAllPlayers()
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player.$table.id = nil
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// TODO: Update points for all players
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return player.update(on: database)
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}
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@ -39,7 +39,7 @@ final class WaitingTable: AbstractTable<WaitingPlayer> {
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- Parameter oldTable: The table to convert
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- Parameter player: The name of the player to remove from the table.
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*/
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init(oldTable: ManageableTable, removing player: PlayerName) {
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init?(oldTable: ManageableTable, removing player: PlayerName) {
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// TODO: End game and distribute points
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let players = oldTable.allPlayers
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.filter {
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@ -50,6 +50,9 @@ final class WaitingTable: AbstractTable<WaitingPlayer> {
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return false
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}
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.map { WaitingPlayer(name: $0.name, points: $0.totalPoints, socket: $0.socket) }
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guard !players.isEmpty else {
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return nil
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}
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players.first!.isNextActor = true
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super.init(table: oldTable, players: players)
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}
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@ -58,7 +61,7 @@ final class WaitingTable: AbstractTable<WaitingPlayer> {
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Convert another table to a waiting table.
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This is needed when a player leaves an active table.
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- Parameter oldTable: The table to convert
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- Parameter table: The table to convert
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*/
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init(oldTableAdvancedByOne table: ManageableTable) {
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let players = table.allPlayers
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