261 lines
9.2 KiB
Swift
261 lines
9.2 KiB
Swift
import Foundation
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import WebSocketKit
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import Vapor
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import Fluent
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import Clairvoyant
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let maximumPlayersPerTable = 4
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typealias TableId = String
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typealias TableName = String
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final class TableManagement {
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/// All tables indexed by their id
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private var tables = [UUID : ManageableTable]()
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/// The metric to log the current number of tables
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private var tableCountMetric: Metric<Int>
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/// The metric describing the number of players currently sitting at a table
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private let playingPlayerCountMetric: Metric<Int>
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/// The metric describing the number of players currently connected via a websocket
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private let connectedPlayerCountMetric: Metric<Int>
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/**
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Load the tables from a file in the storage folder
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- Throws: Errors when the file could not be read
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*/
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init(database: Database) async throws {
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self.tableCountMetric = .init(
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"schafkopf.tables",
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name: "Open tables",
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description: "The number of currently available tables")
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self.playingPlayerCountMetric = .init(
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"schafkopf.playing",
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name: "Sitting players",
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description: "The number of players currently sitting at a table")
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self.connectedPlayerCountMetric = .init(
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"schafkopf.connected",
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name: "Connected players",
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description: "The number of players with a websocket connection to the server")
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do {
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try await loadTables(from: database)
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} catch {
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log("Failed to load tables: \(error)")
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}
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}
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private func loadTables(from database: Database) async throws {
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try await Table.query(on: database).with(\.$players).all().forEach { table in
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guard !table.players.isEmpty else {
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_ = table.delete(on: database)
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return
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}
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let id = table.id!
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self.tables[id] = WaitingTable(id: id, name: table.name, isPublic: table.isPublic, players: table.players)
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}
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log("\(tables.count) tables loaded")
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await logTableCount()
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await logPlayingPlayerCount()
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await logConnectedPlayerCount()
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}
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private func logTableCount() async {
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_ = try? await tableCountMetric.update(tables.count)
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}
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private func logPlayingPlayerCount() async {
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let count = tables.values.sum { $0.playerCount }
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_ = try? await playingPlayerCountMetric.update(count)
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}
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private func logConnectedPlayerCount() async {
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let count = tables.values.sum { $0.numberOfConnectedPlayers }
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_ = try? await connectedPlayerCountMetric.update(count)
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}
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/**
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Create a new table with optional players.
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- Parameter name: The name of the table
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- Parameter players: The player creating the table
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- Parameter isPublic: Indicates that this is a game joinable by everyone
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- Returns: The table id
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*/
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func createTable(named name: TableName, player: User, isPublic: Bool, in database: Database) async throws -> TableInfo {
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let table = Table(name: name, isPublic: isPublic)
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try await table.create(on: database)
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player.$table.id = table.id
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try await player.update(on: database)
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let waitingTable = WaitingTable(newTable: table, user: player)
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self.tables[waitingTable.id] = waitingTable
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await logTableCount()
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await logPlayingPlayerCount()
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return waitingTable.tableInfo(forPlayer: player.name)
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}
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/// A list of all public tables
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var publicTableList: [PublicTableInfo] {
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tables.values.filter { $0.isPublic }.map { $0.publicInfo }
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}
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/**
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Get the table info for a player
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- Parameter player: The name of the player
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- Returns: The table info, if the player has joined a table
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*/
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func tableInfo(player: PlayerName) -> TableInfo? {
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currentTable(for: player)?.tableInfo(forPlayer: player)
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}
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private func currentTable(for player: PlayerName) -> ManageableTable? {
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tables.values.first(where: { $0.playerNames.contains(player) })
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}
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/**
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Join a table.
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- Parameter tableId: The table to join
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- Parameter player: The name of the player who wants to join.
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- Returns: The result of the join operation
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*/
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func join(tableId: UUID, player: User, in database: Database) async throws -> TableInfo {
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let table = try joinableTable(for: player, id: tableId)
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player.$table.id = table.id
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try await player.update(on: database)
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table.sendUpdateToAllPlayers()
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await logPlayingPlayerCount()
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return table.tableInfo(forPlayer: player.name)
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}
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private func joinableTable(for player: User, id tableId: UUID) throws -> ManageableTable {
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if let existing = self.currentTable(for: player.name) {
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guard existing.id == tableId else {
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throw Abort(.forbidden) // 403
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}
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return existing
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}
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guard let table = self.tables[tableId] else {
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throw Abort(.gone) // 410
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}
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guard let joinableTable = table as? WaitingTable,
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joinableTable.add(player: player.name, points: player.points) else {
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throw Abort(.expectationFailed) // 417
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}
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return joinableTable
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}
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/**
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A player leaves the table it previously joined
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- Parameter player: The player leaving the table
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*/
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func leaveTable(player: User, in database: Database) async throws {
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guard let oldTable = currentTable(for: player.name) else {
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return
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}
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player.$table.id = nil
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guard let table = WaitingTable(oldTable: oldTable, removing: player.name) else {
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tables[oldTable.id] = nil
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await logTableCount()
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try await player.update(on: database)
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try await Table.query(on: database).filter(\.$id == oldTable.id).delete()
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return
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}
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/// `player.canStartGame` is automatically set to false, because table is not full
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tables[table.id] = table
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#warning("Update points for all players, add penalty if running game")
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table.sendUpdateToAllPlayers()
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await logPlayingPlayerCount()
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await logConnectedPlayerCount()
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try await player.update(on: database)
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}
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func connect(player: PlayerName, using socket: WebSocket) async -> Bool {
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guard let table = currentTable(for: player) else {
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return false
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}
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let result = table.connect(player: player, using: socket)
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await logConnectedPlayerCount()
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return result
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}
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func disconnect(player: PlayerName) async {
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guard let table = currentTable(for: player) else {
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return
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}
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table.disconnect(player: player)
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await logConnectedPlayerCount()
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}
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func performAction(player: PlayerName, action: PlayerAction) -> PlayerActionResult {
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guard let table = currentTable(for: player) else {
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log("Player \(player) wants to \(action.id), but no table joined")
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return .noTableJoined
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}
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let (result, newTable) = table.perform(action: action, forPlayer: player)
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guard result == .success else {
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return result
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}
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guard let newTable = newTable else {
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table.sendUpdateToAllPlayers()
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return .success
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}
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tables[newTable.id] = newTable
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newTable.sendUpdateToAllPlayers()
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if newTable is FinishedTable || newTable is DealingTable {
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// TODO: Save new table
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}
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return .success
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}
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func select(game: GameType, player: PlayerName) -> PlayerActionResult {
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guard let aTable = currentTable(for: player) else {
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log("Player \(player) wants to play \(game.rawValue), but no table joined")
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return .noTableJoined
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}
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guard let table = aTable as? BiddingTable else {
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return .tableStateInvalid
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}
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let (result, newTable) = table.select(game: game, player: player)
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guard result == .success else {
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return result
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}
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guard let newTable = newTable else {
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log("Game selected by \(player), but no playing table \(table.name) created")
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table.sendUpdateToAllPlayers()
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return result
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}
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tables[newTable.id] = newTable
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newTable.sendUpdateToAllPlayers()
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// TODO: Save new table
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return .success
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}
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func play(card: Card, player: PlayerName, in database: Database) async throws -> PlayerActionResult {
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guard let table = currentTable(for: player) else {
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return .noTableJoined
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}
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let (result, newTable) = table.play(card: card, player: player)
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guard result == .success else {
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return result
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}
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guard let newTable = newTable else {
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table.sendUpdateToAllPlayers()
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return .success
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}
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tables[newTable.id] = newTable
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if let finished = newTable as? FinishedTable {
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try await finished.updatePlayerPoints(in: database)
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}
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newTable.sendUpdateToAllPlayers()
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return .success
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}
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func disconnectAllSockets() async {
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tables.values.forEach { $0.disconnectAllPlayers() }
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await logConnectedPlayerCount()
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}
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}
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