255 lines
9.0 KiB
Swift
255 lines
9.0 KiB
Swift
import Foundation
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import WebSocketKit
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import Vapor
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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: DiskWriter {
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/// All tables indexed by their id
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private var tables = [TableId : ManageableTable]()
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/// The handle to the file where the tables are persisted
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var storageFile: FileHandle
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/// The url to the file where the tables are persisted
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let storageFileUrl: URL
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/**
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Load the tables from a file in the storage folder
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- Parameter storageFolder: The url to the folder where the table file is stored
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- Throws: Errors when the file could not be read
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*/
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init(storageFolder: URL) throws {
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let url = storageFolder.appendingPathComponent("tables.txt")
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storageFileUrl = url
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storageFile = try Self.prepareFile(at: url)
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var entries = [TableId : (name: TableName, isPublic: Bool, players: [PlayerName])]()
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var redundantEntries = 0
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try readLinesFromDisk().forEach { line in
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// Each line has parts: ID | NAME | PLAYER, PLAYER, ...
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let parts = line.components(separatedBy: ":")
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guard parts.count == 4 else {
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print("Invalid line in table file")
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return
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}
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let id = parts[0]
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let name = parts[1]
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let isPublic = parts[2] == "public"
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let players = parts[3].components(separatedBy: ",")
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if name == "" {
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entries[id] = nil
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redundantEntries += 2 // One for creation, one for deletion
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return
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}
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if entries[id] != nil {
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redundantEntries += 1
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}
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entries[id] = (name, isPublic, players)
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}
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entries.forEach { id, tableData in
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tables[id] = WaitingTable(id: id, name: tableData.name, isPublic: tableData.isPublic, players: tableData.players)
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}
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let totalEntries = entries.count + redundantEntries
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let percentage = entries.count * 100 / totalEntries
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print("Loaded \(tables.count) tables from \(totalEntries) entries (\(percentage) % useful)")
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if percentage < 80 && redundantEntries > 10 {
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try optimizeTableFile()
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}
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}
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private func optimizeTableFile() throws {
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print("Optimizing tables file...")
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let lines = tables.values.map(entry).joined(separator: "\n") + "\n"
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try replaceFile(data: lines)
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print("Done.")
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}
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private func entry(for table: ManageableTable) -> String {
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let visible = table.isPublic ? "public" : "private"
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let players = table.playerNames
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.joined(separator: ",")
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return [table.id, table.name, visible, players].joined(separator: ":")
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}
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/**
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Writes the table info to disk.
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Currently only the id, name, visibility and players are stored, all other information is lost.
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- Parameter table: The changed table information to persist
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- Returns: `true`, if the entry was written, `false` on error
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*/
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@discardableResult
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private func writeTableToDisk(table: ManageableTable) -> Bool {
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let entry = entry(for: table)
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return writeToDisk(line: entry)
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}
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/**
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Writes the deletion of a table to disk.
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The deletion is written as a separate entry and appended to the file, in order to reduce disk I/O.
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- Parameter tableId: The id of the deleted table
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- Returns: `true`, if the entry was written, `false` on error
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*/
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@discardableResult
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private func writeTableDeletionEntry(tableId: TableId) -> Bool {
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let entry = [tableId, "", "", ""]
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.joined(separator: ":")
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return writeToDisk(line: entry)
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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: PlayerName, isPublic: Bool) -> TableInfo {
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let table = WaitingTable(newTable: name, isPublic: isPublic, creator: player)
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tables[table.id] = table
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writeTableToDisk(table: table)
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return table.tableInfo(forPlayer: player)
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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: TableId, player: PlayerName) -> Result<TableInfo, JoinTableResult> {
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if let existing = currentTable(for: player) {
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guard existing.id == tableId else {
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return .failure(.alreadyJoinedOtherTable)
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}
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return .success(existing.tableInfo(forPlayer: player))
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}
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guard let table = tables[tableId] else {
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return .failure(.tableNotFound)
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}
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guard let joinableTable = table as? WaitingTable else {
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return .failure(.tableIsFull)
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}
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guard joinableTable.add(player: player) else {
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return .failure(.tableIsFull)
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}
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writeTableToDisk(table: table)
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joinableTable.sendUpdateToAllPlayers()
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return .success(joinableTable.tableInfo(forPlayer: player))
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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 name of the player
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*/
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func leaveTable(player: PlayerName) {
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guard let oldTable = currentTable(for: player) else {
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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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let table = WaitingTable(oldTable: oldTable, removing: player)
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tables[table.id] = table
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table.sendUpdateToAllPlayers()
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writeTableToDisk(table: table)
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}
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func connect(player: PlayerName, using socket: WebSocket) -> 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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return table.connect(player: player, using: socket)
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}
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func disconnect(player: PlayerName) {
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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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}
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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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print("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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writeTableToDisk(table: newTable)
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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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print("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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print("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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return .success
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}
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func play(card: Card, player: PlayerName) -> 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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newTable.sendUpdateToAllPlayers()
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return .success
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}
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}
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