Schafkopf-Server/Sources/App/Model/TableManagement.swift
2021-11-30 11:55:13 +01:00

106 lines
2.9 KiB
Swift

import Foundation
import WebSocketKit
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 { tableId in
let players = tablePlayers[tableId]!
let connected = players.map { playerConnections[$0] != nil }
return TableInfo(
id: tableId,
name: tableNames[tableId]!,
players: players,
connected: connected)
}.sorted()
}
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)
// TODO: End game if needed
//
}
tablePlayers[tableId] = players
playerTables[tableId] = tableId
return .success
}
func remove(player: PlayerName, fromTable tableId: TableId) {
tablePlayers[tableId] = tablePlayers[tableId]?.filter { $0 != player }
}
func remove(player: PlayerName) {
fatalError()
}
func connect(player: PlayerName, using socket: WebSocket) -> Bool {
fatalError()
}
func disconnect(player: PlayerName) {
fatalError()
}
}