planet-wars/backend/src/util.rs

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use async_std::prelude::*;
use async_std::fs;
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static NAV: [(&'static str, &'static str); 4] = [("/", "Home"), ("/lobby", "Lobby"), ("/mapbuilder", "Map Builder"), ("/visualizer", "Visualizer")];
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#[derive(Serialize)]
pub struct Map {
name: String,
url: String,
}
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#[derive(Serialize)]
pub struct GameState {
name: String,
finished: bool,
turns: Option<u64>,
players: Vec<String>,
}
/// Visualiser game option
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#[derive(Serialize)]
pub struct GameOption {
name: String,
location: String,
turns: u64,
}
impl GameOption {
pub fn new(name: &str, location: &str, turns: u64) -> Self {
Self {
name: name.to_string(),
location: location.to_string(),
turns
}
}
}
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#[derive(Serialize)]
struct Link {
name: String,
href: String,
active: bool,
}
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#[derive(Serialize)]
pub struct Lobby {
pub games: Vec<GameState>,
pub maps: Vec<Map>,
}
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#[derive(Serialize)]
#[serde(rename_all = "camelCase")]
pub enum ContextT {
Games(Vec<GameOption>),
}
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#[derive(Serialize)]
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pub struct Context<T> {
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pub name: String,
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nav: Vec<Link>,
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#[serde(flatten)]
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pub t: Option<T>
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}
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impl<T> Context<T> {
pub fn new_with(active: &str, t: T) -> Self {
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let nav = NAV.iter().map(|(href, name)| Link { name: name.to_string(), href: href.to_string(), active: *name == active }).collect();
Context {
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nav, name: String::from(""), t: Some(t)
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}
}
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}
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impl Context<()> {
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pub fn new(active: &str) -> Self {
let nav = NAV.iter().map(|(href, name)| Link { name: name.to_string(), href: href.to_string(), active: *name == active }).collect();
Context {
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nav, name: String::from(""), t: None,
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}
}
}
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pub async fn get_maps() -> Result<Vec<Map>, String> {
let mut maps = Vec::new();
let mut entries = fs::read_dir("maps").await.map_err(|_| "IO error".to_string())?;
while let Some(file) = entries.next().await {
let file = file.map_err(|_| "IO error".to_string())?.path();
if let Some(stem) = file.file_stem().and_then(|x| x.to_str()) {
maps.push(Map { name: stem.to_string(), url: file.to_str().unwrap().to_string() });
}
}
Ok(maps)
}
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use ini::Ini;
pub async fn get_games() -> Result<Vec<GameOption>, String> {
let mut games = Vec::new();
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let content = match fs::read_to_string("games.ini").await {
Ok(v) => v,
Err(_) => {
fs::File::create("games.ini").await.map_err(|_| "IO Error".to_string())?;
String::new()
}
};
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let i = Ini::load_from_str(&content).map_err(|_| "Corrupt ini file".to_string())?;
for (sec, prop) in i.iter() {
if let Some(sec) = sec {
let name = match prop.get("name") { None => continue, Some(v) => v};
let turns = match prop.get("turns").and_then(|v| v.parse().ok()) { None => continue, Some(v) => v};
games.push(GameOption::new(name, sec, turns));
}
}
Ok(games)
}
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use mozaic::modules::game;
use mozaic::util::request::Connect;
use futures::future::{join_all, FutureExt};
pub async fn get_states(game_ids: &Vec<(String, u64)>, manager: &game::Manager) -> Result<Vec<GameState>, String> {
let mut states = Vec::new();
let gss = join_all(game_ids.iter().cloned().map(|(name, id)| manager.get_state(id).map(move |f| (f, name)))).await;
for (gs, name) in gss {
if let Some(state) = gs {
states.push(
GameState {
name,
turns: None,
players: state.iter().map(|conn| match conn {
Connect::Waiting(_, key) => format!("Waiting {}", key),
_ => String::from("Some connected player"),
}).collect(),
finished: false,
}
)
} else {
states.push(
GameState {
name,
turns: None,
players: Vec::new(),
finished: true,
}
)
}
}
Ok(states)
}
use std::sync::{Arc, Mutex};
pub struct Games {
inner: Arc<Mutex<Vec<(String, u64)>>>,
}
impl Games {
pub fn new() -> Self {
Self {
inner: Arc::new(Mutex::new(Vec::new()))
}
}
pub fn add_game(&self, name: String, id: u64) {
self.inner.lock().unwrap().push((name, id));
}
pub fn get_games(&self) -> Vec<(String, u64)> {
self.inner.lock().unwrap().clone()
}
}