use async_std::prelude::*; use async_std::fs; static NAV: [(&'static str, &'static str); 4] = [("/", "Home"), ("/lobby", "Lobby"), ("/mapbuilder", "Map Builder"), ("/visualizer", "Visualizer")]; #[derive(Serialize)] pub struct Map { name: String, url: String, } #[derive(Serialize)] pub struct GameState { name: String, finished: bool, turns: Option, players: Vec, } /// Visualiser game option #[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 } } } #[derive(Serialize)] struct Link { name: String, href: String, active: bool, } #[derive(Serialize)] pub struct Lobby { pub games: Vec, pub maps: Vec, } #[derive(Serialize)] #[serde(rename_all = "camelCase")] pub enum ContextT { Games(Vec), } #[derive(Serialize)] pub struct Context { pub name: String, nav: Vec, #[serde(flatten)] pub t: Option } impl Context { pub fn new_with(active: &str, t: T) -> Self { let nav = NAV.iter().map(|(href, name)| Link { name: name.to_string(), href: href.to_string(), active: *name == active }).collect(); Context { nav, name: String::from(""), t: Some(t) } } } impl Context<()> { 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 { nav, name: String::from(""), t: None, } } } pub async fn get_maps() -> Result, 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) } use ini::Ini; pub async fn get_games() -> Result, String> { let mut games = Vec::new(); 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() } }; 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) } 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, 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 { let mut players: Vec = state.iter().map(|conn| match conn { Connect::Waiting(_, key) => format!("Waiting {}", key), _ => String::from("Some connected player") }).collect(); players.sort(); states.push( GameState { name, turns: None, players: players, finished: false, } ) } else { states.push( GameState { name, turns: None, players: Vec::new(), finished: true, } ) } } states.sort_by_key(|a| a.name.clone()); Ok(states) } use std::sync::{Arc, Mutex}; pub struct Games { inner: Arc>>, } 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() } }