Stop imposing only one game per user, it was silly and finally harder to do well than to simply keep games by ID and allow several games in parallel for one user
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parent
9270ce17aa
commit
b95a7c958d
2 changed files with 23 additions and 25 deletions
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@ -10,13 +10,13 @@ import Data.Aeson (encode, eitherDecode')
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import Data.ByteString.Lazy.Char8 (ByteString, append, pack, putStrLn)
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import Data.ByteString.Lazy.Char8 (ByteString, append, pack, putStrLn)
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import qualified Data.ByteString.Lazy.Char8 as ByteString (concat)
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import qualified Data.ByteString.Lazy.Char8 as ByteString (concat)
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import Data.Map ((!))
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import Data.Map ((!))
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import qualified Data.Map as Map (delete, empty, member)
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import qualified Data.Map as Map (delete, empty, lookup)
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import Control.Monad.Reader (ReaderT, ask)
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import Control.Monad.Reader (ReaderT, ask)
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import Control.Monad.Trans (lift)
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import Control.Monad.Trans (lift)
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import Hanafuda.KoiKoi (Step(..))
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import Hanafuda.KoiKoi (Step(..))
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import Hanafuda.Message (Coordinates(..), FromClient(..), T(..), orderCoordinates)
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import Hanafuda.Message (FromClient(..), T(..), orderCoordinates)
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import qualified Hanafuda.Message as Message (
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import qualified Hanafuda.Message as Message (
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T(..), FromClient, PublicGame(..), PublicState(..)
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Coordinates(..), FromClient, PublicGame(..), PublicState(..), T(..)
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)
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)
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import Network.WebSockets (Connection, receiveData, sendTextData)
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import Network.WebSockets (Connection, receiveData, sendTextData)
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import Prelude hiding (error, putStrLn)
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import Prelude hiding (error, putStrLn)
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@ -58,16 +58,14 @@ answer (Message.Relay {Message.from, Message.message = Message.LogIn {Message.na
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| from == key = return $ LoggedIn {key, name}
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| from == key = return $ LoggedIn {key, name}
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-}
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-}
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answer state@(Connected {games}) (Relay {from, message = Invitation {}}) =
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answer state@(Connected {}) (Relay {from, message = Invitation {}}) =
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-- policy : one game per player only
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send (Answer {accept = True, to = from}) >> return state
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send (Answer {accept = not $ Map.member from games, to = from})
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>> return state
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answer state@(Connected {playerID, games}) message@(Game {}) = do
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answer state@(Connected {playerID, games}) message@(Game {}) = do
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case Message.step $ Message.public game of
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case Message.step $ Message.public game of
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Over ->
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Over ->
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let opponentID = Message.nextPlayer (Message.public game) ! playerID in
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let xGameID = Message.gameID . Message.coordinates $ Message.public game in
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return $ state {games = Map.delete opponentID games}
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return $ state {games = Map.delete xGameID games}
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_ ->
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_ ->
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if Message.playing (Message.public game) == playerID
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if Message.playing (Message.public game) == playerID
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then
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then
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@ -82,21 +80,21 @@ answer state (Error {error}) = do
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debug $ "Received error from server : " `append` pack error
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debug $ "Received error from server : " `append` pack error
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return state
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return state
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answer state@(Connected {games}) (Relay {from, message = Sync {latestKnown}})
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answer state@(Connected {games}) (Relay {from, message = Sync {latestKnown}}) =
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| not $ Map.member from games =
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case Map.lookup gameID games of
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send (Yield {onGameID = gameID latestKnown, to = from}) >> return state
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Nothing -> send $ Yield {onGameID = gameID, to = from}
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| otherwise =
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Just game ->
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case orderCoordinates latestKnownHere latestKnown of
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let latestKnownHere = Message.coordinates $ Message.public game in
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Just LT -> send $ Yield {onGameID = gameID latestKnown, to = from}
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case orderCoordinates latestKnown latestKnownHere of
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Just GT -> send $ Share {gameSave = game}
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Just LT -> send $ Share {gameSave = game}
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_ -> return ()
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Just GT -> send $ Yield {onGameID = gameID, to = from}
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>> return state
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_ -> return ()
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where
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>> return state
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game = games ! from
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where
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latestKnownHere = Message.coordinates $ Message.public game
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gameID = Message.gameID latestKnown
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answer state@(Connected {games}) (Relay {from, message = Yield {}}) =
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answer state@(Connected {games}) (Relay {message = Yield {onGameID}}) =
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send (Share {gameSave = games ! from}) >> return state
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send (Share {gameSave = games ! onGameID}) >> return state
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{-
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{-
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- Ignore
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- Ignore
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@ -8,7 +8,7 @@ module Session (
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import Config (libDir)
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import Config (libDir)
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import Data.Map (Map)
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import Data.Map (Map)
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import qualified Data.Map as Map (empty)
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import qualified Data.Map as Map (empty)
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import Hanafuda.KoiKoi (PlayerID)
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import Hanafuda.KoiKoi (GameID, PlayerID)
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import qualified Hanafuda.Message as Message (PublicGame)
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import qualified Hanafuda.Message as Message (PublicGame)
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import System.Directory (createDirectoryIfMissing, doesFileExist)
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import System.Directory (createDirectoryIfMissing, doesFileExist)
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import System.FilePath ((</>))
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import System.FilePath ((</>))
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@ -17,7 +17,7 @@ data State =
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New
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New
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| Connected {
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| Connected {
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playerID :: PlayerID
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playerID :: PlayerID
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, games :: Map PlayerID Message.PublicGame
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, games :: Map GameID Message.PublicGame
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}
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}
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deriving Show
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deriving Show
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