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games.go
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games.go
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package db
import (
"database/sql"
"database/sql/driver"
"fmt"
"time"
"github.com/sirgwain/craig-stars/cs"
)
type Game struct {
ID int64 `json:"id,omitempty"`
CreatedAt time.Time `json:"createdAt,omitempty"`
UpdatedAt time.Time `json:"updatedAt,omitempty"`
HostID int64 `json:"hostId,omitempty"`
Name string `json:"name,omitempty"`
State cs.GameState `json:"state,omitempty"`
Public bool `json:"public,omitempty"`
Hash string `json:"hash"`
Size cs.Size `json:"size,omitempty"`
Density cs.Density `json:"density,omitempty"`
PlayerPositions cs.PlayerPositions `json:"playerPositions,omitempty"`
RandomEvents bool `json:"randomEvents,omitempty"`
ComputerPlayersFormAlliances bool `json:"computerPlayersFormAlliances,omitempty"`
PublicPlayerScores bool `json:"publicPlayerScores,omitempty"`
MaxMinerals bool `json:"maxMinerals,omitempty"`
AcceleratedPlay bool `json:"acceleratedPlay,omitempty"`
StartMode cs.GameStartMode `json:"startMode,omitempty"`
QuickStartTurns int `json:"quickStartTurns,omitempty"`
OpenPlayerSlots int `json:"openPlayerSlots,omitempty"`
NumPlayers int `json:"numPlayers,omitempty"`
VictoryConditionsConditions cs.Bitmask `json:"victoryConditionsConditions,omitempty"`
VictoryConditionsNumCriteriaRequired int `json:"victoryConditionsNumCriteriaRequired,omitempty"`
VictoryConditionsYearsPassed int `json:"victoryConditionsYearsPassed,omitempty"`
VictoryConditionsOwnPlanets int `json:"victoryConditionsOwnPlanets,omitempty"`
VictoryConditionsAttainTechLevel int `json:"victoryConditionsAttainTechLevel,omitempty"`
VictoryConditionsAttainTechLevelNumFields int `json:"victoryConditionsAttainTechLevelNumFields,omitempty"`
VictoryConditionsExceedsScore int `json:"victoryConditionsExceedsScore,omitempty"`
VictoryConditionsExceedsSecondPlaceScore int `json:"victoryConditionsExceedsSecondPlaceScore,omitempty"`
VictoryConditionsProductionCapacity int `json:"victoryConditionsProductionCapacity,omitempty"`
VictoryConditionsOwnCapitalShips int `json:"victoryConditionsOwnCapitalShips,omitempty"`
VictoryConditionsHighestScoreAfterYears int `json:"victoryConditionsHighestScoreAfterYears,omitempty"`
Seed int64 `json:"seed,omitempty"`
Rules *Rules `json:"rules,omitempty"`
AreaX float64 `json:"areaX,omitempty"`
AreaY float64 `json:"areaY,omitempty"`
Year int `json:"year,omitempty"`
VictorDeclared bool `json:"victorDeclared,omitempty"`
}
// we json serialize these types with custom Scan/Value methods
type Rules cs.Rules
// db serializer to serialize this to JSON
func (item *Rules) Value() (driver.Value, error) {
return valueJSON(item)
}
// db deserializer to read this from JSON
func (item *Rules) Scan(src interface{}) error {
return scanJSON(src, item)
}
func (c *client) GetGames() ([]cs.Game, error) {
items := []Game{}
if err := c.reader.Select(&items, `SELECT * FROM games`); err != nil {
if err == sql.ErrNoRows {
return []cs.Game{}, nil
}
return nil, err
}
return c.converter.ConvertGames(items), nil
}
func (c *client) GetGamesWithPlayers() ([]cs.GameWithPlayers, error) {
return c.getGameWithPlayersStatus("", nil)
}
func (c *client) GetGamesForHost(userID int64) ([]cs.GameWithPlayers, error) {
return c.getGameWithPlayersStatus(`g.hostId = ?`, userID)
}
func (c *client) GetGamesForUser(userID int64) ([]cs.GameWithPlayers, error) {
return c.getGameWithPlayersStatus(`g.hostId = ? OR g.id in (SELECT gameId from players p WHERE p.userId = ?)`, userID, userID)
}
func (c *client) GetOpenGames() ([]cs.GameWithPlayers, error) {
return c.getGameWithPlayersStatus(`g.state = ? AND g.openPlayerSlots > 0 AND g.public = 1`, cs.GameStateSetup)
}
func (c *client) GetOpenGamesByHash(hash string) ([]cs.GameWithPlayers, error) {
return c.getGameWithPlayersStatus(`g.state = ? AND g.openPlayerSlots > 0 AND g.hash = ?`, cs.GameStateSetup, hash)
}
// get a game by id
func (c *client) GetGame(id int64) (*cs.GameWithPlayers, error) {
games, err := c.getGameWithPlayersStatus("g.id = ?", id)
if err != nil {
return nil, err
}
if len(games) == 0 {
return nil, nil
}
return &games[0], nil
}
func (c *client) GetGameWithPlayersStatus(gameID int64) (*cs.GameWithPlayers, error) {
games, err := c.getGameWithPlayersStatus("g.id = ?", gameID)
if err != nil {
return nil, err
}
if len(games) == 0 {
return nil, nil
}
return &games[0], nil
}
func (c *client) getGameWithPlayersStatus(where string, args ...interface{}) ([]cs.GameWithPlayers, error) {
type gamePlayersJoin struct {
Game `json:"game,omitempty"`
cs.PlayerStatus `json:"player,omitempty"`
}
whereClause := ""
if where != "" {
whereClause = fmt.Sprintf("WHERE %s", where)
}
rows := []gamePlayersJoin{}
err := c.reader.Select(&rows, fmt.Sprintf(`
SELECT
g.id AS 'game.id',
g.createdAt AS 'game.createdAt',
g.updatedAt AS 'game.updatedAt',
g.hostId AS 'game.hostId',
g.name AS 'game.name',
g.state AS 'game.state',
g.public AS 'game.public',
g.hash AS 'game.hash',
g.size AS 'game.size',
g.density AS 'game.density',
g.playerPositions AS 'game.playerPositions',
g.randomEvents AS 'game.randomEvents',
g.computerPlayersFormAlliances AS 'game.computerPlayersFormAlliances',
g.publicPlayerScores AS 'game.publicPlayerScores',
g.maxMinerals AS 'game.maxMinerals',
g.acceleratedPlay AS 'game.acceleratedPlay',
g.startMode AS 'game.startMode',
g.quickStartTurns AS 'game.quickStartTurns',
g.openPlayerSlots AS 'game.openPlayerSlots',
g.numPlayers AS 'game.numPlayers',
g.victoryConditionsConditions AS 'game.victoryConditionsConditions',
g.victoryConditionsNumCriteriaRequired AS 'game.victoryConditionsNumCriteriaRequired',
g.victoryConditionsYearsPassed AS 'game.victoryConditionsYearsPassed',
g.victoryConditionsOwnPlanets AS 'game.victoryConditionsOwnPlanets',
g.victoryConditionsAttainTechLevel AS 'game.victoryConditionsAttainTechLevel',
g.victoryConditionsAttainTechLevelNumFields AS 'game.victoryConditionsAttainTechLevelNumFields',
g.victoryConditionsExceedsScore AS 'game.victoryConditionsExceedsScore',
g.victoryConditionsExceedsSecondPlaceScore AS 'game.victoryConditionsExceedsSecondPlaceScore',
g.victoryConditionsProductionCapacity AS 'game.victoryConditionsProductionCapacity',
g.victoryConditionsOwnCapitalShips AS 'game.victoryConditionsOwnCapitalShips',
g.victoryConditionsHighestScoreAfterYears AS 'game.victoryConditionsHighestScoreAfterYears',
g.seed AS 'game.seed',
g.rules AS 'game.rules',
g.areaX AS 'game.areaX',
g.areaY AS 'game.areaY',
g.year AS 'game.year',
g.victorDeclared AS 'game.victorDeclared',
p.updatedAt AS 'player.updatedAt',
COALESCE(p.userId, 0) AS 'player.userId',
COALESCE(p.name, '') AS 'player.name',
COALESCE(p.num, 0) AS 'player.num',
COALESCE(p.ready, 0) AS 'player.ready',
COALESCE(p.aiControlled, 0) AS 'player.aiControlled',
COALESCE(p.guest, 0) AS 'player.guest',
COALESCE(p.submittedTurn, 0) AS 'player.submittedTurn',
COALESCE(p.color, '') AS 'player.color',
COALESCE(p.victor, 0) AS 'player.victor'
FROM games g
LEFT JOIN players p
ON g.id = p.gameId
%s
`, whereClause), args...)
if err != nil {
if err == sql.ErrNoRows {
return []cs.GameWithPlayers{}, nil
}
return nil, err
}
// check if we have a game
if len(rows) == 0 {
return []cs.GameWithPlayers{}, nil
}
// join results give a row per item, so if we have 2 games
// one with 2 players, one with 3, we'll end up with 5 rows
// row 0 - game1, player 1
// row 1 - game1, player 2
// row 2 - game2, player 1
// row 3 - game2, player 2
// row 4 - game2, player 3
games := []cs.GameWithPlayers{}
var item Game
var game *cs.GameWithPlayers
for _, row := range rows {
if row.ID != item.ID {
// convert this row into a game
item = row.Game
g := c.converter.ConvertGame(item)
games = append(games, cs.GameWithPlayers{Game: g, Players: []cs.PlayerStatus{}})
game = &games[len(games)-1]
}
if row.PlayerStatus.Num != 0 {
game.Players = append(game.Players, row.PlayerStatus)
}
}
return games, nil
}
// get a game by id
func (c *client) GetFullGame(id int64) (*cs.FullGame, error) {
item := Game{}
if err := c.reader.Get(&item, "SELECT * FROM games WHERE id = ?", id); err != nil {
if err == sql.ErrNoRows {
return nil, nil
}
return nil, err
}
game := c.converter.ConvertGame(item)
players, err := c.getPlayersForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load players for game %w", err)
}
universe := cs.NewUniverse(&game.Rules)
planets, err := c.getPlanetsForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load planets for game %w", err)
}
universe.Planets = planets
// load fleets and starbases
fleets, err := c.getFleetsForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load fleets for game %w", err)
}
// pre-instantiate the fleets/starbases arrays (make it a little bigger than necessary)
universe.Fleets = make([]*cs.Fleet, 0, len(fleets))
universe.Starbases = make([]*cs.Fleet, 0, len(planets))
for i := range fleets {
fleet := fleets[i]
if fleet.Starbase {
universe.Starbases = append(universe.Starbases, fleet)
} else {
universe.Fleets = append(universe.Fleets, fleet)
}
}
wormholes, err := c.getWormholesForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load wormholes for game %w", err)
}
universe.Wormholes = wormholes
salvages, err := c.getSalvagesForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load salvages for game %w", err)
}
universe.Salvages = salvages
mineFields, err := c.getMineFieldsForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load mineFields for game %w", err)
}
universe.MineFields = mineFields
mineralPackets, err := c.getMineralPacketsForGame(game.ID)
if err != nil {
return nil, fmt.Errorf("load mineralPackets for game %w", err)
}
universe.MineralPackets = mineralPackets
// TODO: allow rules overrides, but for now, always use standard rules
game.Rules = cs.NewRules()
// load a tech store if this game has a separate one
techStore := &cs.StaticTechStore
if game.Rules.TechsID != 0 {
techStore, err = c.GetTechStore(game.Rules.TechsID)
if err != nil {
return nil, err
}
}
game.Rules.SetTechStore(techStore)
fg := cs.FullGame{
Game: &game,
Universe: &universe,
TechStore: techStore,
Players: players,
}
return &fg, nil
}
// create a new game
func (c *client) CreateGame(game *cs.Game) error {
item := c.converter.ConvertGameGame(game)
result, err := c.writer.NamedExec(`
INSERT INTO games (
createdAt,
updatedAt,
hostId,
name,
state,
public,
hash,
size,
density,
playerPositions,
randomEvents,
computerPlayersFormAlliances,
publicPlayerScores,
maxMinerals,
acceleratedPlay,
startMode,
quickStartTurns,
openPlayerSlots,
numPlayers,
victoryConditionsConditions,
victoryConditionsNumCriteriaRequired,
victoryConditionsYearsPassed,
victoryConditionsOwnPlanets,
victoryConditionsAttainTechLevel,
victoryConditionsAttainTechLevelNumFields,
victoryConditionsExceedsScore,
victoryConditionsExceedsSecondPlaceScore,
victoryConditionsProductionCapacity,
victoryConditionsOwnCapitalShips,
victoryConditionsHighestScoreAfterYears,
seed,
rules,
areaX,
areaY,
year,
victorDeclared
)
VALUES (
CURRENT_TIMESTAMP,
CURRENT_TIMESTAMP,
:hostId,
:name,
:state,
:public,
:hash,
:size,
:density,
:playerPositions,
:randomEvents,
:computerPlayersFormAlliances,
:publicPlayerScores,
:maxMinerals,
:acceleratedPlay,
:startMode,
:quickStartTurns,
:openPlayerSlots,
:numPlayers,
:victoryConditionsConditions,
:victoryConditionsNumCriteriaRequired,
:victoryConditionsYearsPassed,
:victoryConditionsOwnPlanets,
:victoryConditionsAttainTechLevel,
:victoryConditionsAttainTechLevelNumFields,
:victoryConditionsExceedsScore,
:victoryConditionsExceedsSecondPlaceScore,
:victoryConditionsProductionCapacity,
:victoryConditionsOwnCapitalShips,
:victoryConditionsHighestScoreAfterYears,
:seed,
:rules,
:areaX,
:areaY,
:year,
:victorDeclared
)
`, item)
if err != nil {
return err
}
// update the id of our passed in game
id, err := result.LastInsertId()
if err != nil {
return err
}
game.ID = id
return nil
}
func (c *client) UpdateGameState(gameID int64, state cs.GameState) error {
if _, err := c.writer.Exec(`
UPDATE games SET
updatedAt = CURRENT_TIMESTAMP,
state = ?
WHERE id = ?
`, state, gameID); err != nil {
return err
}
return nil
}
// update an existing game
func (c *client) UpdateGame(game *cs.Game) error {
item := c.converter.ConvertGameGame(game)
if _, err := c.writer.NamedExec(`
UPDATE games SET
updatedAt = CURRENT_TIMESTAMP,
hostId = :hostId,
name = :name,
state = :state,
public = :public,
hash = :hash,
size = :size,
density = :density,
playerPositions = :playerPositions,
randomEvents = :randomEvents,
computerPlayersFormAlliances = :computerPlayersFormAlliances,
publicPlayerScores = :publicPlayerScores,
maxMinerals = :maxMinerals,
acceleratedPlay = :acceleratedPlay,
startMode = :startMode,
quickStartTurns = :quickStartTurns,
openPlayerSlots = :openPlayerSlots,
numPlayers = :numPlayers,
victoryConditionsConditions = :victoryConditionsConditions,
victoryConditionsNumCriteriaRequired = :victoryConditionsNumCriteriaRequired,
victoryConditionsYearsPassed = :victoryConditionsYearsPassed,
victoryConditionsOwnPlanets = :victoryConditionsOwnPlanets,
victoryConditionsAttainTechLevel = :victoryConditionsAttainTechLevel,
victoryConditionsAttainTechLevelNumFields = :victoryConditionsAttainTechLevelNumFields,
victoryConditionsExceedsScore = :victoryConditionsExceedsScore,
victoryConditionsExceedsSecondPlaceScore = :victoryConditionsExceedsSecondPlaceScore,
victoryConditionsProductionCapacity = :victoryConditionsProductionCapacity,
victoryConditionsOwnCapitalShips = :victoryConditionsOwnCapitalShips,
victoryConditionsHighestScoreAfterYears = :victoryConditionsHighestScoreAfterYears,
seed = :seed,
rules = :rules,
areaX = :areaX,
areaY = :areaY,
year = :year,
victorDeclared = :victorDeclared
WHERE id = :id
`, item); err != nil {
return err
}
return nil
}
// Save an entire game in the database. This should always be wrapped in a transaction
// TODO: move this into gameRunner so it's clear it should be wrapped in a transaction?
func (c *client) UpdateFullGame(fullGame *cs.FullGame) error {
if err := c.UpdateGame(fullGame.Game); err != nil {
return fmt.Errorf("update game %w", err)
}
for _, player := range fullGame.Players {
if player.ID == 0 {
player.GameID = fullGame.ID
if err := c.CreatePlayer(player); err != nil {
return fmt.Errorf("create player %w", err)
}
}
if err := c.updateFullPlayer(player); err != nil {
return fmt.Errorf("update player %w", err)
}
}
for _, planet := range fullGame.Planets {
if planet.ID == 0 {
planet.GameID = fullGame.ID
if err := c.createPlanet(planet); err != nil {
return fmt.Errorf("create planet %w", err)
}
// log.Debug().Int64("GameID", planet.GameID).Int64("ID", planet.ID).Msgf("Created planet %s", planet.Name)
} else if planet.Dirty {
if err := c.UpdatePlanet(planet); err != nil {
return fmt.Errorf("update planet %w", err)
}
// log.Debug().Int64("GameID", planet.GameID).Int64("ID", planet.ID).Msgf("Updated planet %s", planet.Name)
}
}
// save fleets and starbases
remainingFleets := make([]*cs.Fleet, 0, len(fullGame.Fleets))
// first delete fleets. This way if we end up creating a new fleet
// with an in use unique index, we'll delete the old one first
for _, fleet := range append(fullGame.Fleets, fullGame.Starbases...) {
if fleet.Delete {
if err := c.DeleteFleet(fleet.ID); err != nil {
return fmt.Errorf("delete fleet %w", err)
}
// log.Debug().Int64("GameID", fleet.GameID).Int64("ID", fleet.ID).Msgf("Deleted fleet %s", fleet.Name)
}
}
for _, fleet := range append(fullGame.Fleets, fullGame.Starbases...) {
if fleet.ID == 0 && !fleet.Delete {
fleet.GameID = fullGame.ID
if err := c.CreateFleet(fleet); err != nil {
return fmt.Errorf("create fleet %w", err)
}
remainingFleets = append(remainingFleets, fleet)
// log.Debug().Int64("GameID", fleet.GameID).Int64("ID", fleet.ID).Msgf("Created fleet %s", fleet.Name)
} else if fleet.Dirty && !fleet.Delete {
if err := c.UpdateFleet(fleet); err != nil {
return fmt.Errorf("update fleet %w", err)
}
remainingFleets = append(remainingFleets, fleet)
// log.Debug().Int64("GameID", fleet.GameID).Int64("ID", fleet.ID).Msgf("Updated fleet %s", fleet.Name)
}
}
fullGame.Fleets = remainingFleets
// save wormholes
for _, wormhole := range fullGame.Wormholes {
if wormhole.ID == 0 {
wormhole.GameID = fullGame.ID
if err := c.createWormhole(wormhole); err != nil {
return fmt.Errorf("create wormhole %w", err)
}
// log.Debug().Int64("GameID", wormhole.GameID).Int64("ID", wormhole.ID).Msgf("Created wormhole %v", wormhole)
} else if wormhole.Delete {
if err := c.deleteWormhole(wormhole.ID); err != nil {
return fmt.Errorf("delete wormhole %w", err)
}
// log.Debug().Int64("GameID", wormhole.GameID).Int64("ID", wormhole.ID).Msgf("Deleted wormhole %s", wormhole.Name)
} else if wormhole.Dirty {
if err := c.updateWormhole(wormhole); err != nil {
return fmt.Errorf("update wormhole %w", err)
}
// log.Debug().Int64("GameID", wormhole.GameID).Int64("ID", wormhole.ID).Msgf("Updated wormhole %v", wormhole)
}
}
// save salvages
for _, salvage := range fullGame.Salvages {
if salvage.ID == 0 {
salvage.GameID = fullGame.ID
if err := c.CreateSalvage(salvage); err != nil {
return fmt.Errorf("create salvage %w", err)
}
// log.Debug().Int64("GameID", salvage.GameID).Int64("ID", salvage.ID).Msgf("Created salvage %s", salvage.Name)
} else if salvage.Delete {
if err := c.deleteSalvage(salvage.ID); err != nil {
return fmt.Errorf("delete salvage %w", err)
}
// log.Debug().Int64("GameID", salvage.GameID).Int64("ID", salvage.ID).Msgf("Deleted salvage %s", salvage.Name)
} else if salvage.Dirty {
if err := c.UpdateSalvage(salvage); err != nil {
return fmt.Errorf("update salvage %w", err)
}
// log.Debug().Int64("GameID", salvage.GameID).Int64("ID", salvage.ID).Msgf("Updated salvage %s", salvage.Name)
}
}
// save mineFields
for _, mineField := range fullGame.MineFields {
if mineField.ID == 0 {
mineField.GameID = fullGame.ID
if err := c.createMineField(mineField); err != nil {
return fmt.Errorf("create mineField %w", err)
}
// log.Debug().Int64("GameID", mineField.GameID).Int64("ID", mineField.ID).Msgf("Created mineField %s", mineField.Name)
} else if mineField.Delete {
if err := c.deleteMineField(mineField.ID); err != nil {
return fmt.Errorf("delete mineField %w", err)
}
// log.Debug().Int64("GameID", mineField.GameID).Int64("ID", mineField.ID).Msgf("Deleted mineField %s", mineField.Name)
} else if mineField.Dirty {
if err := c.UpdateMineField(mineField); err != nil {
return fmt.Errorf("update mineField %w", err)
}
// log.Debug().Int64("GameID", mineField.GameID).Int64("ID", mineField.ID).Msgf("Updated mineField %s", mineField.Name)
}
}
// save mineralPackets
for _, mineralPacket := range fullGame.MineralPackets {
if mineralPacket.ID == 0 {
mineralPacket.GameID = fullGame.ID
if err := c.createMineralPacket(mineralPacket); err != nil {
return fmt.Errorf("create mineralPacket %w", err)
}
// log.Debug().Int64("GameID", mineralPacket.GameID).Int64("ID", mineralPacket.ID).Msgf("Created mineralPacket %s", mineralPacket.Name)
} else if mineralPacket.Delete {
if err := c.deleteMineralPacket(mineralPacket.ID); err != nil {
return fmt.Errorf("delete mineralPacket %w", err)
}
// log.Debug().Int64("GameID", mineralPacket.GameID).Int64("ID", mineralPacket.ID).Msgf("Deleted mineralPacket %s", mineralPacket.Name)
} else if mineralPacket.Dirty {
if err := c.updateMineralPacket(mineralPacket); err != nil {
return fmt.Errorf("update mineralPacket %w", err)
}
// log.Debug().Int64("GameID", mineralPacket.GameID).Int64("ID", mineralPacket.ID).Msgf("Updated mineralPacket %s", mineralPacket.Name)
}
}
// save mysteryTraders
for _, mysteryTrader := range fullGame.MysteryTraders {
if mysteryTrader.ID == 0 {
mysteryTrader.GameID = fullGame.ID
if err := c.createMysteryTrader(mysteryTrader); err != nil {
return fmt.Errorf("create mysteryTrader %w", err)
}
// log.Debug().Int64("GameID", mysteryTrader.GameID).Int64("ID", mysteryTrader.ID).Msgf("Created mysteryTrader %s", mysteryTrader.Name)
} else if mysteryTrader.Delete {
if err := c.deleteMysteryTrader(mysteryTrader.ID); err != nil {
return fmt.Errorf("delete mysteryTrader %w", err)
}
// log.Debug().Int64("GameID", mysteryTrader.GameID).Int64("ID", mysteryTrader.ID).Msgf("Deleted mysteryTrader %s", mysteryTrader.Name)
} else if mysteryTrader.Dirty {
if err := c.updateMysteryTrader(mysteryTrader); err != nil {
return fmt.Errorf("update mysteryTrader %w", err)
}
// log.Debug().Int64("GameID", mysteryTrader.GameID).Int64("ID", mysteryTrader.ID).Msgf("Updated mysteryTrader %s", mysteryTrader.Name)
}
}
return nil
}
// update a player and their designs
func (c *client) updateFullPlayer(player *cs.Player) error {
if err := c.UpdatePlayer(player); err != nil {
return fmt.Errorf("update player %w", err)
}
for i := range player.Designs {
design := player.Designs[i]
if design.ID == 0 && !design.Delete {
design.GameID = player.GameID
if err := c.CreateShipDesign(design); err != nil {
return fmt.Errorf("create design %w", err)
}
} else if !design.Delete {
if err := c.UpdateShipDesign(design); err != nil {
return fmt.Errorf("update design %w", err)
}
}
}
return nil
}
func (c *client) UpdateGameHost(gameID int64, hostId int64) error {
if _, err := c.writer.Exec(`
UPDATE games SET
updatedAt = CURRENT_TIMESTAMP,
hostId = ?
WHERE id = ?
`, hostId, gameID); err != nil {
return err
}
return nil
}
// delete a game by id
func (c *client) DeleteGame(id int64) error {
if _, err := c.writer.Exec("DELETE FROM games WHERE id = ?", id); err != nil {
return err
}
return nil
}
// delete a game by id
func (c *client) DeleteUserGames(hostID int64) error {
if _, err := c.writer.Exec("DELETE FROM games WHERE hostId = ?", hostID); err != nil {
return err
}
return nil
}