6 Commits

Author SHA1 Message Date
2991a88a30 small fixes while reviewing code 2019-07-29 15:43:14 +02:00
a3eaeed807 redraws frontend UI 2019-07-28 15:56:19 +02:00
d280d0f095 fix type error 2019-07-28 13:37:59 +02:00
dbb084b0ec little fixes 2019-07-24 16:02:44 +02:00
7350d5222c adds basic resolve_claims + test 2019-07-24 15:55:08 +02:00
89172177eb makes ActionResult simpler, uses SQL transactions 2019-07-24 15:07:04 +02:00
19 changed files with 411 additions and 15881 deletions

7
.gitignore vendored
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@@ -1,11 +1,10 @@
/target
**/*.rs.bk
node_modules
fontawesome
package-lock.json
Cargo.lock
**/*.sqlite3
**/.env
package-lock.json
fontawesome

Binary file not shown.

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@@ -4,19 +4,15 @@
//! This module wraps all needed database operations.
//! It exports a public API for integration with various clients (REST Api, CLI, ...)
extern crate dotenv;
#[macro_use]
extern crate diesel;
#[macro_use]
extern crate serde_derive;
#[macro_use] extern crate diesel;
#[macro_use] extern crate serde_derive;
use diesel::prelude::*;
use diesel::query_dsl::RunQueryDsl;
use diesel::r2d2::{self, ConnectionManager};
mod transactions;
pub mod models;
mod schema;
use transactions::{DbTransaction};
/// The connection used
pub type DbConnection = SqliteConnection;
@@ -24,39 +20,10 @@ pub type DbConnection = SqliteConnection;
pub type Pool = r2d2::Pool<ConnectionManager<DbConnection>>;
/// The result of a query on DB
pub type QueryResult<T> = Result<T, diesel::result::Error>;
pub type ActionResult<T> = QueryResult<ActionStatus<T>>;
/// Return status of an Action
#[derive(Serialize, Debug)]
pub struct ActionStatus<R: serde::Serialize> {
/// Has the action made changes ?
pub executed: bool,
/// Response payload
pub response: R,
}
/// The result of an action provided by DbApi
pub type ActionResult<R> = Result<R, diesel::result::Error>;
impl ActionStatus<()> {
pub fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
pub fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
}
impl<T: Default + serde::Serialize> ActionStatus<T> {
pub fn nop() -> ActionStatus<T> {
Self {
executed: false,
response: Default::default(),
}
}
}
/// A wrapper providing an API over the database
/// It offers a convenient way to deal with connection.
///
@@ -75,7 +42,7 @@ impl<T: Default + serde::Serialize> ActionStatus<T> {
/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
/// // Claims should be resolved after a certain delay
/// x .set_claims_timeout()
/// x .resolve_claims()
/// v .resolve_claims()
/// v .add_player(player_data)
/// ```
///
@@ -159,91 +126,106 @@ impl<'q> AsPlayer<'q> {
/// # Panics
///
/// This currently panics if player wealth fails to be updated, as this is
/// a serious error. TODO: handle deletion of bought item in case of wealth update failure.
pub fn buy<S: Into<String>>(self, name: S, price: i32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
match transactions::player::Buy.execute(
self.conn,
transactions::player::AddLootParams {
player_id: self.id,
loot_name: name.into(),
loot_price: price,
},
) {
Ok(res) => Ok(ActionStatus { executed: true, response: Some(res.loot_cost) }),
Err(e) => { dbg!(&e); Ok(ActionStatus { executed: false, response: None}) },
}
/// a serious error.
pub fn buy<'a>(self, name: &'a str, price: i32) -> ActionResult<(i32, i32, i32, i32)> {
self.conn.transaction(|| {
let new_item = models::item::NewLoot::to_player(self.id, (name, price));
let _item_added = diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(self.conn)
.map(|rows_updated| match rows_updated {
1 => (),
_ => panic!("RuntimeError: Buy made no changes at all"),
})?;
self.update_wealth(-(price as f32))
})
}
/// Sell an item from this player chest
///
/// # Panics
///
/// This currently panics if player wealth fails to be updated, as this is
/// a serious error. TODO: handle restoring of sold item in case of wealth update failure.
/// a serious error.
pub fn sell(
self,
loot_id: i32,
_price_mod: Option<f32>,
) -> ActionResult<Option<(i32, i32, i32, i32)>> {
// Check that the item belongs to player
let exists_and_owned: bool =
diesel::select(models::Loot::owns(self.id, loot_id))
.get_result(self.conn)?;
if !exists_and_owned {
return Ok(ActionStatus::nop());
}
transactions::player::Sell.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id,
},
)
.map(|res| ActionStatus { executed: true, response: Some(res.loot_cost) })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop()) })
price_mod: Option<f32>,
) -> ActionResult<(i32, i32, i32, i32)> {
self.conn.transaction(|| {
use schema::looted::dsl::*;
let loot = looted
.find(loot_id)
.first::<models::Loot>(self.conn)?;
if loot.owner != self.id {
// If the item does not belong to player,
// it can't be what we're looking for
return Err(diesel::result::Error::NotFound);
}
let mut sell_value = (loot.base_price / 2) as f32;
if let Some(modifier) = price_mod {
sell_value *= modifier;
}
let _deleted = diesel::delete(looted.find(loot_id))
.execute(self.conn)?;
self.update_wealth(sell_value)
})
}
/// Adds the value in gold to the player's wealth.
///
/// Value can be negative to substract wealth.
pub fn update_wealth(self, value_in_gp: f32) -> ActionResult<Option<(i32, i32, i32, i32)>> {
transactions::player::UpdateWealth.execute(
self.conn,
transactions::player::WealthParams {
player_id: self.id,
value_in_gp,
},
)
.map(|res| ActionStatus { executed: true, response: Some(res) })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
pub fn update_wealth(self, value_in_gp: f32) -> ActionResult<(i32, i32, i32, i32)> {
use schema::players::dsl::*;
let current_wealth = players
.find(self.id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(self.conn)?;
// TODO: improve thisdiesel dependant transaction
// should be move inside a WealthUpdate method
let updated_wealth = models::Wealth::from_gp(current_wealth.to_gp() + value_in_gp);
// Difference in coins that is sent back
let (old, new) = (current_wealth.as_tuple(), updated_wealth.as_tuple());
let diff = (new.0 - old.0, new.1 - old.1, new.2 - old.2, new.3 - old.3);
diesel::update(players)
.filter(id.eq(self.id))
.set(&updated_wealth)
.execute(self.conn)
.map(|r| match r {
1 => diff,
_ => panic!("RuntimeError: UpdateWealth did no changes at all!"),
})
}
/// Put a claim on a specific item
pub fn claim(self, item: i32) -> ActionResult<()> {
let exists: bool =
diesel::select(models::Loot::exists(item)).get_result(self.conn)?;
let exists: bool = diesel::select(models::Loot::exists(item)).get_result(self.conn)?;
if !exists {
return Ok(ActionStatus::nop());
return Err(diesel::result::Error::NotFound);
};
transactions::player::PutClaim.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id: item,
},
)
.map(|_| ActionStatus { executed: true, response: () })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
let claim = models::claim::NewClaim::new(self.id, item);
diesel::insert_into(schema::claims::table)
.values(&claim)
.execute(self.conn)
.map(|rows_updated| match rows_updated {
1 => (),
_ => panic!("RuntimeError: Claim did no change at all!"),
})
}
/// Withdraw claim
pub fn unclaim(self, item: i32) -> ActionResult<()> {
transactions::player::WithdrawClaim.execute(
self.conn,
transactions::player::LootParams {
player_id: self.id,
loot_id: item,
},
)
.map(|_| ActionStatus { executed: true, response: () })
.or_else(|e| { dbg!(&e); Ok(ActionStatus::nop())})
use schema::claims::dsl::*;
diesel::delete(
claims
.filter(loot_id.eq(item))
.filter(player_id.eq(self.id)),
)
.execute(self.conn)
.and_then(|rows_updated| match rows_updated {
1 => Ok(()),
0 => Err(diesel::result::Error::NotFound),
_ => panic!("RuntimeError: UnclaimItem did not make expected changes"),
})
}
}
@@ -254,22 +236,25 @@ impl<'q> AsAdmin<'q> {
/// Adds a player to the database
///
/// Takes the player name and starting wealth (in gold value).
pub fn add_player(self, name: String, start_wealth: f32) -> ActionResult<()> {
pub fn add_player(self, name: &str, start_wealth: f32) -> ActionResult<()> {
diesel::insert_into(schema::players::table)
.values(&models::player::NewPlayer::create(&name, start_wealth))
.values(&models::player::NewPlayer::create(name, start_wealth))
.execute(self.0)
.map(ActionStatus::was_updated)
.map(|rows_updated| match rows_updated {
1 => (),
_ => panic!("RuntimeError: UnclaimItem did not make expected changes"),
})
}
/// Adds a list of items to the group loot
pub fn add_loot<'a>(self, items: Vec<(&'a str, i32)>) -> ActionResult<()> {
pub fn add_loot(self, items: Vec<(&str, i32)>) -> ActionResult<()> {
for item_desc in items.into_iter() {
let new_item = models::item::NewLoot::to_group(item_desc);
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(self.0)?;
}
Ok(ActionStatus::ok())
Ok(())
}
/// Resolve all pending claims and dispatch claimed items.
@@ -283,10 +268,32 @@ impl<'q> AsAdmin<'q> {
.grouped_by(&loot);
// For each claimed item
let data = loot.into_iter().zip(claims).collect::<Vec<_>>();
dbg!(data);
// If mutiples claims -> find highest resolve, give to this player
// If only one claim -> give to claiming
Ok(ActionStatus::nop())
dbg!(&data);
for (loot, claims) in data {
match claims.len() {
1 => {
let claim = claims.get(0).unwrap();
let player_id = claim.player_id;
self.0.transaction(|| {
use schema::looted::dsl::*;
diesel::update(looted.find(claim.loot_id))
.set(owner_id.eq(player_id))
.execute(self.0)?;
diesel::delete(schema::claims::table.find(claim.id))
.execute(self.0)?;
{
use schema::players::dsl::*;
diesel::update(players.find(player_id))
.set(debt.eq(debt + (loot.base_price / 2)))
.execute(self.0)
}
})?;
},
_ => (),
}
}
Ok(())
}
}
@@ -316,7 +323,7 @@ mod tests {
/// When migrations are run, a special player with id 0 and name "Groupe"
/// must be created.
#[test]
fn test_group_is_autocreated() {
fn global_group_is_autocreated() {
let conn = test_connection();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 1);
@@ -328,20 +335,19 @@ mod tests {
/// When a player updates wealth, a difference is returned by API.
/// Added to the previous amount of coins, it should equal the updated weath.
#[test]
fn test_player_updates_wealth() {
fn as_player_updates_wealth() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName".to_string(), 403.21)
.add_player("PlayerName", 403.21)
.unwrap();
let diff = DbApi::with_conn(&conn)
.as_player(1)
.update_wealth(-401.21)
.unwrap()
.response
.unwrap();
.ok();
// Check the returned diff
assert_eq!(diff, (-1, -2, -1, -4));
assert_eq!(diff, Some((-1, -2, -1, -4)));
let diff = diff.unwrap();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
let player = players.get(1).unwrap();
// Check that we can add old value to return diff to get resulting value
@@ -352,13 +358,12 @@ mod tests {
}
#[test]
fn test_admin_add_player() {
fn as_admin_add_player() {
let conn = test_connection();
let result = DbApi::with_conn(&conn)
.as_admin()
.add_player("PlayerName".to_string(), 403.21)
.unwrap();
assert_eq!(result.executed, true);
.add_player("PlayerName", 403.21);
assert_eq!(result.is_ok(), true);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 2);
let new_player = players.get(1).unwrap();
@@ -370,56 +375,80 @@ mod tests {
}
#[test]
fn test_admin_resolve_claims() {
fn as_admin_resolve_claims() {
let conn = test_connection();
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
assert_eq!(true, false); // Failing as test is not complete
// Add items
assert_eq!(DbApi::with_conn(&conn).as_admin().add_loot(vec![
("Épée", 40),
("Arc", 40),
]).is_ok(), true);
// Add players
DbApi::with_conn(&conn).as_admin().add_player("Player1", 0.0).unwrap();
DbApi::with_conn(&conn).as_admin().add_player("Player2", 0.0).unwrap();
// Put claims on one different item each
DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
DbApi::with_conn(&conn).as_player(2).claim(2).unwrap();
let result = DbApi::with_conn(&conn).as_admin().resolve_claims();
assert_eq!(result.is_ok(), true);
// Check that both players received an item
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
for &i in [1, 2].into_iter() {
assert_eq!(DbApi::with_conn(&conn).as_player(i).loot().unwrap().len(), 1);
let player = players.get(i as usize).unwrap();
assert_eq!(player.debt, 20);
}
}
#[test]
fn test_player_claim_item() {
fn as_player_claim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player".to_string(), 0.0)
.add_player("Player", 0.0)
.unwrap();
DbApi::with_conn(&conn)
.as_admin()
.add_loot(vec![("Épée", 25)])
.unwrap();
// Claim an existing item
let result = DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
assert_eq!(result.executed, true);
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), true);
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 1);
let claim = claims.get(0).unwrap();
assert_eq!(claim.player_id, 1);
assert_eq!(claim.loot_id, 1);
// Claim an inexistant item
let result = DbApi::with_conn(&conn).as_player(1).claim(2).unwrap();
assert_eq!(result.executed, false);
let result = DbApi::with_conn(&conn).as_player(1).claim(2);
assert_eq!(result.is_ok(), false);
}
#[test]
fn test_player_unclaim_item() {
fn as_player_unclaim_item() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player".to_string(), 0.0)
.add_player("Player", 0.0)
.unwrap();
DbApi::with_conn(&conn)
.as_admin()
.add_loot(vec![("Épée", 25)])
.unwrap();
// Claim an existing item
let result = DbApi::with_conn(&conn).as_player(1).claim(1).unwrap();
assert_eq!(result.executed, true);
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1).unwrap();
assert_eq!(result.executed, true);
// Check that unclaimed items will not be unclaimed...
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1).unwrap();
assert_eq!(result.executed, false);
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), true);
// Claiming twice is an error
let result = DbApi::with_conn(&conn).as_player(1).claim(1);
assert_eq!(result.is_ok(), false);
// Unclaiming and item
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1);
assert_eq!(result.is_ok(), true);
// Check that not claimed items will not be unclaimed...
let result = DbApi::with_conn(&conn).as_player(1).unclaim(1);
assert_eq!(result.is_ok(), false);
let claims = DbApi::with_conn(&conn).fetch_claims().unwrap();
assert_eq!(claims.len(), 0);
}
@@ -428,20 +457,19 @@ mod tests {
///
/// Checks that player's chest and wealth are updated.
/// Checks that items are sold at half their value.
/// Checks that a player cannot sell item he does not own.
#[test]
fn test_buy_sell_simple() {
fn as_player_simple_buy_sell() {
let conn = test_connection();
DbApi::with_conn(&conn)
.as_admin()
.add_player("Player".to_string(), 1000.0)
.add_player("Player", 1000.0)
.unwrap();
// Buy an item
let bought = DbApi::with_conn(&conn)
.as_player(1)
.buy("Sword", 800)
.unwrap();
assert_eq!(bought.executed, true); // Was updated ?
assert_eq!(bought.response, Some((0, 0, 0, -8))); // Returns diff of player wealth ?
.buy("Sword", 800);
assert_eq!(bought.ok(), Some((0, 0, 0, -8))); // Returns diff of player wealth ?
let chest = DbApi::with_conn(&conn).as_player(1).loot().unwrap();
assert_eq!(chest.len(), 1);
let loot = chest.get(0).unwrap();
@@ -450,13 +478,12 @@ mod tests {
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
let player = players.get(1).unwrap();
assert_eq!(player.pp, 2);
// A player cannot sell loot from an other's chest
let result = DbApi::with_conn(&conn).as_player(0).sell(loot.id, None);
assert_eq!(result.is_ok(), false);
// Sell back
let sold = DbApi::with_conn(&conn)
.as_player(1)
.sell(loot.id, None)
.unwrap();
assert_eq!(sold.executed, true);
assert_eq!(sold.response, Some((0, 0, 0, 4)));
let sold = DbApi::with_conn(&conn).as_player(1).sell(loot.id, None);
assert_eq!(sold.ok(), Some((0, 0, 0, 4)));
let chest = DbApi::with_conn(&conn).as_player(1).loot().unwrap();
assert_eq!(chest.len(), 0);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
@@ -465,7 +492,7 @@ mod tests {
}
#[test]
fn test_admin_add_loot() {
fn as_admin_add_loot() {
let conn = test_connection();
assert_eq!(
0,
@@ -474,9 +501,8 @@ mod tests {
let loot_to_add = vec![("Cape d'invisibilité", 8000), ("Arc long", 25)];
let result = DbApi::with_conn(&conn)
.as_admin()
.add_loot(loot_to_add.clone())
.unwrap();
assert_eq!(result.executed, true);
.add_loot(loot_to_add.clone());
assert_eq!(result.is_ok(), true);
let looted = DbApi::with_conn(&conn).as_player(0).loot().unwrap();
assert_eq!(looted.len(), 2);
// NB: Not a problem now, but this adds constraints of items being

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@@ -35,8 +35,8 @@ type OwnedLoot = Filter<looted::table, WithOwner>;
pub(crate) struct Loot {
id: i32,
name: String,
base_price: i32,
owner: i32,
pub(crate) base_price: i32,
pub(crate) owner: i32,
}
impl Loot {

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@@ -1,295 +0,0 @@
//! TODO:
//! Extract actions provided by API into their dedicated module.
//! Will allow more flexibilty to combinate them inside API methods.
//! Should make it easier to add a new feature : Reverting an action
//!
use crate::models;
use crate::schema;
use crate::DbConnection;
use diesel::prelude::*;
// TODO: revertable actions :
// - Buy
// - Sell
// - UpdateWealth
pub type TransactionResult<T> = Result<T, diesel::result::Error>;
pub trait DbTransaction {
type Params;
type Response: serde::Serialize;
fn execute<'q>(
self,
conn: &'q DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response>;
}
pub trait Revertable : DbTransaction {
fn revert<'q>(
self,
conn: &'q DbConnection,
player_id: i32,
params: <Self as DbTransaction>::Response,
) -> TransactionResult<<Self as DbTransaction>::Response>;
}
/// Return status of an Action
#[derive(Serialize, Debug)]
pub struct ActionStatus<R: serde::Serialize> {
/// Has the action made changes ?
pub executed: bool,
/// Response payload
pub response: R,
}
impl ActionStatus<()> {
pub fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
pub fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
}
impl<T: Default + serde::Serialize> ActionStatus<T> {
pub fn nop() -> ActionStatus<T> {
Self {
executed: false,
response: Default::default(),
}
}
}
// Or a module ?
pub(crate) mod player {
use super::*;
pub struct AddLootParams {
pub player_id: i32,
pub loot_name: String,
pub loot_price: i32,
}
pub struct Buy;
enum LootTransactionKind {
Buy,
Sell,
}
#[derive(Serialize, Debug)]
pub struct LootTransaction {
player_id: i32,
loot_id: i32,
kind: LootTransactionKind,
pub loot_cost: (i32, i32, i32, i32),
}
impl DbTransaction for Buy {
type Params = AddLootParams;
type Response = LootTransaction;
fn execute<'q>(
self,
conn: &'q DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
let added_item = {
let new_item = models::item::NewLoot::to_player(
params.player_id,
(&params.loot_name, params.loot_price),
);
diesel::insert_into(schema::looted::table)
.values(&new_item)
.execute(conn)?
// TODO: return ID of inserted item
};
let updated_wealth = UpdateWealth.execute(
conn,
WealthParams {
player_id: params.player_id,
value_in_gp: -(params.loot_price as f32),
},
);
match (added_item, updated_wealth) {
(1, Ok(loot_cost)) => Ok(LootTransaction {
kind: LootTransactionKind::Buy,
player_id: params.player_id,
loot_id: 0, //TODO: find added item ID
loot_cost,
}),
// TODO: Handle other cases
_ => panic!()
}
}
}
impl Revertable for Buy {
fn revert<'q>(self, conn: &'q DbConnection, player_id: i32, params: <Self as DbTransaction>::Response)
-> TransactionResult<<Self as DbTransaction>::Response> {
unimplemented!()
}
}
pub struct LootParams {
pub player_id: i32,
pub loot_id: i32,
}
pub struct Sell;
impl DbTransaction for Sell {
type Params = LootParams;
type Response = LootTransaction;
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
use schema::looted::dsl::*;
let loot_value = looted
.find(params.loot_id)
.select(base_price)
.first::<i32>(conn)?;
let sell_value = (loot_value / 2) as f32;
diesel::delete(looted.find(params.loot_id))
.execute(conn)
.and_then(|r| match r {
// On deletion, update this player wealth
1 => Ok(UpdateWealth
.execute(
conn,
WealthParams {
player_id: params.player_id,
value_in_gp: sell_value as f32,
},
)
.unwrap()),
_ => Ok(ActionStatus {
executed: false,
response: None,
}),
})
}
}
pub struct PutClaim;
impl DbTransaction for PutClaim {
type Params = LootParams;
type Response = ();
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
let claim = models::claim::NewClaim::new(params.player_id, params.loot_id);
diesel::insert_into(schema::claims::table)
.values(&claim)
.execute(conn)
.and_then(|_| Ok(()))
}
}
pub struct WithdrawClaim;
impl DbTransaction for WithdrawClaim {
type Params = LootParams;
type Response = ();
fn execute<'q>(
self,
conn: &DbConnection,
params: Self::Params,
) -> TransactionResult<Self::Response> {
use schema::claims::dsl::*;
diesel::delete(
claims
.filter(loot_id.eq(params.loot_id))
.filter(player_id.eq(params.player_id)),
)
.execute(conn)
.and_then(|_| Ok(()))
}
}
pub struct WealthParams {
pub player_id: i32,
pub value_in_gp: f32,
}
pub struct UpdateWealth;
impl DbTransaction for UpdateWealth {
type Params = WealthParams;
type Response = (i32, i32, i32, i32);
fn execute<'q>(
self,
conn: &'q DbConnection,
params: WealthParams,
) -> TransactionResult<Self::Response> {
use schema::players::dsl::*;
let current_wealth = players
.find(params.player_id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(conn)?;
// TODO: improve thisdiesel dependant transaction
// should be move inside a WealthUpdate method
let updated_wealth =
models::Wealth::from_gp(current_wealth.to_gp() + params.value_in_gp);
// Difference in coins that is sent back
let (old, new) = (current_wealth.as_tuple(), updated_wealth.as_tuple());
let diff = (new.0 - old.0, new.1 - old.1, new.2 - old.2, new.3 - old.3);
diesel::update(players)
.filter(id.eq(params.player_id))
.set(&updated_wealth)
.execute(conn)
.and_then(|r| match r {
1 => Ok(diff),
_ => panic!("UpdateWealth made no changes !"),
})
}
}
impl Revertable for UpdateWealth {
fn revert<'q>(
self,
conn: &'q DbConnection,
player_id: i32,
params: <Self as DbTransaction>::Response,
) -> TransactionResult<<Self as DbTransaction>::Response> {
use schema::players::dsl::*;
let cur_wealth = players
.find(player_id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(conn)?;
let reverted_wealth = models::player::Wealth {
cp: cur_wealth.cp - params.0,
sp: cur_wealth.cp - params.1,
gp: cur_wealth.cp - params.2,
pp: cur_wealth.cp - params.3,
};
// Difference in coins that is sent back
let diff = ( -params.0, -params.1, -params.2, -params.3);
diesel::update(players)
.filter(id.eq(params.0))
.set(&reverted_wealth)
.execute(conn)
.and_then(|r| match r {
1 => Ok(diff),
_ => panic!("RevertableWealthUpdate made no changes"),
})
}
}
}
pub(crate) mod admin {
pub struct AddPlayer;
pub struct AddLoot;
pub struct SellLoot;
pub struct ResolveClaims;
}

View File

@@ -2,7 +2,6 @@ module.exports = {
presets: [
'@vue/app'
],
"presets": [["env", { "modules": false }]],
"env": {
"test": {
"presets": [["env", { "targets": { "node": "current" } }]]

File diff suppressed because it is too large Load Diff

View File

@@ -21,6 +21,7 @@
"@vue/cli-plugin-eslint": "^3.8.0",
"@vue/cli-service": "^3.8.0",
"@vue/test-utils": "^1.0.0-beta.29",
"babel-core": "^6.26.3",
"babel-eslint": "^10.0.1",
"babel-jest": "^24.8.0",
"babel-preset-env": "^1.7.0",

View File

@@ -1,11 +1,6 @@
<template>
<main id="app" class="section">
<section id="content" class="columns is-desktop">
<main id="app" class="container">
<Player></Player>
<div class="column">
<Chest :player="0" v-if="state.initiated"></Chest>
</div>
</section>
</main>
</template>

View File

@@ -116,17 +116,14 @@ export const AppStorage = {
},
updatePlayerWealth (goldValue) {
return Api.updateWealth(this.state.player_id, goldValue)
.then(done => {
if (done.executed) {
.then(response => {
// Update player wealth
var diff = done.response;
var diff = response;
if (this.debug) console.log('updatePlayerWealth', diff)
this.state.player_list[this.state.player_id].cp += diff[0];
this.state.player_list[this.state.player_id].sp += diff[1];
this.state.player_list[this.state.player_id].gp += diff[2];
this.state.player_list[this.state.player_id].pp += diff[3];
}
return done.executed;
});
},
// Put a claim on an item from group chest.
@@ -134,12 +131,8 @@ export const AppStorage = {
const playerId = this.state.player_id
Api.putClaim(playerId, itemId)
.then(done => {
if (done.executed) {
// Update cliend-side state
this.state.player_claims[playerId].push(itemId);
} else {
if (this.debug) console.log("API responded with 'false'")
}
// Update cliend-side state
this.state.player_claims[playerId].push(itemId);
});
},
// Withdraws a claim.
@@ -147,16 +140,12 @@ export const AppStorage = {
const playerId = this.state.player_id
Api.unClaim(playerId, itemId)
.then(done => {
if (done.executed) {
var idx = this.state.player_claims[playerId].indexOf(itemId);
if (idx > -1) {
this.state.player_claims[playerId].splice(idx, 1);
} else {
if (this.debug) console.log("cancel a non-existent request")
}
} else {
if (this.debug) console.log("API responded with 'false'")
}
});
}
}

View File

@@ -1,88 +1,50 @@
<template>
<div class="container is-paddingless">
<div v-if="mainControlsDisplayed"
class="columns is-mobile is-vcentered"
>
<div class="column is-narrow">
<span class="icon is-large">
<i class="fas fa-2x fa-dragon"></i>
</span>
</div>
<div class="column has-text-left">
<h1 class="title">Coffre de groupe</h1>
</div>
<div class="column" v-show="canAdd">
<div v-show="mainControlsDisplayed" class="buttons is-right">
<button v-if="canAdd"
class="button is-inverted is-info"
@click="is_adding = true"
>
<span class="icon">
<i class="fas fa-box-open"></i>
</span>
<p>Nouveau loot</p>
</button>
<button class="button is-inverted is-primary">
<span class="icon">
<i class="fas fa-coins"></i>
</span>
<p>Tout vendre</p>
<table class="table is-fullwidth is-striped">
<thead>
<tr>
<th>{{ player == 0 ? 'Coffre de groupe' : 'Objets'}}</th>
<th v-if="canGrab"></th>
<th v-if="canSell">
<div class="buttons is-right">
<button class="button" :class="is_selling ? 'is-danger' : 'is-warning'"
@click="is_selling = !is_selling">
<span class="icon"><i class="fas fa-coins"></i></span>
<p v-if="!is_selling">Vendre</p>
<p v-else>{{ totalSellValue ? totalSellValue : 'Annuler' }}</p>
</button>
<PercentInput v-show="is_selling"></PercentInput>
</div>
</div>
</div>
<Loot v-if="is_adding" @done="is_adding = false"></Loot>
<table v-else class="table is-fullwidth is-striped" >
<thead>
<tr>
<th>Objets de {{ player }}</th>
<th v-if="canGrab"></th>
<th v-if="canSell">
<div class="buttons is-right">
<button class="button"
:class="is_selling ? 'is-danger' : 'is-warning'"
@click="is_selling = !is_selling"
>
<span class="icon">
<i class="fas fa-coins"></i>
</span>
<p v-if="!is_selling">
Vendre</p>
<p v-else>
{{ totalSellValue ? totalSellValue : 'Annuler' }}</p>
</button>
<PercentInput v-show="is_selling">
</PercentInput>
</th>
</tr>
</thead>
<tbody v-if="app_state.initiated">
<template v-for="(item, idx) in content">
<tr :key="`row-${idx}`">
<td>
<strong>{{item.name}}</strong>
</td>
<td v-if="canGrab">
<Request :item="item.id"></Request>
</td>
<td v-if="canSell">
<div class="field is-grouped is-pulled-right" v-show="is_selling">
<div class="control">
<label class="label">
<input type="checkbox"
id="`item-${idx}`"
:value="item.id"
v-model="sell_selected">
{{item.base_price / 2}} GP
</label>
</div>
</th>
</tr>
</thead>
<tbody>
<template v-for="(item, idx) in content">
<tr :key="`row-${idx}`">
<td>{{item.name}}</td>
<td v-if="canGrab">
<Request :item="item.id"></Request>
</td>
<td v-if="canSell">
<div class="field is-grouped is-pulled-right" v-show="is_selling">
<div class="control">
<label class="label">
<input type="checkbox"
id="`item-${idx}`"
:value="item.id"
v-model="sell_selected">
{{item.base_price / 2}} GP
</label>
</div>
<PercentInput></PercentInput>
</div>
</td>
</tr>
</template>
</tbody>
</table>
</div>
<PercentInput></PercentInput>
</div>
</td>
</tr>
</template>
</tbody>
<p v-else>Loading...</p>
</table>
</template>
<script>
@@ -154,11 +116,6 @@
return (this.app_state.player_id == 0
&& this.player == 0);
},
// The main controls are only displayed on group chest
mainControlsDisplayed () {
return (this.player == 0
&& !this.is_adding);
}
},
}
</script>

View File

@@ -4,7 +4,7 @@
<div class="control is-expanded"
:class="{'is-loading': is_loading }">
<input type="text"
v-model="search"
v-model="item_name"
@input="autoCompletion"
class="input"
:class="{'is-danger': no_results,
@@ -12,6 +12,11 @@
autocomplete="on">
</input>
</div>
<div class="control">
<input type="text" class="input"
:class="{'is-danger': !item_price}"
v-model.number="item_price"></input>
</div>
<div class="control">
<button class="button is-primary"
:disabled="no_results"
@@ -23,7 +28,7 @@
<div class="dropdown-menu">
<div class="dropdown-content">
<a v-for="(result,i) in results" :key="i"
@click="setResult(result.name)"
@click="setResult(result)"
class="dropdown-item"
>
{{ result.name }}
@@ -35,18 +40,15 @@
</template>
<script>
// List of items for autocomplete
const MOCK_ITEMS = [
{id: 35, name: "Cape d'invisibilité", sell_value: 30000},
{id: 8, name: "Arc long", sell_value: 10},
];
export default {
props: ["source"],
data () {
return {
is_loading: false,
no_results: false,
search: '',
item_name: '',
item_price: '',
results: [],
auto_open: false,
};
@@ -55,13 +57,13 @@
autoCompletion (ev) {
// TODO: a lot happens here that
// need to be clarified
if (this.search == '') {
if (this.item_name == '') {
this.auto_open = false;
this.results = [];
this.no_results = false;
} else {
this.results = MOCK_ITEMS.filter(item => {
return item.name.includes(this.search);
this.results = this.source.filter(item => {
return item.name.includes(this.item_name);
});
// Update status
if (this.results.length == 0) {
@@ -73,12 +75,17 @@
}
},
setResult(result) {
this.search = result;
this.item_name = result.name;
this.item_price = result.sell_value;
this.auto_open = false;
},
addItem () {
this.$emit("addItem", this.search);
this.search = '';
this.$emit("addItem", {
name: this.item_name,
sell_value: this.item_price
});
this.item_name = '';
this.item_price = '';
this.results = [];
this.no_results = false;
this.auto_open = false;

View File

@@ -1,32 +1,29 @@
<template>
<div class="card is-shadowless">
<div class="card-header">
<p class="card-header-title">
Nouveau loot - {{ looted.length }} objet(s)</p>
</div>
<div class="card-content">
<ItemInput @addItem="onAddItem"></ItemInput>
<p v-for="(item, idx) in looted" :key="idx"
class="has-text-left is-size-5">
{{ item }}
</p>
</div>
<div class="card-footer">
<div class="card-footer-item buttons is-center">
<a class="button is-primary">Confirmer</a>
<a @click="onClose" class="button is-danger">Annuler</a>
</div>
</div>
</div>
<div>
<p class="heading has-text-left is-size-5">
Nouveau loot - {{ looted.length }} objet(s)</p>
<ItemInput @addItem="onAddItem" :source="inventory"></ItemInput>
<p v-for="(item, idx) in looted" :key="idx"
class="has-text-left is-size-5">
{{ item.name }} ({{ item.sell_value }}po)
</p>
</div>
</template>
<script>
import ItemInput from './ItemInput.vue'
// List of items for autocomplete
const MOCK_ITEMS = [
{id: 35, name: "Cape d'invisibilité", sell_value: 30000},
{id: 8, name: "Arc long", sell_value: 10},
{id: 9, name: "Arc court", sell_value: 10},
];
export default {
components: { ItemInput },
data () { return {
looted: [],
inventory: MOCK_ITEMS,
};
},
methods: {

View File

@@ -1,27 +0,0 @@
<template>
<input type="text"
class="input"
:class="{'is-danger': has_error}"
:value="value"
@input="checkError"
></input>
</template>
<script>
export default {
props: ["value"],
data () {
return { has_error: false};
},
methods: {
checkError (ev) {
const newValue = ev.target.value;
this.has_error = isNaN(newValue);
this.$emit(
'input',
this.has_error ? 0 : Number(newValue)
);
}
},
}
</script>

View File

@@ -1,20 +1,18 @@
<template>
<div class="field has-addons">
<div v-show="is_opened" class="control has-icons-left">
<input class="input is-small" type="number" size="3" min=-50 max=50 step=5>
<span class="icon is-small is-left">
<i class="fas fa-percent"></i>
</span>
</div>
<div class="control">
<button class="button is-small is-outlined"
@click="is_opened = !is_opened"
>
<small v-if="!is_opened">Mod.</small>
<span v-else class="icon"><i class="fas fa-times-circle"></i></span>
</button>
</div>
</div>
<div class="field has-addons">
<div v-show="is_opened" class="control has-icons-left">
<input class="input is-small" type="number" size="3" min=-50 max=50 step=5>
<span class="icon is-small is-left">
<i class="fas fa-percent"></i>
</span>
</div>
<div class="control">
<button class="button is-small is-outlined" @click="is_opened = !is_opened">
<small v-if="!is_opened">Mod.</small>
<span v-else class="icon"><i class="fas fa-times-circle"></i></span>
</button>
</div>
</div>
</template>
<script>

View File

@@ -1,51 +1,53 @@
<template>
<div class="column is-one-third-desktop">
<div id="sidebar" class="card">
<header id="sidebar-heading" class="card-header">
<p class="card-header-title">
{{ app_state.initiated ? player.name : "..." }}</p>
<div class="dropdown is-right"
:class="{ 'is-active': show_dropdown }">
<div class="dropdown-trigger" ref="dropdown_btn">
<a id="change_player" class="card-header-icon"
@click="show_dropdown = !show_dropdown"
aria-haspopup="true" aria-controls="dropdown-menu">
<span class="icon is-small">
<i class="fas fa-exchange-alt"></i>
</span>
</a>
</div>
<div class="dropdown-menu" id="dropdown-menu" role="menu"
v-closable="{ exclude: ['dropdown_btn'], handler: 'closeDropdown', visible: show_dropdown }">
<div class="dropdown-content" v-if="app_state.initiated">
<a v-for="(p,i) in app_state.player_list" :key="i"
@click="setActivePlayer(i)"
href="#" class="dropdown-item">
{{ p.name }}</a>
</div>
</div>
</div>
</header>
<div class="card-content">
<Wealth :wealth="wealth" :debt="player.debt"></Wealth>
<div class="box is-shadowless" v-show="!playerIsGroup">
<div class="columns is-vcentered" @click="switchPlayerChestVisibility">
<div class="column is-one-fifth">
<span class="icon is-large">
<i class="fas fa-2x fa-box"></i>
</span>
</div>
<div class="column if-four-fifth has-text-left">
<p class="is-size-3">Coffre</p>
</div>
</div>
<div class="">
<nav class="navbar is-info">
<div class="navbar-brand">
<p class="navbar-item is-size-4" @click="show_wealth = !show_wealth">{{ app_state.initiated ? player.name : "..." }}</p>
<a role="button" class="navbar-burger" aria-label="menu" aria-expanded="false">
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
<span aria-hidden="true"></span>
</a>
</div>
<div id="menu" class="navbar-menu">
<div class="navbar-start" v-if="!playerIsGroup">
<a class="navbar-item" @click="switchPlayerChestVisibility">
{{ app_state.show_player_chest ? 'Coffre de groupe' : 'Mon coffre' }}</a>
</div>
<div class="navbar-end">
<div class="navbar-item has-dropdown is-hoverable">
<a class="navbar-link">Autres</a>
<div class="navbar-dropdown is-right">
<a class="navbar-item">History of Loot</a>
<hr class="navbar-divider">
<div class="navbar-item heading">Changer</div>
<a v-for="(p,i) in app_state.player_list" :key="i"
@click="setActivePlayer(i)"
href="#" class="navbar-item">
{{ p.name }}</a>
</div>
</div>
<Chest :player="app_state.player_id"
v-show="app_state.show_player_chest">
</Chest>
<a href="#" class="button is-link is-fullwidth is-hidden" disabled>Historique</a>
</div>
</div>
</nav>
<section class="box is-shadowless" v-if="show_wealth">
<Wealth :wealth="wealth" :debt="player.debt"></Wealth>
</section>
<section class="card">
<div class="card-content">
<Loot v-if="is_adding"></Loot>
<Chest v-else :player="shownChest"></Chest>
</div>
<div class="card-footer" v-if="shownChest == player.id">
<template v-if="is_adding">
<a class="card-footer-item">Confirmer</a>
<a class="card-footer-item" @click="toggleAdding">Annuler</a>
</template>
<a v-else class="card-footer-item" @click="toggleAdding">
+ {{ playerIsGroup ? 'Nouveau loot' : 'Acheter' }}
</a>
</div>
</section>
</div>
</template>
@@ -53,31 +55,17 @@
import { AppStorage } from '../AppStorage'
import Chest from './Chest.vue'
import Wealth from './Wealth.vue'
import Loot from './Loot.vue'
/*
The Player control board.
To test :
- Player name is displayed
- Player's wealth is displayed -> Inside Wealth component
- Dropdown:
- The first item is the group
- Opened by activator
- Closed when clicked outside
- Click on item does switch active player
- Switch player :
- Name is updated when player_id is updated
- Wealth is updated -> Inside Wealth component
- Chest button controls Chest visibility
*/
let handleOutsideClick;
export default {
components: { Chest, Wealth },
components: { Chest, Wealth, Loot },
data () {
return {
app_state: AppStorage.state,
show_dropdown: false,
edit_wealth: false,
handleOutsideClick: null,
is_adding: false,
show_wealth: true,
};
},
computed: {
@@ -90,19 +78,27 @@
if (!this.app_state.initiated) {
return ["-", "-", "-", "-"];
} else {
const cp = this.player.cp
const sp = this.player.sp
const gp = this.player.gp
const pp = this.player.pp
return [cp, sp, gp, pp];
}
const cp = this.player.cp
const sp = this.player.sp
const gp = this.player.gp
const pp = this.player.pp
return [cp, sp, gp, pp];
}
},
// Check if the active player is the special 'Group' player
playerIsGroup () {
return this.app_state.player_id == 0;
},
shownChest () {
return this.app_state.show_player_chest
? this.app_state.player_id
: 0;
}
},
methods: {
toggleAdding () {
this.is_adding = !this.is_adding;
},
switchPlayerChestVisibility () {
AppStorage.switchPlayerChestVisibility();
},
@@ -120,43 +116,6 @@
this.show_dropdown = false
}
},
directives: {
'closable': {
bind: function(el, binding, vnode) {
handleOutsideClick = (e) => {
e.stopPropagation();
const { exclude, handler } = binding.value;
let excludedElClicked = false;
exclude.forEach(refName => {
if (!excludedElClicked) {
const elt = vnode.context.$refs[refName];
excludedElClicked = elt.contains(e.target);
}
});
if (!excludedElClicked) {
console.log('outsideCloseDropdown');
vnode.context[handler]()
}
};
},
// Bind custom handler only when dropdown is visible
update: function(el, binding, vnode, _) {
const { visible } = binding.value;
if (visible) {
document.addEventListener('click', handleOutsideClick);
document.addEventListener('touchstart', handleOutsideClick);
} else {
document.removeEventListener('click', handleOutsideClick);
document.removeEventListener('touchstart', handleOutsideClick);
}
},
unbind: function() { console.log("unbind");
document.removeEventListener('click', handleOutsideClick);
document.removeEventListener('touchstart', handleOutsideClick);
}
}
}
}
</script>

View File

@@ -2,25 +2,22 @@
<div class="buttons is-right" >
<template v-if="isInConflict">
<button class="button is-success"
@click="cancelRequest"
>
<span class="icon is-small">
<i class="fas fa-hand-peace"></i>
</span>
</button>
<button class="button is-danger"
@click="hardenRequest"
>
<span class="icon is-small">
<i class="fas fa-hand-middle-finger"></i>
</span>
</button>
@click="cancelRequest">
<span class="icon is-small">
<i class="fas fa-hand-peace"></i>
</span>
</button>
<button class="button is-danger"
@click="hardenRequest">
<span class="icon is-small">
<i class="fas fa-hand-middle-finger"></i>
</span>
</button>
</template>
<button class="button is-primary"
@click="putRequest"
:class="{'is-outlined': isRequested}"
:disabled="isRequested"
>
@click="putRequest"
:class="{'is-small': isRequested}"
:disabled="isRequested">
<span class="icon is-small">
<i class="fas fa-praying-hands"></i>
</span>
@@ -33,20 +30,18 @@
export default {
props: ["item"],
data () {
return {
state: AppStorage.state,
};
return AppStorage.state;
},
computed: {
// Check if item is requested by active player
isRequested () {
const reqs = this.state.player_claims[this.state.player_id];
const reqs = this.player_claims[this.player_id];
return reqs.includes(this.item);
},
// Check if item is requested by multiple players including active one
isInConflict () {
const reqs = this.state.player_claims;
const playerId = this.state.player_id;
const reqs = this.player_claims;
const playerId = this.player_id;
var reqByPlayer = false;
var reqByOther = false;
for (var key in reqs) {

View File

@@ -1,57 +1,53 @@
<template>
<div class="box is-shadowless">
<nav class="columns is-mobile is-multiline is-vcentered">
<div class="column">
<section class="level is-mobile">
<div class="level-left">
<div class="level-item">
<span class="icon is-large"
@click="edit = !edit">
<i class="fas fa-2x fa-piggy-bank"></i>
</span>
<p v-if="debt" class="has-text-danger">-{{ debt }}gp </p>
</div>
<div class="column has-text-info">
<p class="heading">PP</p>
<p class="is-size-4">{{ wealth[3] }}</p>
</div>
<div class="column has-text-warning">
<p class="heading">PO</p>
<p class="is-size-4">{{ wealth[2] }}</p>
</div>
<div class="column has-text-grey">
<p class="heading">PA</p>
<p class="is-size-4">{{ wealth[1] }}</p>
</div>
<div class="column has-text-grey">
<p class="heading">PC</p>
<p class="is-size-4">{{ wealth[0] }}</p>
</div>
</nav>
<div v-if="edit"> <!-- or v-show ? -->
<nav class="columns is-mobile">
<div class="column">
<NumberInput v-model="edit_value"></NumberInput>
</div>
<div class="column is-2">
<button class="button is-outlined is-fullwidth is-danger"
@click="updateWealth('minus')">
<span class="icon"><i class="fas fa-2x fa-minus"></i></span>
</div>
<template v-if="edit">
<div class="level-item">
<input class="input" type="number" step="0.01" v-model="edit_value"></input>
</div>
<div class="level-item">
<button class="button is-danger" @click="updateWealth()">
Modifier
</button>
</div>
<div class="column is-2">
<button class="button is-outlined is-primary is-fullwidth"
@click="updateWealth('plus')">
<span class="icon"><i class="fas fa-2x fa-plus"></i></span>
</button>
</div>
</nav>
</div>
</template>
<template v-else>
<div class="level-item ">
<p class="is-size-4">{{ wealth[3] }}</p>
<p class="heading">PP</p>
</div>
<div class="level-item ">
<p class="is-size-4">{{ wealth[2] }}</p>
<p class="heading">PO</p>
</div>
<div class="level-item ">
<p class="is-size-4">{{ wealth[1] }}</p>
<p class="heading">PA</p>
</div>
<div class="level-item ">
<p class="is-size-4">{{ wealth[0] }}</p>
<p class="heading">PC</p>
</div>
</template>
</div>
</div>
<div class="level-right" v-if="debt">
<div class="level-item">
<p class="heading is-size-4 has-text-danger">Dette: {{ debt }}gp </p>
</div>
</div>
</div>
</section>
</template>
<script>
import { AppStorage } from '../AppStorage.js'
import NumberInput from './NumberInput.vue'
export default {
components: { NumberInput },
props: ["wealth", "debt"],
data () {
return {
@@ -60,28 +56,9 @@
};
},
methods: {
updateWealth (op) {
var goldValue;
switch (op) {
case 'plus':
goldValue = this.edit_value;
break;
case 'minus':
goldValue = -this.edit_value;
break;
default:
console.log("Error, bad operator !", op);
return;
}
AppStorage.updatePlayerWealth(goldValue)
.then(done => {
if (done) {
this.$emit('updated');
this.resetValues();
} else {
console.log('correct errors');
}
});
updateWealth () {
AppStorage.updatePlayerWealth(this.edit_value)
.then(_ => this.resetValues());
},
resetValues () {
this.edit = false;

View File

@@ -112,7 +112,7 @@ pub(crate) fn serve() -> std::io::Result<()> {
web::get().to_async(
move |pool: AppPool, data: web::Path<(String, f32)>| {
db_call(pool, move |api| {
api.as_admin().add_player(data.0.clone(), data.1)
api.as_admin().add_player(&data.0, data.1)
})
},
),