Files
lootalot/lootalot_db/src/lib.rs
2019-07-15 16:07:25 +02:00

331 lines
11 KiB
Rust

//! Loot-a-lot Database module
//!
//! # Description
//! 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;
use diesel::prelude::*;
use diesel::query_dsl::RunQueryDsl;
use diesel::r2d2::{self, ConnectionManager};
pub mod models;
mod schema;
/// The connection used
pub type DbConnection = SqliteConnection;
/// A pool of connections
pub type Pool = r2d2::Pool<ConnectionManager<DbConnection>>;
/// The result of a query on DB
pub type QueryResult<T> = Result<T, diesel::result::Error>;
/// The result of an action provided by DbApi
pub type ActionResult<R> = QueryResult<ActionStatus<R>>;
/// Return status of an API 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<()> {
fn was_updated(updated_lines: usize) -> Self {
match updated_lines {
1 => Self::ok(),
_ => Self::nop(),
}
}
fn ok() -> ActionStatus<()> {
Self {
executed: true,
response: (),
}
}
fn nop() -> ActionStatus<()> {
Self {
executed: false,
response: (),
}
}
}
/// A wrapper providing an API over the database
/// It offers a convenient way to deal with connection
///
/// # Todo list
/// ```text
/// struct DbApi<'q>(&'q DbConnection);
/// ::new() -> DbApi<'q> (Db finds a connection by itself, usefull for cli)
/// ::with_conn(conn) -> DbApi<'q> (uses a user-defined connection)
/// v .fetch_players()
/// v .fetch_inventory()
/// v .fetch_claims()
/// v .as_player(player_id) -> AsPlayer<'q>
/// v .loot() -> List of items owned (Vec<Item>)
/// v .claim(loot_id) -> Success status (bool)
/// v .unclaim(loot_id) -> Success status (bool)
/// x .sell(loot_id) -> Success status (bool, earned)
/// x .buy(item_desc) -> Success status (bool, cost)
/// v .update_wealth(value_in_gold) -> Success status (bool, new_wealth)
/// v .as_admin()
/// x .add_loot(identifier, [items_desc]) -> Success status
/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
/// x .resolve_claims()
/// v .add_player(player_data)
/// ```
///
pub struct DbApi<'q>(&'q DbConnection);
impl<'q> DbApi<'q> {
/// Returns a DbApi using the user given connection
///
/// # Usage
/// ```
/// use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// let conn = DbConnection::establish(":memory:").unwrap();
/// let api = DbApi::with_conn(&conn);
/// ```
pub fn with_conn(conn: &'q DbConnection) -> Self {
Self(conn)
}
/// Fetch the list of all players
pub fn fetch_players(self) -> QueryResult<Vec<models::Player>> {
Ok(schema::players::table.load::<models::Player>(self.0)?)
}
/// Fetch the inventory of items
pub fn fetch_inventory(self) -> QueryResult<Vec<models::Item>> {
Ok(schema::items::table.load::<models::Item>(self.0)?)
}
/// Fetch all existing claims
pub fn fetch_claims(self) -> QueryResult<Vec<models::Claim>> {
Ok(schema::claims::table.load::<models::Claim>(self.0)?)
}
/// Wrapper for acting as a specific player
///
/// # Usage
/// ```
/// # use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// # let conn = DbConnection::establish(":memory:").unwrap();
/// # let api = DbApi::with_conn(&conn);
/// let player_id: i32 = 1; // Id that references player in DB
/// let player = api.as_player(player_id);
/// ```
pub fn as_player(self, id: i32) -> AsPlayer<'q> {
AsPlayer { id, conn: self.0 }
}
/// Wrapper for acting as the admin
pub fn as_admin(self) -> AsAdmin<'q> {
AsAdmin(self.0)
}
}
/// A wrapper for interactions of players with the database.
/// Possible actions are exposed as methods
pub struct AsPlayer<'q> {
id: i32,
conn: &'q DbConnection,
}
impl<'q> AsPlayer<'q> {
/// Fetch the content of a player's chest
///
/// # Usage
/// ```
/// # extern crate diesel_migrations;
/// # use lootalot_db::{DbConnection, DbApi};
/// # use diesel::connection::Connection;
/// # let conn = DbConnection::establish(":memory:").unwrap();
/// # diesel_migrations::run_pending_migrations(&conn).unwrap();
/// # let api = DbApi::with_conn(&conn);
/// // Get loot of player with id of 1
/// let loot = api.as_player(1).loot().unwrap();
/// assert_eq!(format!("{:?}", loot), "[]".to_string());
/// ```
pub fn loot(self) -> QueryResult<Vec<models::Item>> {
Ok(models::Item::owned_by(self.id).load(self.conn)?)
}
/// 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)>> {
use schema::players::dsl::*;
let current_wealth = players
.find(self.id)
.select((cp, sp, gp, pp))
.first::<models::Wealth>(self.conn)?;
// TODO: improve this
// 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 => ActionStatus {
executed: true,
response: Some(diff),
},
_ => ActionStatus {
executed: false,
response: None,
},
})
}
/// Put a claim on a specific item
pub fn claim(self, item: i32) -> ActionResult<()> {
// TODO: check that looted item exists
let exists: bool = diesel::select(models::Loot::exists(item)).get_result(self.conn)?;
if !exists {
return Ok(ActionStatus::nop());
};
let claim = models::claim::NewClaim::new(self.id, item);
diesel::insert_into(schema::claims::table)
.values(&claim)
.execute(self.conn)
.map(ActionStatus::was_updated)
}
/// Withdraw claim
pub fn unclaim(self, item: i32) -> ActionResult<()> {
use schema::claims::dsl::*;
diesel::delete(
claims.filter(loot_id.eq(item))
.filter(player_id.eq(self.id)),
)
.execute(self.conn)
.map(ActionStatus::was_updated)
}
}
/// Wrapper for interactions of admins with the DB.
pub struct AsAdmin<'q>(&'q DbConnection);
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<()> {
diesel::insert_into(schema::players::table)
.values(&models::player::NewPlayer::create(&name, start_wealth))
.execute(self.0)
.map(ActionStatus::was_updated)
}
/// Resolve all pending claims and dispatch claimed items.
///
/// When a player gets an item, it's debt is increased by this item sell value
pub fn resolve_claims(self) -> ActionResult<()> {
// Fetch all claims, grouped by items.
let loot = models::Loot::owned_by(0).load(self.0)?;
let claims = schema::claims::table
.load::<models::Claim>(self.0)?
.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())
}
}
/// Sets up a connection pool and returns it.
/// Uses the DATABASE_URL environment variable (must be set)
pub fn create_pool() -> Pool {
let connspec = std::env::var("DATABASE_URL").expect("DATABASE_URL");
dbg!(&connspec);
let manager = ConnectionManager::<DbConnection>::new(connspec);
r2d2::Pool::builder()
.build(manager)
.expect("Failed to create pool.")
}
#[cfg(test)]
mod tests {
use super::*;
type TestConnection = DbConnection;
/// Return a connection to a fresh database (stored in memory)
fn test_connection() -> TestConnection {
let test_conn = DbConnection::establish(":memory:").unwrap();
diesel_migrations::run_pending_migrations(&test_conn).unwrap();
test_conn
}
/// When migrations are run, a special player with id 0 and name "Groupe"
/// must be created.
#[test]
fn test_group_is_autocreated() {
let conn = test_connection();
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 1);
let group = players.get(0).unwrap();
assert_eq!(group.id, 0);
assert_eq!(group.name, "Groupe".to_string());
}
/// 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() {
let conn = test_connection();
DbApi::with_conn(&conn).as_admin()
.add_player("PlayerName".to_string(), 403.21)
.unwrap();
let diff = DbApi::with_conn(&conn).as_player(1)
.update_wealth(-401.21).unwrap()
.response.unwrap();
// Check the returned diff
assert_eq!(diff, (-1, -2, -1, -4));
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
assert_eq!(
(player.cp, player.sp, player.gp, player.pp),
(1 + diff.0, 2 + diff.1, 3 + diff.2, 4 + diff.3)
);
}
#[test]
fn test_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);
let players = DbApi::with_conn(&conn).fetch_players().unwrap();
assert_eq!(players.len(), 2);
let new_player = players.get(1).unwrap();
assert_eq!(new_player.name, "PlayerName");
assert_eq!((new_player.cp, new_player.sp, new_player.gp, new_player.pp), (1, 2, 3, 4));
}
#[test]
fn test_admin_resolve_claims() {
}
#[test]
fn test_player_claim_item() {
}
#[test]
fn test_player_unclaim_item() {
}
}