Files
lootalot/lootalot_db/src/lib.rs
2019-07-01 16:05:42 +02:00

132 lines
3.8 KiB
Rust

extern crate dotenv;
#[macro_use]
extern crate diesel;
#[macro_use]
extern crate serde_derive;
use diesel::prelude::*;
use diesel::r2d2::{self, ConnectionManager};
// Convenience re-export, maybe DbApi should me move here instead ??
pub use diesel::query_dsl::RunQueryDsl;
mod models;
mod schema;
pub type DbConnection = SqliteConnection;
pub type Pool = r2d2::Pool<ConnectionManager<DbConnection>>;
pub type QueryResult<T> = Result<T, diesel::result::Error>;
pub type ActionResult = QueryResult<bool>;
/// A wrapper providing an API over the database
/// It offers a convenient way to deal with connection
///
/// # Todo list
///
/// 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()
/// x .fetch_inventory()
/// v .as_player(player_id) -> AsPlayer<'q>
/// v .loot() -> List of items owned (Vec<Item>)
/// x .claim(item_id) -> Success status (bool)
/// x .unclaim(item_id) -> Success status (bool)
/// x .sell(item_id) -> Success status (bool, earned)
/// x .buy(inventory_item_id) -> Success status (bool, cost)
/// x .update_wealth(gold_pieces) -> Success status (bool, new_wealth)
/// x .as_admin()
/// x .add_loot([inventory_item_ids]) -> Success status
/// x .sell_loot([players], [excluded_item_ids]) -> Success status (bool, player_share)
/// x .resolve_claims()
/// x .add_player(player_data)
///
pub struct DbApi<'q>(&'q DbConnection);
impl<'q> DbApi<'q> {
/// Returns a DbApi using the user given connection
///
/// # Usage
/// ```
/// let conn = DbConnection::establish();
/// let api = DbApi::with_conn(&conn);
/// ```
pub fn with_conn(conn: &'q DbConnection) -> Self {
Self(conn)
}
/// Fetch the list of all players
///
/// This method consumes the DbApi object.
pub fn fetch_players(self) -> QueryResult<Vec<models::Player>> {
Ok(
schema::players::table
.load::<models::Player>(self.0)?
)
}
/// Fetch the inventory of items
///
/// Consumes the DbApi instance
pub fn fetch_inventory(self) -> QueryResult<Vec<models::Item>> {
Ok(
schema::items::table
.load::<models::Item>(self.0)?
)
}
/// Wrapper for acting as a specific player
///
/// The DbApi is moved inside a new AsPlayer object.
///
/// # Usage
/// ```
/// 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 }
}
}
/// 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
pub fn loot(self) -> QueryResult<Vec<models::Item>> {
Ok(
models::Item::owned_by(self.id)
.load(self.conn)?
)
}
pub fn update_wealth(self, value: f32) -> ActionResult {
Ok(
false
// TODO:
// models::player::WealthUpdate::from_gp(self.id, value)
// .save_changes(&conn)?;
)
}
/// Put a claim on a specific item
pub fn claim(self, item: i32) -> ActionResult {
Ok(false)
}
}
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 {
}