Add the ability to save users and games. Link games more tightly to characters
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d7e4293da0
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@ -240,6 +240,69 @@ impl DiskDb {
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}
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}
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}
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}
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fn save_user(
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&self,
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user_id: Option<UserId>,
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name: &str,
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password: &str,
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admin: bool,
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enabled: bool,
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) -> Result<UserId, FatalError> {
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match user_id {
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None => {
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let user_id = UserId::new();
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let mut stmt = self
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.conn
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.prepare("INSERT INTO users VALUES (?, ?, ?, ?, ?)")
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.map_err(|err| FatalError::ConstructQueryFailure(format!("{}", err)))?;
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stmt.execute((user_id.as_str(), name, password, admin, enabled))
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.unwrap();
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Ok(user_id)
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}
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Some(user_id) => {
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let mut stmt = self
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.conn
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.prepare(
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"UPDATE users SET name=?, password=?, admin=?, enbabled=? WHERE uuid=?",
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)
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.map_err(|err| FatalError::ConstructQueryFailure(format!("{}", err)))?;
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stmt.execute((name, password, admin, enabled, user_id.as_str()))
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.unwrap();
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Ok(user_id)
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}
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}
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}
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fn save_game(
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&self,
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game_id: Option<GameId>,
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name: &str,
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) -> Result<GameId, FatalError> {
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match game_id {
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None => {
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let game_id = GameId::new();
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let mut stmt = self
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.conn
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.prepare("INSERT INTO games VALUES (?, ?)")
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.map_err(|err| FatalError::ConstructQueryFailure(format!("{}", err)))?;
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stmt.execute((game_id.as_str(), name))
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.unwrap();
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Ok(game_id)
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}
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Some(game_id) => {
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let mut stmt = self
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.conn
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.prepare(
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"UPDATE games SET name=? WHERE uuid=?",
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)
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.map_err(|err| FatalError::ConstructQueryFailure(format!("{}", err)))?;
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stmt.execute((name, game_id.as_str()))
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.unwrap();
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Ok(game_id)
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}
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}
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}
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fn character(&self, id: CharacterId) -> Result<Option<CharsheetRow>, FatalError> {
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fn character(&self, id: CharacterId) -> Result<Option<CharsheetRow>, FatalError> {
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let mut stmt = self
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let mut stmt = self
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.conn
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.conn
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@ -267,7 +330,7 @@ impl DiskDb {
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fn save_character(
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fn save_character(
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&self,
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&self,
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char_id: Option<CharacterId>,
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char_id: Option<CharacterId>,
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game_type: String,
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game: GameId,
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character: serde_json::Value,
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character: serde_json::Value,
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) -> std::result::Result<CharacterId, Error> {
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) -> std::result::Result<CharacterId, Error> {
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match char_id {
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match char_id {
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@ -277,7 +340,7 @@ impl DiskDb {
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.conn
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.conn
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.prepare("INSERT INTO characters VALUES (?, ?, ?)")
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.prepare("INSERT INTO characters VALUES (?, ?, ?)")
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.unwrap();
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.unwrap();
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stmt.execute((char_id.as_str(), game_type, character.to_string()))
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stmt.execute((char_id.as_str(), game.as_str(), character.to_string()))
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.unwrap();
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.unwrap();
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Ok(char_id)
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Ok(char_id)
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@ -373,16 +436,24 @@ mod test {
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const soren: &'static str = r#"{ "type_": "Candela", "name": "Soren Jensen", "pronouns": "he/him", "circle": "Circle of the Bluest Sky", "style": "dapper gentleman", "catalyst": "a cursed book", "question": "What were the contents of that book?", "nerve": { "type_": "nerve", "drives": { "current": 1, "max": 2 }, "resistances": { "current": 0, "max": 3 }, "move": { "gilded": false, "score": 2 }, "strike": { "gilded": false, "score": 1 }, "control": { "gilded": true, "score": 0 } }, "cunning": { "type_": "cunning", "drives": { "current": 1, "max": 1 }, "resistances": { "current": 0, "max": 3 }, "sway": { "gilded": false, "score": 0 }, "read": { "gilded": false, "score": 0 }, "hide": { "gilded": false, "score": 0 } }, "intuition": { "type_": "intuition", "drives": { "current": 0, "max": 0 }, "resistances": { "current": 0, "max": 3 }, "survey": { "gilded": false, "score": 0 }, "focus": { "gilded": false, "score": 0 }, "sense": { "gilded": false, "score": 0 } }, "role": "Slink", "role_abilities": [ "Scout: If you have time to observe a location, you can spend 1 Intuition to ask a question: What do I notice here that others do not see? What in this place might be of use to us? What path should we follow?" ], "specialty": "Detective", "specialty_abilities": [ "Mind Palace: When you want to figure out how two clues might relate or what path they should point you towards, burn 1 Intution resistance. The GM will give you the information you have deduced." ] }"#;
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const soren: &'static str = r#"{ "type_": "Candela", "name": "Soren Jensen", "pronouns": "he/him", "circle": "Circle of the Bluest Sky", "style": "dapper gentleman", "catalyst": "a cursed book", "question": "What were the contents of that book?", "nerve": { "type_": "nerve", "drives": { "current": 1, "max": 2 }, "resistances": { "current": 0, "max": 3 }, "move": { "gilded": false, "score": 2 }, "strike": { "gilded": false, "score": 1 }, "control": { "gilded": true, "score": 0 } }, "cunning": { "type_": "cunning", "drives": { "current": 1, "max": 1 }, "resistances": { "current": 0, "max": 3 }, "sway": { "gilded": false, "score": 0 }, "read": { "gilded": false, "score": 0 }, "hide": { "gilded": false, "score": 0 } }, "intuition": { "type_": "intuition", "drives": { "current": 0, "max": 0 }, "resistances": { "current": 0, "max": 3 }, "survey": { "gilded": false, "score": 0 }, "focus": { "gilded": false, "score": 0 }, "sense": { "gilded": false, "score": 0 } }, "role": "Slink", "role_abilities": [ "Scout: If you have time to observe a location, you can spend 1 Intuition to ask a question: What do I notice here that others do not see? What in this place might be of use to us? What path should we follow?" ], "specialty": "Detective", "specialty_abilities": [ "Mind Palace: When you want to figure out how two clues might relate or what path they should point you towards, burn 1 Intution resistance. The GM will give you the information you have deduced." ] }"#;
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#[test]
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fn setup_db() -> (DiskDb, GameId) {
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fn it_can_retrieve_a_character() {
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let no_path: Option<PathBuf> = None;
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let no_path: Option<PathBuf> = None;
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let db = DiskDb::new(no_path).unwrap();
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let db = DiskDb::new(no_path).unwrap();
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db.save_user(None, "admin", "abcdefg", true, true);
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let game_id = db.save_game(None, "Candela").unwrap();
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(db, game_id)
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}
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#[test]
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fn it_can_retrieve_a_character() {
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let (db, game_id) = setup_db();
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assert_matches!(db.character(CharacterId::from("1")), Ok(None));
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assert_matches!(db.character(CharacterId::from("1")), Ok(None));
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let js: serde_json::Value = serde_json::from_str(soren).unwrap();
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let js: serde_json::Value = serde_json::from_str(soren).unwrap();
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let soren_id = db
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let soren_id = db
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.save_character(None, "candela".to_owned(), js.clone())
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.save_character(None, game_id, js.clone())
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.unwrap();
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.unwrap();
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assert_matches!(db.character(soren_id).unwrap(), Some(CharsheetRow{ data, .. }) => assert_eq!(js, data));
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assert_matches!(db.character(soren_id).unwrap(), Some(CharsheetRow{ data, .. }) => assert_eq!(js, data));
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}
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}
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@ -392,6 +463,9 @@ mod test {
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let memory_db: Option<PathBuf> = None;
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let memory_db: Option<PathBuf> = None;
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let mut conn = DbConn::new(memory_db);
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let mut conn = DbConn::new(memory_db);
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assert_matches!(conn.character(CharacterId::from("1")).await, ResultExt::Ok(None));
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assert_matches!(
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conn.character(CharacterId::from("1")).await,
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ResultExt::Ok(None)
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);
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}
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}
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}
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}
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