refactor jong-line
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parent
0c3fe6f87a
commit
147f939179
6 changed files with 242 additions and 278 deletions
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@ -6,10 +6,10 @@ use spacetimedb::{
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};
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use crate::tables::{
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DbTile, DbWall, GameTimer, Lobby, PlayerClock, PlayerHand, bot, game_timer, lobby as _, player,
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player_clock, player_hand, tile as _, wall,
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DbTile, Lobby, LobbyTimer, PlayerClock, PlayerHand, Wall, bot, game_timer, lobby as _,
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player_clock, player_config, player_hand, tile, user, wall,
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};
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use jong_types::{GameState, PlayerOrBot, TurnState};
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use jong_types::{GameState, TurnState};
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mod hand;
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mod lobby;
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@ -22,7 +22,7 @@ pub fn advance_game(ctx: &ReducerContext) -> Result<(), String> {
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.lobby_id()
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.find(
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ctx.db
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.player()
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.user()
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.identity()
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.find(ctx.sender())
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.ok_or("player not in lobby")?
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@ -43,8 +43,7 @@ fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
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wall.shuffle(&mut rng);
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wall
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};
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ctx.db.wall().insert(DbWall {
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// id: 0,
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ctx.db.wall().insert(Wall {
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lobby_id: lobby.id,
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tiles,
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});
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@ -53,33 +52,17 @@ fn shuffle_wall(ctx: &ReducerContext, lobby: &mut Lobby) {
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fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
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let mut wall = ctx.db.wall().lobby_id().find(lobby.id).unwrap();
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for pob in &lobby.players {
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for player in &lobby.players {
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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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wall = ctx.db.wall().lobby_id().update(wall);
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tiles.sort_by_key(|t| t.tile);
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match pob {
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PlayerOrBot::Player { id } if let Some(p) = ctx.db.player().id().find(id) => {
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ctx.db.player_hand().insert(PlayerHand {
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id: 0,
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player_id: p.id,
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turn_state: jong_types::TurnState::None,
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pond: vec![],
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hand: tiles,
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working_tile: None,
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});
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ctx.db.player_clock().insert(PlayerClock {
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id: 0,
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player_id: p.id,
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renewable: 5,
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total: 30,
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});
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}
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PlayerOrBot::Bot { id } if let Some(mut b) = ctx.db.bot().id().find(id) => {
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b.hand = tiles;
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ctx.db.bot().id().update(b);
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}
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_ => Err("couldn't find player or bot".to_string())?,
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}
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ctx.db.player_hand().insert(PlayerHand {
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player_id: *player,
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turn_state: TurnState::None,
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hand: tiles,
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pond: vec![],
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working_tile: None,
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});
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}
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lobby.game_state = jong_types::states::GameState::Play;
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@ -87,7 +70,10 @@ fn deal_hands(ctx: &ReducerContext, lobby: &mut Lobby) -> Result<(), String> {
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}
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#[reducer]
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pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(), String> {
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pub fn advance_game_private(
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ctx: &ReducerContext,
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mut game_timer: LobbyTimer,
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) -> Result<(), String> {
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// checks every second (or more? when users make moves) on whether to advance the game's various states
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// TODO this, or allow player/debug to call this?
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@ -99,6 +85,21 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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// TODO keep a count to clear stale lobbies
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// trace!("shuffle wall");
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shuffle_wall(ctx, &mut lobby);
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lobby.players.shuffle(&mut ctx.rng());
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for player_id in lobby
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.players
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.iter()
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.filter(|id| ctx.db.user().config_id().find(*id).is_some())
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{
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ctx.db.player_clock().insert(PlayerClock {
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player_id: *player_id,
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renewable: 5,
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total: 20,
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});
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}
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ctx.db.lobby().id().update(lobby);
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advance_game_private(ctx, game_timer)?;
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return Ok(());
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@ -114,62 +115,44 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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GameState::Play => {
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// trace!("in play");
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let curr_player = lobby.players.get(lobby.current_idx as usize).unwrap();
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match curr_player {
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PlayerOrBot::Player { id: player_id } => {
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// trace!("current player is {player_id}");
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let mut clock = ctx.db.player_clock().player_id().find(player_id).unwrap();
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let mut hand = ctx.db.player_hand().player_id().find(player_id).unwrap();
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match hand.turn_state {
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TurnState::None => {
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// trace!("draw a tile");
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if let Some(mut wall) = ctx.db.wall().lobby_id().find(lobby.id)
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&& let Some(tile) = wall.tiles.pop()
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{
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hand.working_tile = Some(tile);
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hand.turn_state = TurnState::Tsumo;
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ctx.db.wall().lobby_id().update(wall);
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ctx.db.player_hand().id().update(hand);
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} else {
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// TODO out of tiles
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todo!()
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}
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}
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TurnState::Tsumo => {
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// trace!("wait for discard");
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if clock.tick() {
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ctx.db.player_clock().id().update(clock);
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} else {
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// TODO auto-discard
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}
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}
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TurnState::Menzen => {}
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TurnState::RiichiKan => {}
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TurnState::RonChiiPonKan => {}
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TurnState::End => {}
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let mut hand = ctx.db.player_hand().player_id().find(curr_player).unwrap();
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match hand.turn_state {
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TurnState::None => {
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// trace!("draw a tile");
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if let Some(mut wall) = ctx.db.wall().lobby_id().find(lobby.id)
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&& let Some(tile) = wall.tiles.pop()
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{
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hand.working_tile = Some(tile);
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hand.turn_state = TurnState::Tsumo;
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ctx.db.wall().lobby_id().update(wall);
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ctx.db.player_hand().player_id().update(hand);
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} else {
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// TODO out of tiles
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todo!()
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}
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}
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PlayerOrBot::Bot { id: bot_id } => {
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debug!("current bot is {bot_id}");
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let bot = ctx.db.bot().id().find(bot_id).unwrap();
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match bot.turn_state {
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// TurnState::None => todo!(),
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// TurnState::Tsumo => todo!(),
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// TurnState::Menzen => todo!(),
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// TurnState::RiichiKan => todo!(),
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// TurnState::RonChiiPonKan => todo!(),
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// TurnState::End => todo!(),
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_ => {}
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TurnState::Tsumo => {
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// only real players have clocks?
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if let Some(mut clock) = ctx.db.player_clock().player_id().find(curr_player)
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&& clock.tick()
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{
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ctx.db.player_clock().player_id().update(clock);
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} else {
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// TODO bot / auto discard
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}
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lobby.next_player();
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}
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TurnState::Menzen => {}
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TurnState::RiichiKan => {}
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TurnState::RonChiiPonKan => {}
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TurnState::End => {}
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}
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}
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GameState::Exit => {
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ctx.db.game_timer().id().delete(game_timer.id);
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ctx.db.lobby().id().delete(lobby.id);
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// ctx.db.game_timer().id().delete(game_timer.id);
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// ctx.db.lobby().id().delete(lobby.id);
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// TODO reset all player lobbies, delete bots, etc?
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// is there a way to do this automatically, or rely on elsewhere's checks clearing the state?
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return Ok(());
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todo!("lobby exit cleanup")
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}
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// TODO handle stale lobbies
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@ -180,10 +163,10 @@ pub fn advance_game_private(ctx: &ReducerContext, mut game_timer: GameTimer) ->
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// ctx.db.game_timer().id().update(game_timer);
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ctx.db.lobby().id().update(lobby);
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} else {
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ctx.db.game_timer().id().delete(game_timer.id);
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// ctx.db.game_timer().id().delete(game_timer.id);
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Err(format!(
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"ran schedule {} for empty lobby {}",
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game_timer.id, game_timer.lobby_id
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game_timer.scheduled_id, game_timer.lobby_id
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))?;
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}
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