can we call this rewrite 4.5
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2d3993452b
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a0171b1de6
9 changed files with 128 additions and 120 deletions
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@ -1,20 +1,17 @@
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use std::time::Duration;
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use log::{debug, trace};
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use spacetimedb::{
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ReducerContext, ScheduleAt::Interval, Table as _, rand::seq::SliceRandom, reducer,
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};
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use jong_types::{GameState, TurnState};
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use crate::{
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reducers::deal::{deal_hands, new_shuffled_wall, shuffle_deal},
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tables::{
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DbTile, DbWall, GameTimer, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
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lobby as _, player, player_clock, player_hand, tile as _, wall,
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},
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use crate::tables::{
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DbTile, DbWall, GameTimer, Lobby, PlayerClock, PlayerHand, PlayerOrBot, bot, game_timer,
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lobby as _, player, player_clock, player_hand, tile as _, wall,
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};
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mod deal;
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mod hand;
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mod lobby;
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@ -28,10 +25,12 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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if let Some(mut lobby) = ctx.db.lobby().id().find(game_timer.lobby_id) {
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trace!("running schedule for lobby {}", lobby.id);
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match lobby.game_state {
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GameState::Setup => {
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// TODO reduce interval beforehand so we don't wait a second?
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// TODO keep a count to clear stale lobbies
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trace!("shuffle wall");
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let tiles = {
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let mut rng = ctx.rng();
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let mut wall: Vec<_> = jong_types::tiles::tiles()
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@ -51,6 +50,7 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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GameState::Deal => {
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// TODO reduce interval beforehand so this can animate?
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// TODO change loop to be per interval somehow?
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trace!("deal hands");
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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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let mut tiles = wall.tiles.split_off(wall.tiles.len() - 13);
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@ -68,6 +68,12 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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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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@ -77,16 +83,19 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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}
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lobby.game_state = jong_types::states::GameState::Play;
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trace!("dealt hands");
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}
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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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// TODO draw tile
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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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@ -100,6 +109,7 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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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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@ -113,7 +123,18 @@ pub fn advance_game(ctx: &ReducerContext, mut game_timer: GameTimer) -> Result<(
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}
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}
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PlayerOrBot::Bot { id: bot_id } => {
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let b = ctx.db.bot().id().find(bot_id).unwrap();
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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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}
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lobby.next_player();
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}
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}
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}
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@ -160,3 +181,13 @@ impl PlayerClock {
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self.renewable = 5;
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}
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}
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impl Lobby {
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fn next_player(&mut self) {
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if self.current_idx + 1 >= 4 {
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self.current_idx = 0
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} else {
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self.current_idx += 1;
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}
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}
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}
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@ -1,61 +0,0 @@
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use log::debug;
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use spacetimedb::{ReducerContext, Table, rand::seq::SliceRandom, reducer};
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use crate::tables::*;
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pub fn shuffle_deal(ctx: &ReducerContext, lobby_id: u32) {
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debug!("lobby_id: {lobby_id}");
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let mut lobby = ctx.db.lobby().id().find(lobby_id).unwrap();
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if lobby.game_state == jong_types::states::GameState::Deal {
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let tiles = new_shuffled_wall(ctx);
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ctx.db.wall().insert(DbWall {
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// id: 0,
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lobby_id,
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tiles,
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});
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deal_hands(ctx, lobby_id);
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lobby.game_state = jong_types::states::GameState::Play;
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ctx.db.lobby().id().update(lobby);
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}
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}
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pub fn new_shuffled_wall(ctx: &ReducerContext) -> Vec<DbTile> {
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let mut rng = ctx.rng();
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let mut wall: Vec<_> = jong_types::tiles::tiles()
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.into_iter()
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.map(|tile| ctx.db.tile().insert(DbTile { id: 0, tile }))
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.collect();
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wall.shuffle(&mut rng);
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wall
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}
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pub fn deal_hands(ctx: &ReducerContext, lobby_id: u32) {
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let players = ctx.db.player().lobby_id().filter(lobby_id);
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let bots = ctx.db.bot().lobby_id().filter(lobby_id);
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let mut wall = ctx.db.wall().lobby_id().find(lobby_id).unwrap();
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// FIXME rectify deal orders
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for player in 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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ctx.db.player_hand().insert(PlayerHand {
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id: 0,
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player_id: player.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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}
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for mut bot in bots {
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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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bot.hand = tiles;
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ctx.db.bot().id().update(bot);
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}
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}
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@ -11,6 +11,7 @@ pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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let player = ctx.db.player().identity().find(ctx.sender).unwrap();
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let mut hand = ctx.db.player_hand().player_id().find(player.id).unwrap();
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// TODO we can probably remove a buncha these errors
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let dealt_tile = if let Some(dealt) = ctx.db.tile().id().find(tile_id) {
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if let Some(drawn) = hand.working_tile {
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if drawn.id == dealt.id {
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@ -49,6 +50,10 @@ pub fn discard_tile(ctx: &ReducerContext, tile_id: u32) -> Result<(), String> {
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ctx.db.player_hand().id().update(hand);
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let mut lobby = ctx.db.lobby().id().find(player.lobby_id).unwrap();
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lobby.next_player();
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ctx.db.lobby().id().update(lobby);
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debug!("player {} discarded tile {:?}", player.id, dealt_tile.tile);
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Ok(())
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@ -14,7 +14,7 @@ pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(
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.find(ctx.sender)
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.ok_or(format!("cannot find player {}", ctx.sender))?;
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if lobby_id == 0 {
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if lobby_id == 0 && player.lobby_id == 0 {
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// TODO check first if player is already in a lobby
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let lobby = ctx.db.lobby().insert(Lobby {
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@ -27,10 +27,17 @@ pub fn join_or_create_lobby(ctx: &ReducerContext, mut lobby_id: u32) -> Result<(
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info!("created lobby: {}", lobby.id);
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lobby_id = lobby.id;
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player.lobby_id = lobby_id;
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} else {
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let lobby = ctx
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.db
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.lobby()
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.id()
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.find(player.lobby_id)
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.ok_or(format!("can't find lobby {}", player.lobby_id))?;
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lobby_id = lobby.id;
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}
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player.lobby_id = lobby_id;
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let player = ctx.db.player().identity().update(player);
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info!("player {} joined lobby {}", player.id, lobby_id);
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