use spacetimedb::{rand::seq::SliceRandom, reducer, table, Identity, ReducerContext, Table}; use jong_types::*; #[table(name = player, public)] pub struct Player { #[primary_key] identity: Identity, #[auto_inc] id: u32, name: Option, host: bool, } #[table(name = wall)] pub struct Wall { tiles: Vec, } #[table(name = hand)] pub struct Hand { player_id: u32, tiles: Vec, } #[reducer] pub fn add_player(ctx: &ReducerContext, name: Option) {} #[reducer] pub fn set_name(ctx: &ReducerContext, name: String) -> Result<(), String> { if name.is_empty() { return Err("names must not be empty".into()); } if let Some(player) = ctx.db.player().identity().find(ctx.sender) { ctx.db.player().identity().update(Player { name: Some(name), ..player }); Ok(()) } else { Err("Cannot set name for unknown user".into()) } } #[reducer] pub fn shuffle_wall(ctx: &ReducerContext) { let mut rng = ctx.rng(); let mut tiles: Vec = tiles(); tiles.shuffle(&mut rng); ctx.db.wall().insert(Wall { tiles }); } #[reducer] pub fn sort_hand(ctx: &ReducerContext) { todo!() } // #[reducer(init)] // pub fn init(_ctx: &ReducerContext) { // // Called when the module is initially published // } // #[reducer(client_connected)] // pub fn identity_connected(_ctx: &ReducerContext) { // // Called everytime a new client connects // } // #[reducer(client_disconnected)] // pub fn identity_disconnected(_ctx: &ReducerContext) { // // Called everytime a client disconnects // } // #[reducer] // pub fn add(ctx: &ReducerContext, name: String) { // ctx.db.player().insert(Player { name }); // } // #[reducer] // pub fn say_hello(ctx: &ReducerContext) { // for person in ctx.db.person().iter() { // log::info!("Hello, {}!", person.name); // } // log::info!("Hello, World!"); // }