refactor: load/save state as ptr
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+15
-15
@@ -18,11 +18,11 @@ const (
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statePath = "state.json"
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)
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func (r *repo) SaveTurn(t uint, g game.Game) error {
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func (r *repo) SaveTurn(t uint, g *game.Game) error {
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return saveTurn(r.s, t, g)
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}
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func saveTurn(s Storage, t uint, g game.Game) error {
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func saveTurn(s Storage, t uint, g *game.Game) error {
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path := fmt.Sprintf("%03d/state.json", t)
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exist, err := s.Exists(path)
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if err != nil {
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@@ -42,46 +42,46 @@ func saveTurn(s Storage, t uint, g game.Game) error {
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return saveState(s, g) // FIXME: either save it here, or in tre repo controller
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}
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func saveRace(s Storage, g game.Game, i int) {
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func saveRace(s Storage, g *game.Game, i int) {
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}
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func (r *repo) SaveState(g game.Game) error {
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func (r *repo) SaveState(g *game.Game) error {
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return saveState(r.s, g)
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}
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func saveState(s Storage, g game.Game) error {
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func saveState(s Storage, g *game.Game) error {
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if err := s.Write(statePath, g); err != nil {
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return NewStorageError(err)
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}
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return nil
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}
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func (r *repo) LoadState() (game.Game, error) {
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func (r *repo) LoadState() (*game.Game, error) {
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return loadState(r.s, true)
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}
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func (r *repo) LoadStateSafe() (game.Game, error) {
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func (r *repo) LoadStateSafe() (*game.Game, error) {
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return loadState(r.s, false)
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}
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func loadState(s Storage, locked bool) (game.Game, error) {
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var g game.Game
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func loadState(s Storage, locked bool) (*game.Game, error) {
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var g *game.Game = new(game.Game)
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path := statePath
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exist, err := s.Exists(path)
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if err != nil {
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return g, NewStorageError(err)
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return nil, NewStorageError(err)
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}
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if !exist {
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return g, NewGameNotInitializedError()
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return nil, NewGameNotInitializedError()
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}
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if locked {
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if err := s.Read(path, &g); err != nil {
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return g, NewStorageError(err)
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if err := s.Read(path, g); err != nil {
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return nil, NewStorageError(err)
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}
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} else {
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if err := s.ReadSafe(path, &g); err != nil {
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return g, NewStorageError(err)
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if err := s.ReadSafe(path, g); err != nil {
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return nil, NewStorageError(err)
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}
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}
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return g, nil
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