feat: turn stage increment after player's command

This commit is contained in:
Ilia Denisov
2026-02-08 16:35:58 +02:00
parent bf34843568
commit ba5d4e1ba8
14 changed files with 102 additions and 81 deletions
+16 -8
View File
@@ -7,31 +7,39 @@ import (
)
func GenerateGame(configure func(*controller.Param), races []string) (gameID uuid.UUID, err error) {
control(configure, func(c *controller.Controller) {
c.ExecuteState(func(r controller.Repo) { gameID, err = controller.NewGame(r, races) })
err = control(configure, func(c *controller.Controller) error {
return c.ExecuteState(func(r controller.Repo) error {
gameID, err = controller.NewGame(r, races)
return err
})
})
return
}
// LoadState used for lock-safe loading game state and may be called concurrently.
func LoadState(configure func(*controller.Param)) (g *game.Game, err error) {
control(configure, func(c *controller.Controller) { g, err = c.Repo.LoadStateSafe() })
err = control(configure, func(c *controller.Controller) error {
g, err = c.Repo.LoadStateSafe()
return err
})
return
}
// TODO: command for loading report by players (MUST be limited by router)
func LoadReport(configure func(*controller.Param)) (g *game.Game, err error) {
control(configure, func(c *controller.Controller) {
c.ExecuteState(func(r controller.Repo) { g, err = c.Repo.LoadState() })
err = control(configure, func(c *controller.Controller) error {
return c.ExecuteState(func(r controller.Repo) error {
g, err = c.Repo.LoadState()
return err
})
})
return
}
func control(configure func(*controller.Param), consumer func(*controller.Controller)) error {
func control(configure func(*controller.Param), consumer func(*controller.Controller) error) (err error) {
c, err := controller.NewController(configure)
if err != nil {
return err
}
consumer(c)
return nil
return consumer(c)
}