133 lines
3.1 KiB
Go
133 lines
3.1 KiB
Go
package handler
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import (
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"errors"
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"net/http"
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"os"
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"galaxy/model/order"
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"galaxy/model/report"
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"galaxy/model/rest"
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e "galaxy/error"
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"galaxy/game/internal/controller"
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"galaxy/game/internal/model/game"
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"github.com/gin-gonic/gin"
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"github.com/go-playground/validator/v10"
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)
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type CommandExecutor interface {
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GenerateGame([]string) (rest.StateResponse, error)
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GenerateTurn() (rest.StateResponse, error)
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GameState() (rest.StateResponse, error)
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LoadReport(actor string, turn uint) (*report.Report, error)
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Execute(cmd ...Command) error
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ValidateOrder(actor string, cmd ...order.DecodableCommand) error
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}
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type Command func(controller.Ctrl) error
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type executor struct {
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cfg controller.Configurer
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}
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func initConfig() controller.Configurer {
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return func(p *controller.Param) {
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p.StoragePath = os.Getenv("STORAGE_PATH")
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}
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}
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func NewDefaultExecutor() CommandExecutor {
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return NewDefaultConfigExecutor(initConfig())
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}
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func NewDefaultConfigExecutor(configurer controller.Configurer) CommandExecutor {
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return &executor{cfg: configurer}
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}
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func (e *executor) Execute(cmd ...Command) error {
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return controller.ExecuteCommand(e.cfg, func(c controller.Ctrl) error {
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for i := range cmd {
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if err := cmd[i](c); err != nil {
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return err
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}
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}
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return nil
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})
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}
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func (e *executor) ValidateOrder(actor string, cmd ...order.DecodableCommand) error {
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return controller.ValidateOrder(e.cfg, actor, cmd...)
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}
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func (e *executor) GenerateGame(races []string) (rest.StateResponse, error) {
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s, err := controller.GenerateGame(e.cfg, races)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return stateResponse(s), nil
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}
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func (e *executor) GenerateTurn() (rest.StateResponse, error) {
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err := controller.GenerateTurn(e.cfg)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return e.GameState()
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}
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func (e *executor) GameState() (rest.StateResponse, error) {
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s, err := controller.GameState(e.cfg)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return stateResponse(s), nil
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}
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func (e *executor) LoadReport(actor string, turn uint) (*report.Report, error) {
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return controller.LoadReport(e.cfg, actor, turn)
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}
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func stateResponse(s game.State) rest.StateResponse {
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result := &rest.StateResponse{
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ID: s.ID,
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Turn: s.Turn,
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Stage: s.Stage,
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Players: make([]rest.PlayerState, len(s.Players)),
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}
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for i := range s.Players {
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result.Players[i].ID = s.Players[i].ID
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result.Players[i].RaceName = s.Players[i].RaceName
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result.Players[i].Planets = s.Players[i].Planets
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result.Players[i].Population = s.Players[i].Population.F()
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result.Players[i].Extinct = s.Players[i].Extinct
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}
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return *result
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}
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func errorResponse(c *gin.Context, err error) bool {
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if err == nil {
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return false
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}
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if v, ok := err.(validator.ValidationErrors); ok {
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c.JSON(http.StatusBadRequest, gin.H{"error": v.Error()})
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return true
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}
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if ge, ok := errors.AsType[*e.GenericError](err); ok {
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switch ge.Code {
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case e.ErrGameNotInitialized:
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c.Status(http.StatusNotImplemented)
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default:
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c.JSON(http.StatusInternalServerError, gin.H{"generic_error": ge.Error(), "code": ge.Code})
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}
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} else {
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c.JSON(http.StatusInternalServerError, gin.H{"error": err.Error()})
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}
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return true
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}
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