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126 lines
3.9 KiB
Rust
126 lines
3.9 KiB
Rust
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extern crate diesel;
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use super::{
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establish_connection,
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models::{Body, Character, NewCharacter},
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schema, Error,
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};
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use crate::comp;
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use common::character::{Character as CharacterData, CharacterItem, MAX_CHARACTERS_PER_PLAYER};
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use diesel::prelude::*;
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type CharacterListResult = Result<Vec<CharacterItem>, Error>;
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// Loading of characters happens immediately after login, and the data is only
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// for the purpose of rendering the character and their level in the character
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// list.
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pub fn load_characters(uuid: &str) -> CharacterListResult {
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use schema::{body, character::dsl::*};
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let data: Vec<(Character, Body)> = character
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.filter(player_uuid.eq(uuid))
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.order(id.desc())
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.inner_join(body::table)
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.load::<(Character, Body)>(&establish_connection())?;
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Ok(data
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.iter()
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.map(|(character_data, body_data)| CharacterItem {
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character: CharacterData::from(character_data),
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body: comp::Body::from(body_data),
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})
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.collect())
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}
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/// Create a new character with provided comp::Character and comp::Body data.
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/// Note that sqlite does not suppport returning the inserted data after a
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/// successful insert. To workaround, we wrap this in a transaction which
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/// inserts, queries for the newly created chaacter id, then uses the character
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/// id for insertion of the `body` table entry
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pub fn create_character(
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uuid: &str,
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alias: String,
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tool: Option<String>,
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body: &comp::Body,
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) -> CharacterListResult {
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check_character_limit(uuid)?;
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let new_character = NewCharacter {
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player_uuid: uuid,
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alias: &alias,
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tool: tool.as_deref(),
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};
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let connection = establish_connection();
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connection.transaction::<_, diesel::result::Error, _>(|| {
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use schema::{body, character, character::dsl::*};
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match body {
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comp::Body::Humanoid(body_data) => {
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diesel::insert_into(character::table)
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.values(&new_character)
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.execute(&connection)?;
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let inserted_character = character
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.filter(player_uuid.eq(uuid))
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.order(id.desc())
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.first::<Character>(&connection)?;
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let new_body = Body {
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character_id: inserted_character.id as i32,
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race: body_data.race as i16,
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body_type: body_data.body_type as i16,
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hair_style: body_data.hair_style as i16,
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beard: body_data.beard as i16,
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eyebrows: body_data.eyebrows as i16,
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accessory: body_data.accessory as i16,
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hair_color: body_data.hair_color as i16,
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skin: body_data.skin as i16,
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eye_color: body_data.eye_color as i16,
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};
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diesel::insert_into(body::table)
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.values(&new_body)
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.execute(&connection)?;
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},
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_ => log::warn!("Creating non-humanoid characters is not supported."),
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};
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Ok(())
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})?;
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load_characters(uuid)
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}
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pub fn delete_character(uuid: &str, character_id: i32) -> CharacterListResult {
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use schema::character::dsl::*;
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diesel::delete(character.filter(id.eq(character_id))).execute(&establish_connection())?;
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load_characters(uuid)
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}
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fn check_character_limit(uuid: &str) -> Result<(), Error> {
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use diesel::dsl::count_star;
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use schema::character::dsl::*;
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let connection = establish_connection();
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let character_count = character
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.select(count_star())
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.filter(player_uuid.eq(uuid))
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.load::<i64>(&connection)?;
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match character_count.first() {
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Some(count) => {
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if count < &(MAX_CHARACTERS_PER_PLAYER as i64) {
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Ok(())
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} else {
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Err(Error::CharacterLimitReached)
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}
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},
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_ => Ok(()),
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}
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}
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