Beispiel #1
0
// Creates a new gamelog syncgroup
func CreateLogSyncgroup(u *uistate.UIState) (string, string) {
	fmt.Println("Creating Log Syncgroup")
	u.IsOwner = true
	// Generate random gameID information to advertise this game
	gameID := rand.Intn(1000000)
	u.GameID = gameID
	gameMap := make(map[string]interface{})
	gameMap["type"] = "Hearts"
	gameMap["playerNumber"] = 0
	gameMap["gameID"] = gameID
	gameMap["ownerID"] = util.UserID
	value, err := json.Marshal(gameMap)
	if err != nil {
		fmt.Println("WE HAVE A HUGE PROBLEM:", err)
	}
	// Create gamelog syncgroup
	logSGName := fmt.Sprintf("%s/croupier/%s/%%%%sync/gaming-%d", util.MountPoint, util.SBName, gameID)
	allAccess := access.AccessList{In: []security.BlessingPattern{"..."}}
	permissions := access.Permissions{
		"Admin":   allAccess,
		"Write":   allAccess,
		"Read":    allAccess,
		"Resolve": allAccess,
		"Debug":   allAccess,
	}
	logPref := wire.TableRow{util.LogName, fmt.Sprintf("%d", u.GameID)}
	logPrefs := []wire.TableRow{logPref}
	tables := []string{util.MountPoint + "/croupier"}
	logSpec := wire.SyncgroupSpec{
		Description: "croupier syncgroup",
		Perms:       permissions,
		Prefixes:    logPrefs,
		MountTables: tables,
		IsPrivate:   false,
	}
	myInfoCreator := wire.SyncgroupMemberInfo{8, true}
	app := u.Service.App(util.AppName)
	db := app.Database(util.DbName, nil)
	logSG := db.Syncgroup(logSGName)
	err = logSG.Create(u.Ctx, logSpec, myInfoCreator)
	if err != nil {
		fmt.Println("SYNCGROUP CREATE ERROR: ", err)
		fmt.Println("JOINING INSTEAD...")
		_, err2 := logSG.Join(u.Ctx, myInfoCreator)
		if err2 != nil {
			fmt.Println("SYNCGROUP JOIN ERROR: ", err2)
			return string(value), ""
		} else {
			return string(value), logSGName
		}
	} else {
		fmt.Println("Syncgroup created")
		if logSGName != u.LogSG {
			ResetGame(logSGName, true, u)
		}
		return string(value), logSGName
	}
}
Beispiel #2
0
// Joins gamelog syncgroup
func JoinLogSyncgroup(logName string, creator bool, u *uistate.UIState) bool {
	fmt.Println("Joining gamelog syncgroup")
	u.IsOwner = creator
	app := u.Service.App(util.AppName)
	db := app.Database(util.DbName, nil)
	logSg := db.Syncgroup(logName)
	myInfoJoiner := wire.SyncgroupMemberInfo{8, creator}
	_, err := logSg.Join(u.Ctx, myInfoJoiner)
	if err != nil {
		fmt.Println("SYNCGROUP JOIN ERROR: ", err)
		return false
	} else {
		fmt.Println("Syncgroup joined")
		if u.LogSG != logName {
			ResetGame(logName, creator, u)
		}
		return true
	}
}
Beispiel #3
0
func endClickArrange(t touch.Event, u *uistate.UIState) {
	pressed := unpressButtons(u)
	for _, b := range pressed {
		if b == u.Buttons["exit"] {
			if u.SGChan != nil {
				u.SGChan <- true
				u.SGChan = nil
			}
			u.IsOwner = false
			u.DiscGroups = make(map[string]*uistate.DiscStruct)
			u.ScanChan = make(chan bool)
			go sync.ScanForSG(u.Ctx, u.ScanChan, u)
			view.LoadDiscoveryView(u)
		} else if b == u.Buttons["start"] {
			if u.CurTable.AllReadyForNewRound() {
				successStart := sync.LogGameStart(u)
				for !successStart {
					successStart = sync.LogGameStart(u)
				}
				newHands := u.CurTable.Deal()
				successDeal := sync.LogDeal(u, u.CurPlayerIndex, newHands)
				for !successDeal {
					successDeal = sync.LogDeal(u, u.CurPlayerIndex, newHands)
				}
			}
		} else {
			for key, button := range u.Buttons {
				if b == button && (u.CurPlayerIndex < 0 || u.Debug) {
					if key == "joinTable" {
						u.CurPlayerIndex = 4
						sync.LogPlayerNum(u)
					} else {
						playerNum := strings.Split(key, "-")[1]
						u.CurPlayerIndex, _ = strconv.Atoi(playerNum)
						sync.LogPlayerNum(u)
					}
				}
			}
		}
	}
}