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i2_bot/lib/datacache/squads.go

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// i2_bot Instinct PokememBro Bot
// Copyright (c) 2018 Vladimir "fat0troll" Hodakov
package datacache
import (
"errors"
"source.wtfteam.pro/i2_bot/i2_bot/lib/dbmapping"
"strconv"
)
func (dc *DataCache) initSquads() {
c.Log.Info("Initializing Squads storage...")
dc.squads = make(map[int]*dbmapping.Squad)
dc.squadsWithChats = make(map[int]*dbmapping.SquadChat)
dc.squadPlayers = make(map[int]map[int]*dbmapping.SquadPlayerFull)
dc.squadPlayersRelations = make(map[int]*dbmapping.SquadPlayer)
}
func (dc *DataCache) loadSquads() {
c.Log.Info("Load current Squads data from database to DataCache...")
squads := []dbmapping.Squad{}
err := c.Db.Select(&squads, "SELECT * FROM squads")
if err != nil {
// This is critical error and we need to stop immediately!
c.Log.Fatal(err.Error())
}
squadsPlayersRelations := []dbmapping.SquadPlayer{}
err = c.Db.Select(&squadsPlayersRelations, "SELECT * FROM squads_players")
if err != nil {
c.Log.Fatal(err.Error())
}
dc.squadsMutex.Lock()
for i := range squads {
squadWithChat := dbmapping.SquadChat{}
squadWithChat.Squad = squads[i]
sChat := dc.chats[squads[i].ChatID]
if sChat != nil {
squadWithChat.Chat = *sChat
dc.squads[squads[i].ID] = &squads[i]
dc.squadsWithChats[squads[i].ID] = &squadWithChat
}
dc.squadPlayers[squads[i].ID] = make(map[int]*dbmapping.SquadPlayerFull)
}
for i := range squadsPlayersRelations {
sPlayer := dc.players[squadsPlayersRelations[i].PlayerID]
sProfile := dc.currentProfiles[squadsPlayersRelations[i].PlayerID]
sSquad := dc.squadsWithChats[squadsPlayersRelations[i].SquadID]
if sPlayer != nil && sProfile != nil && sSquad != nil {
dc.squadPlayersRelations[squadsPlayersRelations[i].ID] = &squadsPlayersRelations[i]
squadPlayer := dbmapping.SquadPlayerFull{}
squadPlayer.Player = *sPlayer
squadPlayer.Profile = *sProfile
squadPlayer.Squad = *sSquad
squadPlayer.UserRole = squadsPlayersRelations[i].UserType
dc.squadPlayers[sSquad.Squad.ID][sPlayer.ID] = &squadPlayer
} else {
if sPlayer == nil {
c.Log.Debug("Alert: player with ID=" + strconv.Itoa(squadsPlayersRelations[i].PlayerID) + "is nil")
}
if sProfile == nil {
c.Log.Debug("Alert: player with ID=" + strconv.Itoa(squadsPlayersRelations[i].PlayerID) + "has no current profile")
}
if sSquad == nil {
c.Log.Debug("Alert: squad with ID=" + strconv.Itoa(squadsPlayersRelations[i].SquadID) + "is nil")
}
}
}
c.Log.Info("Loaded squads in DataCache: " + strconv.Itoa(len(dc.squads)))
c.Log.Info("Loaded players relations to squads in DataCache: " + strconv.Itoa(len(dc.squadPlayers)))
dc.squadsMutex.Unlock()
}
// External functions
// AddPlayerToSquad creates relation between player and squad
func (dc *DataCache) AddPlayerToSquad(relation *dbmapping.SquadPlayer) (int, error) {
sPlayer, err := c.DataCache.GetPlayerByID(relation.PlayerID)
if err != nil {
return 0, err
}
sProfile, err := c.DataCache.GetProfileByPlayerID(relation.PlayerID)
if err != nil {
return 0, err
}
sSquad, err := c.DataCache.GetSquadByID(relation.SquadID)
if err != nil {
return 0, err
}
dc.squadsMutex.Lock()
for i := range dc.squadPlayersRelations {
if dc.squadPlayersRelations[i].SquadID == relation.SquadID && dc.squadPlayersRelations[i].PlayerID == relation.PlayerID {
dc.squadsMutex.Unlock()
return 0, errors.New("There is already such a player-squad relation")
}
}
dc.squadsMutex.Unlock()
_, err = c.Db.NamedExec("INSERT INTO squads_players VALUES(NULL, :squad_id, :player_id, :user_type, :author_id, :created_at)", &relation)
if err != nil {
return 0, err
}
insertedRelation := dbmapping.SquadPlayer{}
err = c.Db.Get(&insertedRelation, "SELECT * FROM squads_players WHERE squad_id=? AND player_id=?", relation.SquadID, relation.PlayerID)
if err != nil {
return 0, err
}
dc.squadsMutex.Lock()
dc.squadPlayersRelations[insertedRelation.ID] = &insertedRelation
squadPlayerFull := dbmapping.SquadPlayerFull{}
squadPlayerFull.Player = *sPlayer
squadPlayerFull.Profile = *sProfile
squadPlayerFull.Squad = *sSquad
squadPlayerFull.UserRole = insertedRelation.UserType
if dc.squadPlayers[sSquad.Squad.ID] == nil {
dc.squadPlayers[sSquad.Squad.ID] = make(map[int]*dbmapping.SquadPlayerFull)
}
dc.squadPlayers[sSquad.Squad.ID][sPlayer.ID] = &squadPlayerFull
dc.squadsMutex.Unlock()
return insertedRelation.ID, nil
}
// GetAllSquadMembers returns all squad members by squad ID
func (dc *DataCache) GetAllSquadMembers(squadID int) []dbmapping.SquadPlayerFull {
players := []dbmapping.SquadPlayerFull{}
dc.squadsMutex.Lock()
for i := range dc.squadPlayers {
if i == squadID {
for j := range dc.squadPlayers[i] {
players = append(players, *dc.squadPlayers[i][j])
}
}
}
dc.squadsMutex.Unlock()
return players
}
// GetAllSquadsChats returns all chats belonging to squads
func (dc *DataCache) GetAllSquadsChats() []dbmapping.Chat {
chats := []dbmapping.Chat{}
dc.squadsMutex.Lock()
for i := range dc.squadsWithChats {
chats = append(chats, dc.squadsWithChats[i].Chat)
}
dc.squadsMutex.Unlock()
return chats
}
// GetAllSquadsWithChats returns all squads with chats
func (dc *DataCache) GetAllSquadsWithChats() []dbmapping.SquadChat {
squadsWithChats := []dbmapping.SquadChat{}
dc.squadsMutex.Lock()
for i := range dc.squadsWithChats {
squadsWithChats = append(squadsWithChats, *dc.squadsWithChats[i])
}
dc.squadsMutex.Unlock()
return squadsWithChats
}
// GetAvailableSquadsChatsForUser returns all squads chats accessible by user with given ID
func (dc *DataCache) GetAvailableSquadsChatsForUser(userID int) []dbmapping.Chat {
chats := []dbmapping.Chat{}
dc.squadsMutex.Lock()
for i := range dc.squadPlayers {
for j := range dc.squadPlayers[i] {
if dc.squadPlayers[i][j].Player.ID == userID {
chats = append(chats, dc.squadPlayers[i][j].Squad.Chat)
}
}
}
dc.squadsMutex.Unlock()
return chats
}
// GetCommandersForSquad returns all players which are commanders of squad with given ID
func (dc *DataCache) GetCommandersForSquad(squadID int) []dbmapping.Player {
commanders := []dbmapping.Player{}
dc.squadsMutex.Lock()
for i := range dc.squadPlayers[squadID] {
if dc.squadPlayers[squadID][i].Squad.Squad.ID == squadID {
if dc.squadPlayers[squadID][i].UserRole == "commander" {
commanders = append(commanders, dc.squadPlayers[squadID][i].Player)
}
}
}
dc.squadsMutex.Unlock()
return commanders
}
// GetSquadByID returns squad with given ID
func (dc *DataCache) GetSquadByID(squadID int) (*dbmapping.SquadChat, error) {
if dc.squadsWithChats[squadID] != nil {
return dc.squadsWithChats[squadID], nil
}
return nil, errors.New("There is no squad with ID=" + strconv.Itoa(squadID))
}
// GetSquadByChatID returns squad with given chat ID
func (dc *DataCache) GetSquadByChatID(chatID int) (*dbmapping.Squad, error) {
dc.squadsMutex.Lock()
for i := range dc.squadsWithChats {
if dc.squadsWithChats[i].Chat.ID == chatID {
dc.squadsMutex.Unlock()
return dc.squads[i], nil
}
}
dc.squadsMutex.Unlock()
return nil, errors.New("There is no squad with chat ID=" + strconv.Itoa(chatID))
}
// GetSquadsChatsBySquadsIDs returns chats for given squad IDs
func (dc *DataCache) GetSquadsChatsBySquadsIDs(squadsIDs []int) []dbmapping.Chat {
chats := []dbmapping.Chat{}
dc.squadsMutex.Lock()
for i := range dc.squadsWithChats {
for j := range squadsIDs {
if dc.squadsWithChats[i].Squad.ID == j {
chats = append(chats, dc.squadsWithChats[i].Chat)
}
}
}
dc.squadsMutex.Unlock()
return chats
}
// GetUserRolesInSquads returns all user roles for given user ID
func (dc *DataCache) GetUserRolesInSquads(userID int) []dbmapping.SquadPlayerFull {
userRoles := []dbmapping.SquadPlayerFull{}
dc.squadsMutex.Lock()
for i := range dc.squadPlayers {
for j := range dc.squadPlayers[i] {
if dc.squadPlayers[i][j].Player.ID == userID {
userRoles = append(userRoles, *dc.squadPlayers[i][j])
}
}
}
dc.squadsMutex.Unlock()
return userRoles
}
// GetUserRoleInSquad returns user role in specified squad
func (dc *DataCache) GetUserRoleInSquad(squadID int, playerID int) string {
if dc.squadPlayers[squadID][playerID] != nil {
return dc.squadPlayers[squadID][playerID].UserRole
}
return "none"
}