use super::super::super::model::state::room::Room; use super::lobby::Lobby; use super::gameevent::GameEvent; use super::gameevent::GameEventType; use std::thread; use std::time; pub struct GameMaster { room: Box, lobby: Lobby, } impl GameMaster { fn new(room: Box) -> GameMaster { GameMaster{ room: room, lobby: Lobby::new(), } } fn run(&mut self) -> Result { self.run_lobby()?; self.run_game_setup()?; self.run_game() } fn run_lobby(&mut self) -> Result { while !self.lobby.locked { let rollback = self.room.since(); let events = self.room.sync(); println!("top of loop: since={:?}, events={:?}", self.room.since(), events); for e in &events { let ge = GameEvent::new(e.body.clone()); println!(" ge.mode = {:?}", ge.mode()); if ge.mode() == GameEventType::GameStart { println!(" should return"); self.room.rollback(e.since.clone()); self.lobby.lock(); return Ok("ok".to_string()); } self.lobby.eat(e.clone()); } thread::sleep(time::Duration::new(1, 0)); } Ok("ok".to_string()) // todo: on lobby too small, return err and do not lock } fn run_game_setup(&mut self) -> Result { Err("not impl".to_string()) } fn run_game(&mut self) -> Result { Err("not impl".to_string()) } } #[cfg(test)] mod tests { use super::*; use super::super::super::super::model::state::mockroom::MockRoom; use super::super::super::super::model::state::mockrooms::MockRooms; use super::super::super::super::model::state::rooms::Rooms; #[test] fn new_mockroom() { let _ = GameMaster::new(Box::new(MockRoom::create())); } #[test] fn new_rooms_mockrooms() { fn get() -> impl Rooms { let mrs = MockRooms::new(); mrs } let mut mrs = get(); let r = mrs.create(); let _ = GameMaster::new(r); } #[test] fn new_mockrooms() { let mut mrs = MockRooms::new(); let r = mrs.create(); let _ = GameMaster::new(r); } #[test] fn run_lobby() { let mut mrs = MockRooms::new(); let r1 = mrs.create(); let room_id = r1.room_id(); let mut gm = GameMaster::new(r1); let mut r2 = mrs.join(room_id).unwrap(); r2.send(format!(r#"{{ "msgtype": "m.text", "body": "{{\"GameEventType\": \"GameStart\"}}" }}"#)).unwrap(); // TODO mark end of new players gm.run_lobby(); // todo assert is_ok assert!(gm.lobby.players.len() == 2, "first run_lobby players: {:?}, sync: {:?}", gm.lobby.players, gm.room.sync()); let mut players1 = vec![]; for k in gm.lobby.players.keys() { players1.push(k.clone()); } gm.run_lobby(); // todo assert is_ok assert!(gm.lobby.players.len() == 2, "secnd run_lobby players: {:?}, sync: {:?}", gm.lobby.players, gm.room.sync()); let players2 = gm.lobby.players.keys(); assert!(format!("{:?}", players1) == format!("{:?}", players2)); } #[test] fn run_game_setup_fail() { assert!(false, "not impl"); } #[test] fn run_game_fail() { assert!(false, "not impl"); } }