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//! Effect for game handler
use std::collections::HashMap;
use borsh::{BorshDeserialize, BorshSerialize};
use crate::{
engine::GameHandler,
error::{Error, HandleError, Result},
random::RandomSpec,
types::{DecisionId, RandomId, Settle, Transfer}
};
#[derive(BorshSerialize, BorshDeserialize, Debug, PartialEq, Eq)]
pub struct Ask {
pub player_addr: String,
}
#[derive(BorshSerialize, BorshDeserialize, Debug, PartialEq, Eq)]
pub struct Assign {
pub random_id: RandomId,
pub player_addr: String,
pub indexes: Vec<usize>,
}
#[derive(BorshSerialize, BorshDeserialize, Debug, PartialEq, Eq)]
pub struct Reveal {
pub random_id: RandomId,
pub indexes: Vec<usize>,
}
#[derive(BorshSerialize, BorshDeserialize, Debug, PartialEq, Eq)]
pub struct Release {
pub decision_id: DecisionId,
}
#[derive(BorshSerialize, BorshDeserialize, Debug, PartialEq, Eq)]
pub struct ActionTimeout {
pub player_addr: String,
pub timeout: u64,
}
/// An effect used in game handler provides reading and mutating to
/// the game context. An effect can be created from game context,
/// manipulated by game handler and applied after event processing.
///
/// # Num of Players and Servers
///
/// [`Effect::count_players`] and [`Effect::count_servers`] return the total number of
/// players and servers, respectively. The number includes those with pending status.
/// These functions are useful when detecting if there's enough players/servers for
/// a game to start.
///
/// # Randomness
///
/// To create a randomness, use [`Effect::init_random_state`] with a [`RandomSpec`].
///
/// ```
/// # use race_api::effect::Effect;
/// use race_api::random::RandomSpec;
/// let mut effect = Effect::default();
/// let random_spec = RandomSpec::deck_of_cards();
/// let random_id = effect.init_random_state(random_spec);
/// ```
///
/// To assign some items of the randomness to a specific player, use [`Effect::assign`].
/// It makes those items visible only to this player.
///
/// ```
/// # use race_api::effect::Effect;
/// let mut effect = Effect::default();
/// effect.assign(1 /* random_id */, "Alice", vec![0, 1, 2] /* indexes */);
/// ```
/// To reveal some items to the public, use [`Effect::reveal`].
/// It makes those items visible to everyone, including servers.
///
/// ```
/// # use race_api::effect::Effect;
/// let mut effect = Effect::default();
/// effect.reveal(1 /* random_id */, vec![0, 1, 2] /* indexes */);
/// ```
///
/// # Decisions
///
/// To prompt a player for an hidden, immutable decision, use [`Effect::prompt`].
///
/// ```
/// # use race_api::effect::Effect;
/// let mut effect = Effect::default();
/// let decision_id = effect.ask("Alice");
/// ```
///
/// To reveal the answer, use [`Effect::reveal_answer`].
///
/// ```
/// # use race_api::effect::Effect;
/// let mut effect = Effect::default();
/// effect.release(1 /* decision_id */);
/// ```
///
/// # Timeouts
///
/// Two types of timeout event can be dispatched: `action_timeout` and
/// `wait_timeout`.
///
/// - Action Timeout:
/// Represent a player doesn't act in time, a player address is
/// required in this case.
///
/// - Wait Timeout:
/// Represent a general waiting. It's useful when you want to start a
/// game in a certain timeout, regardless of how many players are
/// available.
///
/// # Settle
///
/// Add settlements with [`Effect::settle`].
///
/// ```
/// # use race_api::effect::Effect;
/// use race_api::types::Settle;
/// let mut effect = Effect::default();
/// // Increase assets
/// effect.settle(Settle::add("Alice", 100));
/// // Decrease assets
/// effect.settle(Settle::sub("Bob", 200));
/// // Remove player from this game, its assets will be paid out
/// effect.settle(Settle::eject("Charlie"));
/// ```
#[cfg_attr(test, derive(PartialEq, Eq))]
#[derive(Default, BorshSerialize, BorshDeserialize, Debug)]
pub struct Effect {
pub action_timeout: Option<ActionTimeout>,
pub wait_timeout: Option<u64>,
pub start_game: bool,
pub stop_game: bool,
pub cancel_dispatch: bool,
pub timestamp: u64,
pub curr_random_id: RandomId,
pub curr_decision_id: DecisionId,
pub players_count: u16,
pub servers_count: u16,
pub asks: Vec<Ask>,
pub assigns: Vec<Assign>,
pub reveals: Vec<Reveal>,
pub releases: Vec<Release>,
pub init_random_states: Vec<RandomSpec>,
pub revealed: HashMap<RandomId, HashMap<usize, String>>,
pub answered: HashMap<DecisionId, String>,
pub settles: Vec<Settle>,
pub handler_state: Option<Vec<u8>>,
pub error: Option<HandleError>,
pub allow_exit: bool,
pub transfers: Vec<Transfer>,
}
impl Effect {
/// Return the number of players, including both the pending and joined.
pub fn count_players(&self) -> usize {
self.players_count as usize
}
/// Return the number of servers, including both the pending and joined.
pub fn count_servers(&self) -> usize {
self.servers_count as usize
}
/// Initialize a random state with random spec, return random id.
pub fn init_random_state(&mut self, spec: RandomSpec) -> RandomId {
self.init_random_states.push(spec);
let random_id = self.curr_random_id;
self.curr_random_id += 1;
random_id
}
/// Assign some random items to a specific player.
pub fn assign<S: Into<String>>(
&mut self,
random_id: RandomId,
player_addr: S,
indexes: Vec<usize>,
) {
self.assigns.push(Assign {
random_id,
player_addr: player_addr.into(),
indexes,
})
}
/// Reveal some random items to the public.
pub fn reveal(&mut self, random_id: RandomId, indexes: Vec<usize>) {
self.reveals.push(Reveal { random_id, indexes })
}
/// Return the revealed random items by id.
///
/// Return [`Error::RandomnessNotRevealed`] when invalid random id is given.
pub fn get_revealed(&self, random_id: RandomId) -> Result<&HashMap<usize, String>> {
self.revealed.get(&random_id).ok_or(Error::RandomnessNotRevealed)
}
/// Return the answer of a decision by id.
///
/// Return [`Error::AnswerNotAvailable`] when invalid decision id
/// is given or the answer is not ready.
pub fn get_answer(&self, decision_id: DecisionId) -> Result<&str> {
if let Some(a) = self.answered.get(&decision_id) {
Ok(a.as_ref())
} else {
Err(Error::AnswerNotAvailable)
}
}
/// Ask a player for a decision, return the new decision id.
pub fn ask<S: Into<String>>(&mut self, player_addr: S) -> DecisionId {
self.asks.push(Ask {
player_addr: player_addr.into(),
});
let decision_id = self.curr_decision_id;
self.curr_decision_id += 1;
decision_id
}
pub fn release(&mut self, decision_id: DecisionId) {
self.releases.push(Release { decision_id })
}
/// Dispatch action timeout event for a player after certain milliseconds.
pub fn action_timeout<S: Into<String>>(&mut self, player_addr: S, timeout: u64) {
self.action_timeout = Some(ActionTimeout {
player_addr: player_addr.into(),
timeout,
});
}
/// Return current timestamp.
///
/// The event handling must be pure, so it's not allowed to use
/// timestamp from system API.
pub fn timestamp(&self) -> u64 {
self.timestamp
}
/// Dispatch waiting timeout event after certain milliseconds.
pub fn wait_timeout(&mut self, timeout: u64) {
self.wait_timeout = Some(timeout);
}
/// Start the game.
pub fn start_game(&mut self) {
self.start_game = true;
}
/// Stop the game.
pub fn stop_game(&mut self) {
self.stop_game = true;
}
/// Set if exiting game is allowed.
pub fn allow_exit(&mut self, allow_exit: bool) {
self.allow_exit = allow_exit
}
/// Submit settlements.
pub fn settle(&mut self, settle: Settle) {
self.settles.push(settle);
}
/// Transfer the assets to a recipient slot
pub fn transfer(&mut self, slot_id: u8, amount: u64) {
self.transfers.push(Transfer {
slot_id, amount
});
}
/// Get handler state.
///
/// This is an internal function, DO NOT use in game handler.
pub fn __handler_state<S>(&self) -> S
where
S: GameHandler,
{
S::try_from_slice(self.handler_state.as_ref().unwrap()).unwrap()
}
/// Set handler state.
///
/// This is an internal function, DO NOT use in game handler.
pub fn __set_handler_state<S: BorshSerialize>(&mut self, handler_state: S) {
if let Ok(state) = handler_state.try_to_vec() {
self.handler_state = Some(state);
} else {
self.error = Some(HandleError::SerializationError);
}
}
/// Set error.
///
/// This is an internal function, DO NOT use in game handler.
pub fn __set_error(&mut self, error: HandleError) {
self.error = Some(error);
}
/// Take error
///
/// This is an internal function, DO NOT use in game handler.
pub fn __take_error(&mut self) -> Option<HandleError> {
std::mem::replace(&mut self.error, None)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_serialization() -> anyhow::Result<()> {
let mut answered = HashMap::new();
answered.insert(33, "A".into());
let mut revealed = HashMap::new();
{
let mut m = HashMap::new();
m.insert(11, "B".into());
revealed.insert(22, m);
}
let effect = Effect {
action_timeout: Some(ActionTimeout {
player_addr: "alice".into(),
timeout: 100,
}),
wait_timeout: Some(200),
start_game: true,
stop_game: true,
cancel_dispatch: true,
timestamp: 300_000,
curr_random_id: 1,
curr_decision_id: 1,
players_count: 4,
servers_count: 4,
asks: vec![Ask {
player_addr: "bob".into(),
}],
assigns: vec![Assign {
player_addr: "bob".into(),
random_id: 5,
indexes: vec![0, 1, 2],
}],
reveals: vec![Reveal {
random_id: 6,
indexes: vec![0, 1, 2],
}],
releases: vec![Release { decision_id: 7 }],
init_random_states: vec![RandomSpec::shuffled_list(vec!["a".into(), "b".into()])],
revealed,
answered,
settles: vec![Settle::add("alice", 200), Settle::sub("bob", 200)],
handler_state: Some(vec![1, 2, 3, 4]),
error: Some(HandleError::NoEnoughPlayers),
allow_exit: true,
transfers: vec![],
};
let bs = effect.try_to_vec()?;
let parsed = Effect::try_from_slice(&bs)?;
assert_eq!(effect, parsed);
Ok(())
}
}