Move game object to its own file
This commit is contained in:
parent
6f32a13079
commit
50a9f913ce
6 changed files with 388 additions and 27 deletions
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@ -77,6 +77,7 @@ add_library( graphene_chain
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tournament_evaluator.cpp
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tournament_object.cpp
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match_object.cpp
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game_object.cpp
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withdraw_permission_evaluator.cpp
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worker_evaluator.cpp
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confidential_evaluator.cpp
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@ -48,6 +48,7 @@
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#include <graphene/chain/worker_object.hpp>
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#include <graphene/chain/tournament_object.hpp>
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#include <graphene/chain/match_object.hpp>
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#include <graphene/chain/game_object.hpp>
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#include <graphene/chain/account_evaluator.hpp>
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#include <graphene/chain/asset_evaluator.hpp>
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260
libraries/chain/game_object.cpp
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260
libraries/chain/game_object.cpp
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@ -0,0 +1,260 @@
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/*
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* Copyright (c) 2015 Cryptonomex, Inc., and contributors.
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*
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* The MIT License
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <graphene/chain/database.hpp>
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#include <graphene/chain/game_object.hpp>
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#include <boost/msm/back/state_machine.hpp>
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#include <boost/msm/front/state_machine_def.hpp>
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#include <boost/archive/binary_oarchive.hpp>
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#include <boost/archive/binary_iarchive.hpp>
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#include <boost/msm/back/tools.hpp>
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#include <boost/range/algorithm/copy.hpp>
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namespace graphene { namespace chain {
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namespace msm = boost::msm;
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namespace mpl = boost::mpl;
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namespace
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{
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// Events
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struct initiate_game
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{
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database& db;
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vector<account_id_type> players;
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initiate_game(database& db, const vector<account_id_type>& players) :
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db(db), players(players)
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{}
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};
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struct game_complete
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{
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database& db;
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game_id_type game_id;
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game_complete(database& db, game_id_type game_id) : db(db), game_id(game_id) {};
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};
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struct game_state_machine_ : public msm::front::state_machine_def<game_state_machine_>
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{
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// disable a few state machine features we don't use for performance
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typedef int no_exception_thrown;
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typedef int no_message_queue;
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// States
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struct waiting_on_previous_gamees : public msm::front::state<>{};
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struct game_in_progress : public msm::front::state<>
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{
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void on_entry(const initiate_game& event, game_state_machine_& fsm)
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{
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game_object& game = *fsm.game_obj;
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fc_ilog(fc::logger::get("tournament"),
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"game ${id} is now in progress",
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("id", game.id));
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}
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};
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struct game_complete : public msm::front::state<>
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{
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void on_entry(const game_complete& event, game_state_machine_& fsm)
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{
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fc_ilog(fc::logger::get("tournament"),
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"game ${id} is complete",
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("id", fsm.game_obj->id));
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}
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void on_entry(const initiate_game& event, game_state_machine_& fsm)
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{
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game_object& game = *fsm.game_obj;
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fc_ilog(fc::logger::get("tournament"),
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"game ${id} is complete, it was a buy",
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("id", game));
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}
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};
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typedef waiting_on_previous_gamees initial_state;
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typedef game_state_machine_ x; // makes transition table cleaner
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// Guards
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bool was_final_game(const game_complete& event)
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{
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fc_ilog(fc::logger::get("tournament"),
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"In was_final_game guard, returning ${value}",
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("value", false));// game_obj->registered_players == game_obj->options.number_of_players - 1));
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return false;
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//return game_obj->registered_players == game_obj->options.number_of_players - 1;
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}
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bool game_is_a_buy(const initiate_game& event)
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{
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return event.players.size() < 2;
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}
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void start_next_game(const game_complete& event)
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{
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fc_ilog(fc::logger::get("tournament"),
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"In start_next_game action");
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}
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// Transition table for tournament
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struct transition_table : mpl::vector<
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// Start Event Next Action Guard
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
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_row < waiting_on_previous_gamees, initiate_game, game_in_progress >,
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g_row < waiting_on_previous_gamees, initiate_game, game_complete, &x::game_is_a_buy >,
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
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a_row < game_in_progress, game_complete, game_in_progress, &x::start_next_game >,
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g_row < game_in_progress, game_complete, game_complete, &x::was_final_game >
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// +---------------------------+-----------------------------+----------------------------+---------------------+----------------------+
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> {};
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game_object* game_obj;
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game_state_machine_(game_object* game_obj) : game_obj(game_obj) {}
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};
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typedef msm::back::state_machine<game_state_machine_> game_state_machine;
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}
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class game_object::impl {
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public:
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game_state_machine state_machine;
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impl(game_object* self) : state_machine(self) {}
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};
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game_object::game_object() :
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my(new impl(this))
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{
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}
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game_object::game_object(const game_object& rhs) :
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graphene::db::abstract_object<game_object>(rhs),
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players(rhs.players),
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winners(rhs.winners),
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game_details(rhs.game_details),
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my(new impl(this))
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{
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my->state_machine = rhs.my->state_machine;
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my->state_machine.game_obj = this;
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}
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game_object& game_object::operator=(const game_object& rhs)
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{
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//graphene::db::abstract_object<game_object>::operator=(rhs);
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id = rhs.id;
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players = rhs.players;
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winners = rhs.winners;
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game_details = rhs.game_details;
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my->state_machine = rhs.my->state_machine;
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my->state_machine.game_obj = this;
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return *this;
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}
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game_object::~game_object()
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{
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}
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bool verify_game_state_constants()
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{
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unsigned error_count = 0;
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typedef msm::back::generate_state_set<game_state_machine::stt>::type all_states;
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static char const* filled_state_names[mpl::size<all_states>::value];
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mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >
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(msm::back::fill_state_names<game_state_machine::stt>(filled_state_names));
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for (unsigned i = 0; i < mpl::size<all_states>::value; ++i)
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{
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try
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{
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// this is an approximate test, the state name provided by typeinfo will be mangled, but should
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// at least contain the string we're looking for
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const char* fc_reflected_value_name = fc::reflector<game_state>::to_string((game_state)i);
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if (!strcmp(fc_reflected_value_name, filled_state_names[i]))
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fc_elog(fc::logger::get("game"),
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"Error, state string misgame between fc and boost::msm for int value ${int_value}: boost::msm -> ${boost_string}, fc::reflect -> ${fc_string}",
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("int_value", i)("boost_string", filled_state_names[i])("fc_string", fc_reflected_value_name));
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}
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catch (const fc::bad_cast_exception&)
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{
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fc_elog(fc::logger::get("game"),
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"Error, no reflection for value ${int_value} in enum game_state",
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("int_value", i));
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++error_count;
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}
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}
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return error_count == 0;
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}
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game_state game_object::get_state() const
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{
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static bool state_constants_are_correct = verify_game_state_constants();
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(void)&state_constants_are_correct;
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game_state state = (game_state)my->state_machine.current_state()[0];
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return state;
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}
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void game_object::pack_impl(std::ostream& stream) const
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{
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boost::archive::binary_oarchive oa(stream, boost::archive::no_header|boost::archive::no_codecvt|boost::archive::no_xml_tag_checking);
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oa << my->state_machine;
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}
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void game_object::unpack_impl(std::istream& stream)
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{
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boost::archive::binary_iarchive ia(stream, boost::archive::no_header|boost::archive::no_codecvt|boost::archive::no_xml_tag_checking);
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ia >> my->state_machine;
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}
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} } // graphene::chain
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namespace fc {
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// Manually reflect game_object to variant to properly reflect "state"
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void to_variant(const graphene::chain::game_object& game_obj, fc::variant& v)
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{
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fc_elog(fc::logger::get("tournament"), "In game_obj to_variant");
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elog("In game_obj to_variant");
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fc::mutable_variant_object o;
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o("id", game_obj.id)
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("players", game_obj.players)
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("winners", game_obj.winners)
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("game_details", game_obj.game_details)
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("state", game_obj.get_state());
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v = o;
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}
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// Manually reflect game_object to variant to properly reflect "state"
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void from_variant(const fc::variant& v, graphene::chain::game_object& game_obj)
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{
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fc_elog(fc::logger::get("tournament"), "In game_obj from_variant");
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game_obj.id = v["id"].as<graphene::chain::game_id_type>();
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game_obj.players = v["players"].as<std::vector<graphene::chain::account_id_type> >();
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game_obj.winners = v["winners"].as<flat_set<graphene::chain::account_id_type> >();
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game_obj.game_details = v["game_details"].as<graphene::chain::game_specific_details>();
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graphene::chain::game_state state = v["state"].as<graphene::chain::game_state>();
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const_cast<int*>(game_obj.my->state_machine.current_state())[0] = (int)state;
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}
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} //end namespace fc
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125
libraries/chain/include/graphene/chain/game_object.hpp
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125
libraries/chain/include/graphene/chain/game_object.hpp
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@ -0,0 +1,125 @@
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#pragma once
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#include <graphene/chain/match_object.hpp>
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#include <graphene/chain/rock_paper_scissors.hpp>
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#include <boost/multi_index/composite_key.hpp>
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#include <graphene/db/flat_index.hpp>
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#include <graphene/db/generic_index.hpp>
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#include <fc/crypto/hex.hpp>
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#include <sstream>
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namespace graphene { namespace chain {
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class game_object;
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} }
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namespace fc {
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void to_variant(const graphene::chain::game_object& game_obj, fc::variant& v);
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void from_variant(const fc::variant& v, graphene::chain::game_object& game_obj);
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} //end namespace fc
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namespace graphene { namespace chain {
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class database;
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using namespace graphene::db;
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enum class game_state
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{
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game_in_progress,
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game_complete
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};
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class game_object : public graphene::db::abstract_object<game_object>
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{
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public:
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static const uint8_t space_id = protocol_ids;
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static const uint8_t type_id = game_object_type;
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match_id_type match_id;
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vector<account_id_type> players;
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flat_set<account_id_type> winners;
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game_specific_details game_details;
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game_state get_state() const;
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game_object();
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game_object(const game_object& rhs);
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~game_object();
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game_object& operator=(const game_object& rhs);
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// serialization functions:
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// for serializing to raw, go through a temporary sstream object to avoid
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// having to implement serialization in the header file
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template<typename Stream>
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friend Stream& operator<<( Stream& s, const game_object& game_obj );
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template<typename Stream>
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friend Stream& operator>>( Stream& s, game_object& game_obj );
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friend void ::fc::to_variant(const graphene::chain::game_object& game_obj, fc::variant& v);
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friend void ::fc::from_variant(const fc::variant& v, graphene::chain::game_object& game_obj);
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void pack_impl(std::ostream& stream) const;
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void unpack_impl(std::istream& stream);
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class impl;
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std::unique_ptr<impl> my;
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};
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typedef multi_index_container<
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game_object,
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indexed_by<
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ordered_unique< tag<by_id>, member< object, object_id_type, &object::id > > >
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> game_object_multi_index_type;
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typedef generic_index<game_object, game_object_multi_index_type> game_index;
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template<typename Stream>
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inline Stream& operator<<( Stream& s, const game_object& game_obj )
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{
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// pack all fields exposed in the header in the usual way
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// instead of calling the derived pack, just serialize the one field in the base class
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// fc::raw::pack<Stream, const graphene::db::abstract_object<game_object> >(s, game_obj);
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fc::raw::pack(s, game_obj.id);
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fc::raw::pack(s, game_obj.match_id);
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fc::raw::pack(s, game_obj.players);
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fc::raw::pack(s, game_obj.winners);
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fc::raw::pack(s, game_obj.game_details);
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// fc::raw::pack the contents hidden in the impl class
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std::ostringstream stream;
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game_obj.pack_impl(stream);
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std::string stringified_stream(stream.str());
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fc::raw::pack(s, stream.str());
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return s;
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}
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template<typename Stream>
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inline Stream& operator>>( Stream& s, game_object& game_obj )
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{
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// unpack all fields exposed in the header in the usual way
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//fc::raw::unpack<Stream, graphene::db::abstract_object<game_object> >(s, game_obj);
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fc::raw::unpack(s, game_obj.id);
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fc::raw::unpack(s, game_obj.match_id);
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fc::raw::unpack(s, game_obj.players);
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fc::raw::unpack(s, game_obj.winners);
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fc::raw::unpack(s, game_obj.game_details);
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// fc::raw::unpack the contents hidden in the impl class
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std::string stringified_stream;
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fc::raw::unpack(s, stringified_stream);
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std::istringstream stream(stringified_stream);
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game_obj.unpack_impl(stream);
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return s;
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}
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} }
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FC_REFLECT_ENUM(graphene::chain::game_state,
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(game_in_progress)
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(game_complete))
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FC_REFLECT_TYPENAME(graphene::chain::game_object) // manually serialized
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@ -119,21 +119,6 @@ namespace graphene { namespace chain {
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std::unique_ptr<impl> my;
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};
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class game_object : public graphene::db::abstract_object<game_object>
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{
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public:
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static const uint8_t space_id = protocol_ids;
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static const uint8_t type_id = game_object_type;
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match_id_type match_id;
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vector<account_id_type> players;
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flat_set<account_id_type> winners;
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game_specific_details game_details;
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};
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struct by_registration_deadline {};
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struct by_start_time {};
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typedef multi_index_container<
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@ -159,12 +144,6 @@ namespace graphene { namespace chain {
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> tournament_details_object_multi_index_type;
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typedef generic_index<tournament_details_object, tournament_details_object_multi_index_type> tournament_details_index;
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typedef multi_index_container<
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game_object,
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indexed_by<
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ordered_unique< tag<by_id>, member< object, object_id_type, &object::id > > >
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> game_object_multi_index_type;
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typedef generic_index<game_object, game_object_multi_index_type> game_index;
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template<typename Stream>
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inline Stream& operator<<( Stream& s, const tournament_object& tournament_obj )
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@ -232,9 +211,3 @@ FC_REFLECT_ENUM(graphene::chain::tournament_state,
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(registration_period_expired)
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(concluded))
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FC_REFLECT_DERIVED(graphene::chain::game_object, (graphene::db::object),
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(match_id)
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(players)
|
||||
(winners)
|
||||
(game_details))
|
||||
|
||||
|
|
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|||
|
|
@ -24,6 +24,7 @@
|
|||
#include <graphene/chain/database.hpp>
|
||||
#include <graphene/chain/tournament_object.hpp>
|
||||
#include <graphene/chain/match_object.hpp>
|
||||
#include <graphene/chain/game_object.hpp>
|
||||
|
||||
#include <boost/msm/back/state_machine.hpp>
|
||||
#include <boost/msm/front/state_machine_def.hpp>
|
||||
|
|
|
|||
Loading…
Reference in a new issue