本文整理汇总了Golang中github.com/zond/diplicity/common.SkinnyContext.DB方法的典型用法代码示例。如果您正苦于以下问题:Golang SkinnyContext.DB方法的具体用法?Golang SkinnyContext.DB怎么用?Golang SkinnyContext.DB使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/zond/diplicity/common.SkinnyContext
的用法示例。
在下文中一共展示了SkinnyContext.DB方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: Schedule
func (self *Phase) Schedule(c common.SkinnyContext) error {
if !self.Resolved {
ep, err := epoch.Get(c.DB())
if err != nil {
return err
}
timeout := self.Deadline - ep
c.BetweenTransactions(func(c common.SkinnyContext) {
if timeout > 0 {
time.AfterFunc(timeout, func() {
if err := self.autoResolve(c); err != nil {
c.Errorf("Failed resolving %+v after %v: %v", self, timeout, err)
}
})
c.Debugf("Scheduled resolution of %v/%v in %v at %v", self.GameId, self.Id, timeout, time.Now().Add(timeout))
} else {
c.Debugf("Resolving %v/%v immediately, it is %v overdue", self.GameId, self.Id, -timeout)
if err := self.autoResolve(c); err != nil {
c.Errorf("Failed resolving %+v immediately: %v", self, err)
}
}
})
}
return nil
}
示例2: SendStartedEmails
func (self *Phase) SendStartedEmails(c common.SkinnyContext, game *Game) (err error) {
members, err := game.Members(c.DB())
if err != nil {
return
}
for _, member := range members {
user := &user.User{Id: member.UserId}
if err = c.DB().Get(user); err != nil {
return
}
if !user.PhaseEmailDisabled {
subKey := fmt.Sprintf("/games/%v", game.Id)
if !c.IsSubscribing(user.Email, subKey, common.SubscriptionTimeout) {
if err = self.emailTo(c, game, &member, user); err != nil {
c.Errorf("Failed sending to %#v: %v", user.Id.String(), err)
return
}
} else {
c.Infof("Not sending to %#v, already subscribing to %#v", user.Email, subKey)
}
} else {
c.Infof("Not sending to %#v, phase email disabled", user.Email)
}
}
return
}
示例3: ScheduleUnresolvedPhases
func ScheduleUnresolvedPhases(c common.SkinnyContext) (err error) {
unresolved := Phases{}
if err = c.DB().Query().Where(kol.Equals{"Resolved", false}).All(&unresolved); err != nil {
return
}
for index, _ := range unresolved {
(&unresolved[index]).Schedule(c)
}
return
}
示例4: SendScheduleEmails
func (self *Phase) SendScheduleEmails(c common.SkinnyContext, game *Game) {
members, err := game.Members(c.DB())
for _, member := range members {
user := &user.User{Id: member.UserId}
if err = c.DB().Get(user); err != nil {
return
}
to := fmt.Sprintf("%v <%v>", member.Nation, user.Email)
if !user.PhaseEmailDisabled && !c.IsSubscribing(user.Email, fmt.Sprintf("/games/%v", game.Id)) {
unsubTag := &common.UnsubscribeTag{
T: common.UnsubscribePhaseEmail,
U: user.Id,
}
unsubTag.H = unsubTag.Hash(c.Secret())
encodedUnsubTag, err := unsubTag.Encode()
if err != nil {
c.Errorf("Failed to encode %+v: %v", unsubTag, err)
return
}
contextLink, err := user.I("To see this in context: http://%v/games/%v", user.DiplicityHost, self.GameId)
if err != nil {
c.Errorf("Failed translating context link: %v", err)
return
}
unsubLink, err := user.I("To unsubscribe: http://%v/unsubscribe/%v", user.DiplicityHost, encodedUnsubTag)
if err != nil {
c.Errorf("Failed translating unsubscribe link: %v", err)
return
}
text, err := user.I("A new phase has been created")
if err != nil {
c.Errorf("Failed translating: %v", err)
return
}
subject, err := game.Describe(c, user)
if err != nil {
c.Errorf("Failed describing: %v", err)
return
}
body := fmt.Sprintf(common.EmailTemplate, text, contextLink, unsubLink)
c.SendMail("diplicity", c.ReceiveAddress(), subject, body, []string{to})
}
}
}
示例5: Start
func Start(c common.SkinnyContext) (err error) {
startedAt, err := Get(c.DB())
if err != nil {
return
}
c.Infof("Started at epoch %v", startedAt)
startedTime := time.Now()
var currently time.Duration
go func() {
for {
time.Sleep(time.Minute)
currently = time.Now().Sub(startedTime) + startedAt
atomic.StoreInt64(&deltaPoint, int64(time.Now().UnixNano()))
if err = Set(c.DB(), currently); err != nil {
panic(err)
}
c.Debugf("Epoch %v", currently)
}
}()
return
}
示例6: autoResolve
func (self *Phase) autoResolve(c common.SkinnyContext) (err error) {
c.Infof("Auto resolving %v/%v due to timeout", self.GameId, self.Id)
if err = c.Transact(func(c common.SkinnyContext) (err error) {
if err = c.DB().Get(self); err != nil {
err = fmt.Errorf("While trying to load %+v: %v", self, err)
return
}
if self.Resolved {
c.Infof("%+v was already resolved", self)
return
}
game := &Game{Id: self.GameId}
if err = c.DB().Get(game); err != nil {
err = fmt.Errorf("While trying to load %+v's game: %v", self, err)
return
}
return game.resolve(c, self)
}); err != nil {
return
}
return
}
示例7: start
func (self *Game) start(c common.SkinnyContext) (err error) {
if self.State != common.GameStateCreated {
err = fmt.Errorf("%+v is already started", self)
return
}
self.State = common.GameStateStarted
self.Closed = true
if err = c.DB().Set(self); err != nil {
return
}
var startState *state.State
if self.Variant == common.ClassicalString {
if startState, err = classical.Start(); err != nil {
return
}
} else {
err = fmt.Errorf("Unknown variant %v", self.Variant)
return
}
startPhase := startState.Phase()
epoch, err := epoch.Get(c.DB())
if err != nil {
return
}
phase := &Phase{
GameId: self.Id,
Ordinal: 0,
Orders: map[dip.Nation]map[dip.Province][]string{},
Resolutions: map[dip.Province]string{},
Season: startPhase.Season(),
Year: startPhase.Year(),
Type: startPhase.Type(),
Deadline: epoch + (time.Minute * time.Duration(self.Deadlines[startPhase.Type()])),
}
phase.Units, phase.SupplyCenters, phase.Dislodgeds, phase.Dislodgers, phase.Bounces, _ = startState.Dump()
if err = c.DB().Set(phase); err != nil {
return
}
if err = self.allocate(c.DB(), phase); err != nil {
return
}
if err = phase.Schedule(c); err != nil {
return
}
phase.SendStartedEmails(c, self)
return
}
示例8: Describe
func (self *Game) Describe(c common.SkinnyContext, trans common.Translator) (result string, err error) {
switch self.State {
case common.GameStateCreated:
return trans.I(string(common.BeforeGamePhaseType))
case common.GameStateStarted:
var phase *Phase
if _, phase, err = self.Phase(c.DB(), 0); err != nil {
return
}
season := ""
if season, err = trans.I(string(phase.Season)); err != nil {
return
}
typ := ""
if typ, err = trans.I(string(phase.Type)); err != nil {
return
}
return trans.I("game_phase_description", season, phase.Year, typ)
case common.GameStateEnded:
return trans.I(string(common.AfterGamePhaseType))
}
err = fmt.Errorf("Unknown game state for %+v", self)
return
}
示例9: IncomingMail
func IncomingMail(c common.SkinnyContext, msg *enmime.MIMEBody) (err error) {
text := gmail.DecodeText(msg.Text, msg.GetHeader("Content-Type"))
c.Debugf("Incoming mail to %#v\n%v", msg.GetHeader("To"), text)
if match := gmail.AddrReg.FindString(msg.GetHeader("To")); match != "" {
lines := []string{}
mailUser := strings.Split(c.SendAddress(), "@")[0]
for _, line := range strings.Split(text, "\n") {
if !strings.Contains(line, mailUser) && strings.Index(line, ">") != 0 {
lines = append(lines, line)
}
}
for len(lines) > 0 && strings.TrimSpace(lines[0]) == "" {
lines = lines[1:]
}
for len(lines) > 0 && strings.TrimSpace(lines[len(lines)-1]) == "" {
lines = lines[:len(lines)-1]
}
if len(lines) > 0 {
if match2 := emailPlusReg.FindStringSubmatch(match); match2 != nil {
var tag *MailTag
if tag, err = DecodeMailTag(c.Secret(), match2[1]); err == nil {
sender := &Member{Id: tag.R}
if err = c.DB().Get(sender); err != nil {
return
}
parent := &Message{Id: tag.M}
if err = c.DB().Get(parent); err != nil {
return
}
game := &Game{Id: parent.GameId}
if err = c.DB().Get(game); err != nil {
return
}
message := &Message{
Body: strings.TrimSpace(strings.Join(lines, "\n")),
GameId: game.Id,
RecipientIds: parent.RecipientIds,
}
c.Infof("Mail resulted in %+v from %+v", message, sender.Nation)
return message.Send(c, game, sender)
}
}
}
}
return nil
}
示例10: Send
func (self *Message) Send(c common.SkinnyContext, game *Game, sender *Member) (err error) {
c.Debugf("Sending %#v from %#v in %#v", self.Body, sender.Nation, game.Id.String())
// make sure the sender is correct
self.SenderId = sender.Id
senderUser := &user.User{Id: sender.UserId}
if err = c.DB().Get(senderUser); err != nil {
return
}
// make sure the sender is one of the recipients
self.RecipientIds[sender.Id.String()] = true
// The sender but nobody else saw it...
self.SeenBy = map[string]bool{
sender.Id.String(): true,
}
// See what phase type the game is in
var phaseType dip.PhaseType
switch game.State {
case common.GameStateCreated:
phaseType = common.BeforeGamePhaseType
case common.GameStateStarted:
var phase *Phase
if _, phase, err = game.Phase(c.DB(), 0); err != nil {
return
}
phaseType = phase.Type
case common.GameStateEnded:
phaseType = common.AfterGamePhaseType
default:
err = fmt.Errorf("Unknown game state for %+v", game)
return
}
// Find what chats are allowed during this phase type
allowedFlags := game.ChatFlags[phaseType]
// See if the recipient count is allowed
recipients := len(self.RecipientIds)
if recipients == 2 {
if (allowedFlags & common.ChatPrivate) == 0 {
err = IllegalMessageError{
Description: fmt.Sprintf("%+v does not allow %+v during %+v", game, self, phaseType),
Phrase: "This kind of message is not allowed at this stage of the game",
}
return
}
} else if recipients == len(common.VariantMap[game.Variant].Nations) {
if (allowedFlags & common.ChatConference) == 0 {
err = IllegalMessageError{
Description: fmt.Sprintf("%+v does not allow %+v during %+v", game, self, phaseType),
Phrase: "This kind of message is not allowed at this stage of the game",
}
return
}
} else if recipients > 2 {
if (allowedFlags & common.ChatGroup) == 0 {
err = IllegalMessageError{
Description: fmt.Sprintf("%+v does not allow %+v during %+v", game, self, phaseType),
Phrase: "This kind of message is not allowed at this stage of the game",
}
return
}
} else {
err = fmt.Errorf("%+v doesn't have any recipients", self)
return
}
members, err := game.Members(c.DB())
if err != nil {
return
}
if err = c.DB().Set(self); err != nil {
return
}
recipNations := sort.StringSlice{}
for memberId, _ := range self.RecipientIds {
for _, member := range members {
if memberId == member.Id.String() {
if member.Nation != "" {
recipNations = append(recipNations, string(member.Nation))
}
}
}
}
sort.Sort(recipNations)
recipName := strings.Join(recipNations, ", ")
subKey := fmt.Sprintf("/games/%v/messages", game.Id)
for memberId, _ := range self.RecipientIds {
for _, member := range members {
if memberId == member.Id.String() && self.SenderId.String() != memberId {
user := &user.User{Id: member.UserId}
if err = c.DB().Get(user); err == nil {
if !user.MessageEmailDisabled {
if !c.IsSubscribing(user.Email, subKey) {
memberCopy := member
gameDescription := ""
//.........这里部分代码省略.........
示例11: resolve
func (self *Game) resolve(c common.SkinnyContext, phase *Phase) (err error) {
// Check that we are in a phase where we CAN resolve
if self.State != common.GameStateStarted {
err = fmt.Errorf("%+v is not started", self)
return
}
// Load our members
members, err := self.Members(c.DB())
if err != nil {
return
}
// Load the godip state for the phase
state, err := phase.State()
if err != nil {
return
}
// Load "now"
epoch, err := epoch.Get(c.DB())
if err != nil {
return
}
// Just to limit runaway resolution to 100 phases.
for i := 0; i < 100; i++ {
// Resolve the phase!
if err = state.Next(); err != nil {
return
}
// Load the new godip phase from the state
nextDipPhase := state.Phase()
// Create a diplicity phase for the new phase
nextPhase := &Phase{
GameId: self.Id,
Ordinal: phase.Ordinal + 1,
Orders: map[dip.Nation]map[dip.Province][]string{},
Resolutions: map[dip.Province]string{},
Season: nextDipPhase.Season(),
Year: nextDipPhase.Year(),
Type: nextDipPhase.Type(),
Deadline: epoch + (time.Minute * time.Duration(self.Deadlines[nextDipPhase.Type()])),
}
// Set the new phase positions
var resolutions map[dip.Province]error
nextPhase.Units, nextPhase.SupplyCenters, nextPhase.Dislodgeds, nextPhase.Dislodgers, nextPhase.Bounces, resolutions = state.Dump()
// Store the results of the previous godip phase in the previous diplicity phase
for _, nationOrders := range phase.Orders {
for prov, _ := range nationOrders {
if res, found := resolutions[prov]; found && res != nil {
phase.Resolutions[prov] = res.Error()
} else {
phase.Resolutions[prov] = "OK"
}
}
}
// Commit everyone that doesn't have any orders to give
waitFor := []*Member{}
active := []*Member{}
nonSurrendering := []*Member{}
for index, _ := range members {
opts := dip.Options{}
if opts, err = nextPhase.Options(members[index].Nation); err != nil {
return
}
if err = self.endPhaseConsequences(c, phase, &members[index], opts, &waitFor, &active, &nonSurrendering); err != nil {
return
}
}
// Mark the old phase as resolved, and save it
phase.Resolved = true
if err = c.DB().Set(phase); err != nil {
return
}
// If we have a solo victor, end and return
if winner := nextDipPhase.Winner(state); winner != nil {
var winnerMember *Member
for _, member := range members {
if member.Nation == *winner {
winnerMember = &member
break
}
}
if winnerMember == nil {
err = fmt.Errorf("None of %+v has nation %#v??", members, *winner)
return
}
if err = self.end(c, nextPhase, members, winnerMember, common.SoloVictory(*winner)); err != nil {
return
}
return
}
// End the game now if nobody is active anymore
if len(active) == 0 {
if err = self.end(c, nextPhase, members, nil, common.ZeroActiveMembers); err != nil {
return
}
return
}
//.........这里部分代码省略.........
示例12: end
func (self *Game) end(c common.SkinnyContext, phase *Phase, members Members, winner *Member, reason common.EndReason) (err error) {
self.EndReason = reason
self.State = common.GameStateEnded
if err = c.DB().Set(self); err != nil {
return
}
phase.Resolved = true
if err = c.DB().Set(phase); err != nil {
return
}
if self.Ranking && winner != nil {
pot := 0.0
spend := 0.0
for index, _ := range members {
if !members[index].Id.Equals(winner.Id) {
user := &user.User{Id: members[index].UserId}
if err = c.DB().Get(user); err != nil {
return
}
spend = user.Ranking * RankingBlind
pot += spend
user.Ranking -= spend
if err = c.DB().Set(user); err != nil {
return
}
}
}
winnerUser := &user.User{Id: winner.UserId}
if err = c.DB().Get(winnerUser); err != nil {
return
}
winnerUser.Ranking += pot
if err = c.DB().Set(winnerUser); err != nil {
return
}
}
return
}
示例13: endPhaseConsequences
func (self *Game) endPhaseConsequences(c common.SkinnyContext, phase *Phase, member *Member, opts dip.Options, waitFor, active, nonSurrendering *[]*Member) (err error) {
surrender := false
if !member.Committed {
alreadyHitReliability := false
if (self.NonCommitConsequences & common.ReliabilityHit) == common.ReliabilityHit {
if err = member.ReliabilityDelta(c.DB(), -1); err != nil {
return
}
c.Infof("Increased MISSED deadlines for %#v by one because %+v and %+v", string(member.UserId), self, phase)
alreadyHitReliability = true
}
if (self.NonCommitConsequences & common.NoWait) == common.NoWait {
c.Infof("Setting %#v to NoWait because of %+v and %+v", string(member.UserId), self, phase)
member.NoWait = true
}
if (self.NonCommitConsequences & common.Surrender) == common.Surrender {
c.Infof("Setting %#v to Surrender because of %+v and %+v", string(member.UserId), self, phase)
surrender = true
}
if len(phase.Orders[member.Nation]) == 0 {
if !alreadyHitReliability && (self.NMRConsequences&common.ReliabilityHit) == common.ReliabilityHit {
if err = member.ReliabilityDelta(c.DB(), -1); err != nil {
return
}
c.Infof("Increased MISSED deadlines for %#v by one because %+v and %+v", string(member.UserId), self, phase)
}
if (self.NMRConsequences & common.NoWait) == common.NoWait {
c.Infof("Setting %#v to NoWait because of %+v and %+v", string(member.UserId), self, phase)
member.NoWait = true
}
if (self.NMRConsequences & common.Surrender) == common.Surrender {
c.Infof("Setting %#v to Surrender because of %+v and %+v", string(member.UserId), self, phase)
surrender = true
}
}
} else {
if (self.NonCommitConsequences & common.ReliabilityHit) == common.ReliabilityHit {
if err = member.ReliabilityDelta(c.DB(), 1); err != nil {
return
}
c.Infof("Increased HELD deadlines for %#v by one because %+v and %+v", string(member.UserId), self, phase)
}
}
if !surrender {
*nonSurrendering = append(*nonSurrendering, member)
}
member.Options = opts
if member.NoWait {
member.Committed = false
member.NoOrders = false
} else {
*active = append(*active, member)
if len(opts) == 0 {
member.Committed = true
member.NoOrders = true
} else {
*waitFor = append(*waitFor, member)
member.Committed = false
member.NoOrders = false
}
}
if err = c.DB().Set(member); err != nil {
return
}
return
}