package model //TODO loose transaction levels wherever possible import ( "context" "database/sql" "errors" "github.com/google/uuid" "time" "vkane.cz/tinyquiz/pkg/model/ent" "vkane.cz/tinyquiz/pkg/model/ent/answer" "vkane.cz/tinyquiz/pkg/model/ent/askedquestion" "vkane.cz/tinyquiz/pkg/model/ent/choice" "vkane.cz/tinyquiz/pkg/model/ent/game" "vkane.cz/tinyquiz/pkg/model/ent/player" "vkane.cz/tinyquiz/pkg/model/ent/question" "vkane.cz/tinyquiz/pkg/model/ent/session" "vkane.cz/tinyquiz/pkg/rtcomm" ) var NoSuchEntity = errors.New("no such entity found") var ConstraintViolation = errors.New("constraint violation") type Model struct { c *ent.Client } func NewModel(c *ent.Client) *Model { return &Model{c: c} } type Stats struct { Games uint64 Players uint64 Sessions uint64 } func (m *Model) GetStats(c context.Context) (Stats, error) { var s Stats if games, err := m.c.Game.Query().Count(c); err == nil { s.Games = uint64(games) } else { return s, err } if players, err := m.c.Player.Query().Count(c); err == nil { s.Players = uint64(players) } else { return s, err } if sessions, err := m.c.Session.Query().Count(c); err == nil { s.Sessions = uint64(sessions) } else { return s, err } return s, nil } // returns the player's UUID if error is nil // err = NoSuchEntity if the sessionCode is incorrect func (m *Model) RegisterPlayer(playerName string, sessionCode string, c context.Context) (*ent.Player, error) { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelRepeatableRead, }) if err != nil { return nil, err } defer tx.Commit() if s, err := tx.Session.Query().Where(session.Code(sessionCode)).Only(c); ent.IsNotFound(err) { return nil, NoSuchEntity } else if err != nil { return nil, err } else { if p, err := tx.Player.Create().SetID(uuid.New()).SetJoined(time.Now()).SetName(playerName).SetSession(s).Save(c); err == nil { return p, nil } else if ent.IsConstraintError(err) { return nil, ConstraintViolation } else { return nil, err } } } func (m *Model) GetPlayerWithSessionAndGame(uid uuid.UUID, c context.Context) (*ent.Player, error) { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelRepeatableRead, ReadOnly: true, }) if err != nil { return nil, err } defer tx.Commit() if p, err := tx.Player.Query().Where(player.ID(uid)).WithSession(func(q *ent.SessionQuery) { q.WithGame() }).Only(c); err == nil { return p, nil } else if ent.IsNotFound(err) { return nil, NoSuchEntity } else { return nil, err } } func (m *Model) GetPlayersStateUpdate(sessionId uuid.UUID, c context.Context) (rtcomm.StateUpdate, error) { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelRepeatableRead, ReadOnly: true, }) if err != nil { return rtcomm.StateUpdate{}, err } defer tx.Commit() if players, err := tx.Player.Query().Where(player.HasSessionWith(session.ID(sessionId))).Order(ent.Asc(player.FieldJoined)).All(c); err == nil { var su rtcomm.StateUpdate su.Players = make([]rtcomm.Player, 0, len(players)) for i := 0; i < len(players); i++ { su.Players = append(su.Players, rtcomm.Player{ Organiser: players[i].Organiser, Name: players[i].Name, }) } return su, nil } else { return rtcomm.StateUpdate{}, err } } func (m *Model) GetQuestionStateUpdate(sessionId uuid.UUID, c context.Context) (rtcomm.StateUpdate, error) { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelRepeatableRead, ReadOnly: true, }) if err != nil { return rtcomm.StateUpdate{}, err } defer tx.Commit() if aq, err := tx.Question.Query().WithChoices().Where(question.HasAskedWith(askedquestion.HasSessionWith(session.ID(sessionId)))).QueryAsked().WithQuestion(func(q *ent.QuestionQuery) { q.WithChoices() }).Order(ent.Desc(askedquestion.FieldAsked)).First(c); err == nil { var q = aq.Edges.Question var qu rtcomm.QuestionUpdate qu.Title = q.Title qu.Answers = make([]rtcomm.Answer, 0, len(q.Edges.Choices)) for i := 0; i < len(q.Edges.Choices); i++ { qu.Answers = append(qu.Answers, rtcomm.Answer{ ID: q.Edges.Choices[i].ID.String(), Title: q.Edges.Choices[i].Title, }) } return rtcomm.StateUpdate{Question: &qu}, nil } else if ent.IsNotFound(err) { // There is simply no current question, which is not an error return rtcomm.StateUpdate{}, nil } else { return rtcomm.StateUpdate{}, err } } //TODO reuse transaction func (m *Model) GetFullStateUpdate(sessionId uuid.UUID, c context.Context) (rtcomm.StateUpdate, error) { su, err := m.GetPlayersStateUpdate(sessionId, c) if err != nil { return rtcomm.StateUpdate{}, err } if su2, err := m.GetQuestionStateUpdate(sessionId, c); err == nil { su.Question = su2.Question } else { return rtcomm.StateUpdate{}, err } return su, nil } var NoNextQuestion = errors.New("there is no next question") // TODO fill // TODO retry on serialization failure // TODO validate sessionId func (m *Model) NextQuestion(sessionId uuid.UUID, c context.Context) error { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelSerializable, }) if err != nil { return err } // TODO rollback only if not yet committed defer tx.Rollback() var now = time.Now() var query = tx.Question.Query().Where(question.HasGameWith(game.HasSessionsWith(session.ID(sessionId)))).Order(ent.Asc(question.FieldOrder)) if current, err := tx.AskedQuestion.Query().Where(askedquestion.HasSessionWith(session.ID(sessionId))).WithQuestion().Order(ent.Desc(askedquestion.FieldAsked)).First(c); err == nil { query.Where(question.OrderGT(current.Edges.Question.Order)) // TODO make sure we do not extend the deadline by slow processing if current.Ended.After(now) { if _, err := current.Update().SetEnded(now).Save(c); err != nil { return err } } } else if !ent.IsNotFound(err) { return err } if next, err := query.First(c); err == nil { if _, err := tx.AskedQuestion.Create().SetAsked(now).SetSessionID(sessionId).SetQuestion(next).SetEnded(now.Add(time.Duration(int64(next.DefaultLength)) * time.Millisecond)).Save(c); err != nil { return err } } else if ent.IsNotFound(err) { return NoNextQuestion } else { return err } tx.Commit() return nil } var QuestionClosed = errors.New("the deadline for answers to this question has passed") var AlreadyAnswered = errors.New("the player has already answered the question") func (m *Model) SaveAnswer(playerId uuid.UUID, choiceId uuid.UUID, c context.Context) (*ent.Answer, error) { tx, err := m.c.BeginTx(c, &sql.TxOptions{ Isolation: sql.LevelSerializable, }) if err != nil { return nil, err } defer tx.Rollback() // check whether the player could pick this choice if exists, err := tx.Choice.Query().Where(choice.HasQuestionWith(question.HasGameWith(game.HasSessionsWith(session.HasPlayersWith(player.ID(playerId))))), choice.ID(choiceId)).Exist(c); err == nil && !exists { return nil, NoSuchEntity } else if err != nil { return nil, err } var q *ent.Question // find the most recent question if q, err = tx.Player.Query().Where(player.ID(playerId)).QuerySession().QueryGame().QueryQuestions().Where(question.HasAsked()).WithAsked().Order(ent.Desc(question.FieldOrder)).First(c); ent.IsNotFound(err) { return nil, NoSuchEntity } else if err != nil { return nil, err } // check if the question is open // Asked[0] is guaranteed to exist thanks to the previous query if !q.Edges.Asked[0].Ended.After(time.Now()) { return nil, QuestionClosed } // check the player has not answered yet if exists, err := tx.Answer.Query().Where(answer.HasAnswererWith(player.ID(playerId)), answer.HasChoiceWith(choice.HasQuestionWith(question.ID(q.ID)))).Exist(c); err != nil { return nil, err } else if exists { return nil, AlreadyAnswered } if a, err := tx.Answer.Create().SetID(uuid.New()).SetAnswered(time.Now()).SetChoiceID(choiceId).SetAnswererID(playerId).Save(c); err == nil { tx.Commit() return a, nil } else { return nil, err } }