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/*
* This file is part of sdbapi
* Copyright (C) 2023 Jonni Liljamo <jonni@liljamo.com>
*
* Licensed under GPL-3.0-only.
* See LICENSE for licensing information.
*/
package handlers
import (
"api/apierror"
"api/db"
"api/models"
"net/http"
"github.com/gin-gonic/gin"
)
func PatchGameState(c *gin.Context) {
id := c.Param("id")
// check if the game exists
var game models.Game
record := db.DbConn.Where("id = ?", id).First(&game)
if record.Error != nil {
c.JSON(http.StatusNotFound, gin.H{"error": apierror.GameNotFound})
c.Abort()
return
}
// get the user who requested the patching, and verify that they are the game host
presumedHost, _ := db.GetUserByEmail(c.GetString("email"))
if game.HostID != presumedHost.ID {
c.JSON(http.StatusUnauthorized, gin.H{"error": apierror.NotAuthorized})
c.Abort()
return
}
var patchedGame models.Game
if err := c.ShouldBindJSON(&patchedGame); err != nil {
c.JSON(http.StatusBadRequest, gin.H{"error": apierror.InvalidInput})
c.Abort()
return
}
// store failed state
failed := false
// a long set of verification
if game.State == models.GAMESTATE_FORMING {
// allow INPROGRESS and CANCELLED
if patchedGame.State != models.GAMESTATE_INPROGRESS && patchedGame.State != models.GAMESTATE_CANCELLED {
failed = true
}
// do we have a guest?
if game.GuestID == "" {
failed = true
}
} else if game.State == models.GAMESTATE_INPROGRESS {
// allow only FINISHED
if patchedGame.State != models.GAMESTATE_FINISHED {
failed = true
}
} else if game.State == models.GAMESTATE_FINISHED {
failed = true
} else if game.State == models.GAMESTATE_CANCELLED {
failed = true
}
if failed {
c.JSON(http.StatusInternalServerError, gin.H{"error": apierror.GameStatePatchFailed})
c.Abort()
return
}
// everything is fine so far, so go through with it
updatedRecord := db.DbConn.Model(&game).Update("state", patchedGame.State)
if updatedRecord.Error != nil {
c.JSON(http.StatusInternalServerError, gin.H{"error": apierror.GameStatePatchFailed})
c.Abort()
return
}
// don't have anything to return
c.JSON(http.StatusOK, gin.H{})
}