/* * This file is part of sdbapi * Copyright (C) 2023 Jonni Liljamo * * 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{}) }