Simplify game setup messaging
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0727c440b3
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4169e5c510
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@ -28,21 +28,20 @@ type Result<T> = std::result::Result<T, Error>;
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
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enum GridItem {
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Free,
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F, // Free
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X,
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O,
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}
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impl Default for GridItem {
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fn default() -> GridItem {
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GridItem::Free
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GridItem::F
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}
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
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enum State {
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WaitingForO,
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ORequestPending,
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pub enum State {
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Waiting,
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XMove,
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OMove,
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XWon,
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@ -51,7 +50,7 @@ enum State {
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}
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impl Default for State {
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fn default() -> State {
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State::WaitingForO
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State::Waiting
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}
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}
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@ -61,54 +60,32 @@ struct Game {
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player_o: Option<Pubkey>,
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state: State,
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grid: [GridItem; 9],
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keep_alive_x: i64,
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keep_alive_o: i64,
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keep_alive: [i64; 2],
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}
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impl Game {
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pub fn create(player_x: &Pubkey) -> Game {
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let mut game = Game::default();
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game.player_x = *player_x;
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assert_eq!(game.state, State::WaitingForO);
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assert_eq!(game.state, State::Waiting);
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game
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}
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#[cfg(test)]
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pub fn new(player_x: Pubkey, player_o: Pubkey) -> Game {
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let mut game = Game::create(&player_x);
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game.join(&player_o).unwrap();
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game.accept().unwrap();
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game.join(player_o, 0).unwrap();
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game
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}
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pub fn join(self: &mut Game, player_o: &Pubkey) -> Result<()> {
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if self.state == State::WaitingForO {
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self.player_o = Some(*player_o);
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self.state = State::ORequestPending;
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Ok(())
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} else {
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Err(Error::NotYourTurn)
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}
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}
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pub fn accept(self: &mut Game) -> Result<()> {
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if self.state == State::ORequestPending {
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assert!(self.player_o.is_some());
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pub fn join(self: &mut Game, player_o: Pubkey, timestamp: i64) -> Result<()> {
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if self.state == State::Waiting {
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self.player_o = Some(player_o);
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self.state = State::XMove;
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self.keep_alive[1] = timestamp;
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Ok(())
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} else {
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Err(Error::NotYourTurn)
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}
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}
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pub fn reject(self: &mut Game) -> Result<()> {
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if self.state == State::ORequestPending {
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assert!(self.player_o.is_some());
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self.player_o = None;
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self.state = State::WaitingForO;
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Ok(())
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} else {
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Err(Error::NotYourTurn)
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Err(Error::GameInProgress)
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}
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}
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@ -116,22 +93,22 @@ impl Game {
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triple.iter().all(|&i| i == x_or_o)
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}
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pub fn next_move(self: &mut Game, player: &Pubkey, x: usize, y: usize) -> Result<()> {
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pub fn next_move(self: &mut Game, player: Pubkey, x: usize, y: usize) -> Result<()> {
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let grid_index = y * 3 + x;
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if grid_index >= self.grid.len() || self.grid[grid_index] != GridItem::Free {
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if grid_index >= self.grid.len() || self.grid[grid_index] != GridItem::F {
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Err(Error::InvalidMove)?;
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}
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let (x_or_o, won_state) = match self.state {
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State::XMove => {
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if *player != self.player_x {
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if player != self.player_x {
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return Err(Error::PlayerNotFound);
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}
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self.state = State::OMove;
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(GridItem::X, State::XWon)
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}
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State::OMove => {
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if *player != self.player_o.unwrap() {
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if player != self.player_o.unwrap() {
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return Err(Error::PlayerNotFound);
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}
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self.state = State::XMove;
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@ -158,18 +135,18 @@ impl Game {
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if winner {
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self.state = won_state;
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} else if self.grid.iter().all(|&p| p != GridItem::Free) {
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} else if self.grid.iter().all(|&p| p != GridItem::F) {
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self.state = State::Draw;
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}
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Ok(())
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}
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pub fn keep_alive(self: &mut Game, player: &Pubkey, timestamp: i64) -> Result<()> {
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if *player == self.player_x {
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self.keep_alive_x = timestamp;
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} else if Some(*player) == self.player_o {
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self.keep_alive_o = timestamp;
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pub fn keep_alive(self: &mut Game, player: Pubkey, timestamp: i64) -> Result<()> {
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if player == self.player_x {
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self.keep_alive[0] = timestamp;
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} else if Some(player) == self.player_o {
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self.keep_alive[1] = timestamp;
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} else {
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Err(Error::PlayerNotFound)?;
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}
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@ -180,9 +157,7 @@ impl Game {
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#[derive(Debug, Serialize, Deserialize)]
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enum Command {
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Init, // player X initializes a new game
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Join, // player O wants to join
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Accept, // player X accepts the Join request
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Reject, // player X rejects the Join request
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Join(i64), // player O wants to join (seconds since UNIX epoch)
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KeepAlive(i64), // player X/O keep alive (seconds since UNIX epoch)
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Move(u8, u8), // player X/O mark board position (x, y)
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}
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@ -228,23 +203,9 @@ impl TicTacToeProgram {
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if let Some(ref mut game) = self.game {
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match cmd {
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Command::Join => game.join(player),
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Command::Accept => {
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if *player == game.player_x {
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game.accept()
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} else {
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Err(Error::PlayerNotFound)
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}
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}
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Command::Reject => {
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if *player == game.player_x {
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game.reject()
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} else {
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Err(Error::PlayerNotFound)
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}
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}
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Command::Move(x, y) => game.next_move(player, *x as usize, *y as usize),
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Command::KeepAlive(timestamp) => game.keep_alive(player, *timestamp),
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Command::Join(timestamp) => game.join(*player, *timestamp),
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Command::Move(x, y) => game.next_move(*player, *x as usize, *y as usize),
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Command::KeepAlive(timestamp) => game.keep_alive(*player, *timestamp),
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Command::Init => panic!("Unreachable"),
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}
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} else {
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