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package models
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import (
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"errors"
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"strings"
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"gorm.io/gorm"
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)
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type Game struct {
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gorm.Model
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ID uint64 `json:"ID,omitempty" gorm:"primaryKey"`
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PlayerID *uint64 `json:"player_id,omitempty"`
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Player Player `json:"player"`
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LevelID uint64 `json:"level_id,omitempty" gorm:"not null"`
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Level Level `json:"level" gorm:"not null"`
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OSID uint64 `json:"os_id,omitempty" gorm:"not null"`
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OS OS `json:"os" gorm:"not null"`
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GodotVersionID uint64 `json:"godot_version_id,omitempty" gorm:"not null"`
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GodotVersion GodotVersion `json:"godot_version" gorm:"not null"`
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ProcessorCount uint64 `json:"processor_count,omitempty" gorm:"not null"`
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ScreenCount uint8 `json:"screen_count,omitempty" gorm:"not null"`
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ScreenDPI uint8 `json:"screen_dpi,omitempty" gorm:"not null"`
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ScreenSize string `json:"screen_size,omitempty" gorm:"not null"`
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MachineId string `json:"machine_id,omitempty" gorm:"not null"`
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Locale string `json:"locale,omitempty" gorm:"not null"`
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GameVersion string `json:"game_version,omitempty" gorm:"not null"`
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Won bool `json:"won" gorm:"not null"`
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Timestamp uint64 `json:"timestamp,omitempty" gorm:"not null"`
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Frames []Frame `json:"frames,omitempty"`
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}
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type GamePublic struct {
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Game
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Player bool `json:"player,omitempty"`
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Level bool `json:"level,omitempty"`
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OS bool `json:"os,omitempty"`
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GodotVersion bool `json:"godot_version,omitempty"`
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CreatedAt bool `json:"CreatedAt,omitempty"`
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UpdatedAt bool `json:"UpdatedAt,omitempty"`
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DeletedAt bool `json:"DeletedAt,omitempty"`
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}
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func (game *Game) Validate() error {
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if len(strings.TrimSpace(game.MachineId)) == 0 {
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return errors.New("empty machine id")
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}
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return nil
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}
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// Cache the results of the queries here
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// The object states and names should not be deleted so this should always be valid while running
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var cachedStateNames = make(map[string]uint64)
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var cachedObjectNames = make(map[string]uint64)
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func (game *Game) BeforeCreate(tx *gorm.DB) error {
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// Use the same player ID if the RUT is already in the DB
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if strings.TrimSpace(game.Player.RUT) != "" {
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tx.Model(Player{}).Where(&Player{RUT: game.Player.RUT}).Find(&game.Player)
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}
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tx.Model(GodotVersion{}).Where(&GodotVersion{String: game.GodotVersion.String}).Find(&game.GodotVersion)
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for frameIndex, frame := range game.Frames {
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for objectIndex := range frame.Objects {
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game.Frames[frameIndex].Objects[objectIndex].ObjectState.Name = game.Frames[frameIndex].Objects[objectIndex].State
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game.Frames[frameIndex].Objects[objectIndex].ObjectName.Name = game.Frames[frameIndex].Objects[objectIndex].Name
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// Use the existing state names in the database if they exist
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if ID, ok := cachedStateNames[game.Frames[frameIndex].Objects[objectIndex].ObjectState.Name]; ok {
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// The name is cached, no need to query the database
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game.Frames[frameIndex].Objects[objectIndex].ObjectStateID = ID
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game.Frames[frameIndex].Objects[objectIndex].ObjectState.ID = ID
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} else {
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var state ObjectState
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result := tx.Model(ObjectState{}).Where(&ObjectState{Name: game.Frames[frameIndex].Objects[objectIndex].ObjectState.Name}).Find(&state)
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if result.RowsAffected == 0 {
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// Not in the database, so let's create it
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tx.Create(&game.Frames[frameIndex].Objects[objectIndex].ObjectState)
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game.Frames[frameIndex].Objects[objectIndex].ObjectStateID = game.Frames[frameIndex].Objects[objectIndex].ObjectState.ID
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cachedStateNames[game.Frames[frameIndex].Objects[objectIndex].ObjectState.Name] = game.Frames[frameIndex].Objects[objectIndex].ObjectState.ID
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} else {
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// It is in the database, so use that
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game.Frames[frameIndex].Objects[objectIndex].ObjectStateID = state.ID
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game.Frames[frameIndex].Objects[objectIndex].ObjectState.ID = state.ID
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cachedStateNames[game.Frames[frameIndex].Objects[objectIndex].ObjectState.Name] = state.ID
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}
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}
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// Use the existing object names in the database if they exist
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if ID, ok := cachedObjectNames[game.Frames[frameIndex].Objects[objectIndex].ObjectName.Name]; ok {
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// The name is cached, no need to query the database
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game.Frames[frameIndex].Objects[objectIndex].ObjectNameID = ID
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game.Frames[frameIndex].Objects[objectIndex].ObjectName.ID = ID
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} else {
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var objectName ObjectName
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result := tx.Model(ObjectName{}).Where(&ObjectName{Name: game.Frames[frameIndex].Objects[objectIndex].ObjectName.Name}).Find(&objectName)
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if result.RowsAffected == 0 {
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// Not in the database, so let's create it
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tx.Create(&game.Frames[frameIndex].Objects[objectIndex].ObjectName)
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game.Frames[frameIndex].Objects[objectIndex].ObjectNameID = game.Frames[frameIndex].Objects[objectIndex].ObjectName.ID
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cachedObjectNames[game.Frames[frameIndex].Objects[objectIndex].ObjectName.Name] = game.Frames[frameIndex].Objects[objectIndex].ObjectName.ID
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} else {
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// It is in the database, so use that
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game.Frames[frameIndex].Objects[objectIndex].ObjectNameID = objectName.ID
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game.Frames[frameIndex].Objects[objectIndex].ObjectName.ID = objectName.ID
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cachedObjectNames[game.Frames[frameIndex].Objects[objectIndex].ObjectName.Name] = objectName.ID
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}
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}
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}
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}
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return nil
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}
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