ictgj-voting/model_gamejam.go

98 lines
1.8 KiB
Go

package main
import "time"
/**
* Gamejam
* Gamejam is the struct for any gamejam (current or archived)
*/
type Gamejam struct {
UUID string
Name string
Date time.Time
Teams []Team
Votes []Vote
m *model // The model that holds this gamejam's data
mPath []string // The path in the db to this gamejam
changed bool // Flag to tell if we need to update the db
}
func NewGamejam(m *model) *Gamejam {
gj := new(Gamejam)
gj.m = m
gj.mPath = []string{"jam"}
return gj
}
/**
* DB Functions
* These are generally just called when the app starts up, or when the periodic 'save' runs
*/
func (m *model) LoadCurrentJam() *Gamejam {
if err := m.openDB(); err != nil {
return err
}
defer m.closeDB()
var err error
gj := NewGamejam(m)
gj.Name, _ = m.bolt.GetValue(gj.mPath, "name")
// Load all teams
gj.Teams = gj.LoadAllTeams()
// Load all votes
gj.Votes = gj.LoadAllVotes()
return gj
}
// Save everything to the DB whether it's flagged as changed or not
func (gj *Gamejam) saveToDB() error {
if err := gj.m.openDB(); err != nil {
return err
}
defer gj.m.closeDB()
}
/**
* In Memory functions
* This is generally how the app accesses client data
*/
func (gj *Gamejam) getTeamByUUID(uuid string) *Team {
for i := range gj.Teams {
if gj.Teams[i].UUID == uuid {
return &gj.Teams[i]
}
}
return nil
}
// Check if pth is already in updates, if not, add it
func (gj *Gamejam) NeedsUpdate(pth []string) {
var found bool
for _, v := range gj.updates {
if !(len(v) == len(pth)) {
continue
}
// The lengths are the same, do all elements match?
var nxt bool
for i := range pth {
if v[i] != pth[i] {
nxt = true
}
}
if !nxt {
// This pth is already in the 'updates' list
found = true
break
}
}
if !found {
gj.updates = append(gj.updates, pth)
}
}