Chore: code cleaning
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@ -99,11 +99,6 @@ func fillCardMarks(ctx context.Context, room *models.Room) error {
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room.Cards[i].Marks = append(room.Cards[i].Marks, mark)
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}
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}
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// marks, err := repo.CardMarksByCardID(ctx, card.ID)
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// if err != nil {
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// return err
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// }
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// room.Cards[i].Marks = marks
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}
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return nil
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}
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@ -117,18 +112,6 @@ func getPlayerByCtx(ctx context.Context) (*models.Player, error) {
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return repo.PlayerGetByName(ctx, username)
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}
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// // DEPRECATED
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// func leaveRole(fi *models.FullInfo) {
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// fi.Room.RedTeam.Guessers = utils.RemoveFromSlice(fi.State.Username, fi.Room.RedTeam.Guessers)
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// fi.Room.BlueTeam.Guessers = utils.RemoveFromSlice(fi.State.Username, fi.Room.BlueTeam.Guessers)
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// if fi.Room.RedTeam.Mime == fi.State.Username {
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// fi.Room.RedTeam.Mime = ""
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// }
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// if fi.Room.BlueTeam.Mime == fi.State.Username {
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// fi.Room.BlueTeam.Mime = ""
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// }
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// }
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func joinTeam(ctx context.Context, role, team string) (*models.FullInfo, error) {
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// get username
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fi, _ := getFullInfoByCtx(ctx)
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@ -219,10 +202,6 @@ func loadCards(room *models.Room) {
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fmt.Println("failed to load cards", "error", err)
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}
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room.Cards = cards
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// room.WCMap = make(map[string]models.WordColor)
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// for _, card := range room.Cards {
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// room.WCMap[card.Word] = card.Color
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// }
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}
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func recoverBots() {
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@ -250,35 +229,6 @@ func recoverBot(bm models.Player) error {
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return nil
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}
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// func recoverPlayers() {
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// players := listPlayers()
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// for playerName, playerMap := range players {
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// if err := recoverPlayer(playerMap); err != nil {
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// log.Warn("failed to recover player", "playerName", playerName, "error", err)
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// }
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// }
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// }
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// func recoverPlayer(pm map[string]string) error {
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// // check if room still exists
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// room, err := repo.RoomGetByID(context.Background(), pm["RoomID"])
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// if err != nil {
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// return fmt.Errorf("no such room: %s; err: %w", pm["RoomID"], err)
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// }
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// log.Debug("recovering player", "player", pm)
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// role, team, ok := room.GetPlayerByName(pm["Username"])
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// if !ok {
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// return fmt.Errorf("failed to find player %s in the room %v", pm["Username"], room)
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// }
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// us := &models.Player{
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// Username: pm["Username"],
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// RoomID: pm["RoomID"],
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// Team: team,
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// Role: role,
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// }
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// return saveState(pm["Username"], us)
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// }
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// validateMove checks if it is players turn
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func validateMove(fi *models.FullInfo, ur models.UserRole) error {
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if fi.State.Role != ur {
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