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#![allow(unused)]

use super::ClientState;
use async_trait::async_trait;
use chrono::{DateTime, Utc};
use rst_core::{
    wire::{
        game::Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr,
        UpdateState, User, UserId,
    },
    GameIf, Match,
};
use std::sync::Arc;

#[async_trait]
impl GameIf for ClientState {
    async fn register(self: Arc<Self>, name: String, pw: String) -> Result<UserId, RegErr> {
        todo!()
    }

    async fn login(self: Arc<Self>, name: String, pw: String) -> Result<User, AuthErr> {
        todo!()
    }

    async fn logout(self: Arc<Self>, user: User) -> Result<(), AuthErr> {
        todo!()
    }

    async fn anonymous(self: Arc<Self>, name: String) -> Result<User, AuthErr> {
        todo!()
    }

    async fn join(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<Lobby, LobbyErr> {
        todo!()
    }

    async fn leave(self: Arc<Self>, user: User, lobby: LobbyId) -> Result<(), LobbyErr> {
        todo!()
    }

    async fn ready(
        self: Arc<Self>,
        user: User,
        lobby: LobbyId,
        ready: bool,
    ) -> Result<LobbyUpdate, LobbyErr> {
        todo!()
    }

    async fn start_req(
        self: Arc<Self>,
        user: UserId,
        lobby: LobbyId,
    ) -> Result<DateTime<Utc>, LobbyErr> {
        todo!()
    }

    async fn perform_action(
        self: Arc<Self>,
        user: User,
        mtch: MatchId,
        act: Action,
    ) -> UpdateState {
        todo!()
    }

    async fn leave_match(self: Arc<Self>, user: User, mtch: MatchId) -> Result<(), MatchErr> {
        todo!()
    }
}