Implement updating skills on the backend.
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322e13108a
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@ -44,6 +44,11 @@ message Skills {
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repeated CofdSheet.Skill social_skills = 3;
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repeated CofdSheet.Skill social_skills = 3;
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}
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}
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message SkillUpdate {
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string name = 1;
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CofdSheet.Skill skill = 2;
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}
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//Add a Condition to a Chronicles of Darkness character sheet.
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//Add a Condition to a Chronicles of Darkness character sheet.
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message Condition {
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message Condition {
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string name = 1;
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string name = 1;
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@ -1,12 +1,12 @@
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use crate::db::{Dao, TenebrousDbConn};
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use crate::db::{Dao, TenebrousDbConn};
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use crate::errors::Error;
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use crate::errors::Error;
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use crate::models::characters::{Character, CharacterDataType, DynCharacterData, Visibility};
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use crate::models::characters::{Character, CharacterDataType, DynCharacterData, Visibility};
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use crate::models::proto::{cofd::*, Proto};
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use crate::models::proto::cofd::*;
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use crate::models::users::User;
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use crate::models::users::User;
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use rocket_contrib::templates::Template;
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use rocket_contrib::templates::Template;
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use serde::Serialize;
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use serde::Serialize;
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use std::borrow::Cow;
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use std::borrow::Cow;
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use std::collections::HashMap;
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use std::collections::btree_map::{Entry, OccupiedEntry};
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pub(crate) fn routes() -> Vec<rocket::Route> {
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pub(crate) fn routes() -> Vec<rocket::Route> {
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routes![
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routes![
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@ -46,6 +46,7 @@ async fn load_character(
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/// Protobuf-based REST endpoints for editing a character.
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/// Protobuf-based REST endpoints for editing a character.
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mod cofd {
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mod cofd {
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use super::*;
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use super::*;
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use crate::models::proto::cofd::cofd_sheet::Skill;
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use crate::models::proto::{cofd::api::*, cofd::*, Proto};
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use crate::models::proto::{cofd::api::*, cofd::*, Proto};
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#[post("/cofd/<owner>/<character_id>/basic-info", data = "<info>")]
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#[post("/cofd/<owner>/<character_id>/basic-info", data = "<info>")]
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@ -100,14 +101,48 @@ mod cofd {
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Ok("lol")
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Ok("lol")
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}
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}
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#[post("/cofd/<owner>/<character_id>/skills", data = "<info>")]
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#[patch("/cofd/<owner>/<character_id>/skills", data = "<skill_update>")]
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pub(super) fn update_skills<'a>(
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pub(super) async fn update_skills<'a>(
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owner: String,
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owner: String,
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character_id: i32,
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character_id: i32,
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info: Proto<Skills>,
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skill_update: Proto<SkillUpdate>,
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conn: TenebrousDbConn<'_>,
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conn: TenebrousDbConn<'_>,
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) -> &'a str {
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logged_in_user: Option<&User>,
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"lol"
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) -> Result<&'a str, Error> {
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let mut character = load_character(&conn, logged_in_user, owner, character_id).await?;
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let mut sheet: CofdSheet = character.try_deserialize()?;
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let skill: &Skill = skill_update.skill.as_ref().ok_or(Error::InvalidInput)?;
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let all_skills = vec![
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&mut sheet.mental_skills,
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&mut sheet.physical_skills,
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&mut sheet.social_skills,
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];
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// Search all skill lists for this value using "workaround" to
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// break value from for loops.
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let skill_entry: Option<OccupiedEntry<_, _>> = 'l: loop {
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for skill_map in all_skills {
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if let Entry::Occupied(entry) = skill_map.entry(skill_update.name.clone()) {
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break 'l Some(entry);
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}
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}
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break None;
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};
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skill_entry
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.map(|mut entry| entry.insert(skill.clone()))
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.ok_or(Error::InvalidInput)?;
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println!(
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"updated skill {} with {:?}",
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skill_update.name, skill_update.skill
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);
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character.update_data(sheet)?;
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conn.update_character_sheet(&character).await?;
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Ok("lol")
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}
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}
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#[put("/cofd/<owner>/<character_id>/conditions", data = "<info>")]
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#[put("/cofd/<owner>/<character_id>/conditions", data = "<info>")]
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