Files
lanspread/crates/lanspread-compat/src/eti.rs
T
ddidderr be196f9e4b refactor: type game availability state
Game::availability used string labels that were carried through persisted
library data, protocol summaries, and the Tauri-facing game payload. That
allowed invalid states to exist and required legacy summary conversion code to
defensively map strings back into protocol availability values.

Move Availability to lanspread-db and re-export it from lanspread-proto so the
persisted Game type and wire GameSummary type share one serde enum. The JSON
spelling stays Ready, Downloading, or LocalOnly, so the serialized shape does
not change for current library indexes or peer payloads.

Add typed helpers for sentinel-derived download state. Game::set_downloaded
keeps downloaded and Ready/LocalOnly in lockstep and intentionally collapses
non-ready local state, including Downloading, back to LocalOnly. That matches
the current local-summary contract where active operations are suppressed
instead of advertised as Downloading. Game::normalized_availability keeps the
legacy Game-to-summary path from publishing an inconsistent Ready value when
downloaded is false.

Update the follow-up status note so typed availability is no longer listed as
open work.

Test Plan:
- just fmt
- just test
- just clippy
- just build

Refs: none
2026-05-16 11:49:01 +02:00

73 lines
2.4 KiB
Rust

use std::path::Path;
use lanspread_db::db::{Availability, Game};
use serde::{Deserialize, Serialize};
use sqlx::sqlite::{SqliteConnectOptions, SqlitePoolOptions};
#[derive(Clone, Debug, Serialize, Deserialize, sqlx::FromRow)]
pub struct EtiGame {
pub game_id: String,
pub game_title: String,
pub game_key: String,
pub game_release: String,
pub game_publisher: String,
pub game_size: f64,
pub game_readme_de: String,
pub game_readme_en: String,
pub game_readme_fr: String,
pub game_maxplayers: u32,
pub game_master_req: i32,
pub genre_de: String,
pub game_version: String,
}
/// # Errors
pub async fn get_games(db: &Path) -> eyre::Result<Vec<EtiGame>> {
let options = SqliteConnectOptions::new().filename(db).read_only(true);
let pool = SqlitePoolOptions::new().connect_with(options).await?;
let mut games = sqlx::query_as::<_, EtiGame>(
"SELECT
g.game_id, g.game_title, g.game_key, g.game_release,
g.game_publisher, CAST(g.game_size AS REAL) as game_size, g.game_readme_de,
g.game_readme_en, g.game_readme_fr, CAST(g.game_maxplayers AS INTEGER) as game_maxplayers,
g.game_master_req, ge.genre_de, g.game_version
FROM games g
JOIN genre ge ON g.genre_id = ge.genre_id",
)
.fetch_all(&pool)
.await?;
games.sort_by(|a, b| a.game_title.cmp(&b.game_title));
tracing::info!("Found {} games in game.db", games.len());
for game in &games {
tracing::debug!("{}: {}", game.game_id, game.game_title);
}
Ok(games)
}
impl From<EtiGame> for Game {
fn from(eti_game: EtiGame) -> Self {
Self {
id: eti_game.game_id,
name: eti_game.game_title,
description: eti_game.game_readme_de,
release_year: eti_game.game_release,
publisher: eti_game.game_publisher,
max_players: eti_game.game_maxplayers,
version: eti_game.game_version,
genre: eti_game.genre_de,
#[allow(clippy::cast_sign_loss, clippy::cast_possible_truncation)]
size: (eti_game.game_size * 1024.0 * 1024.0 * 1024.0) as u64,
downloaded: false,
installed: false,
availability: Availability::LocalOnly,
eti_game_version: None,
local_version: None,
peer_count: 0, // ETI games start with 0 peers until peer system discovers them
}
}
}