2024-11-26 04:28:50 +00:00
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use std::collections::HashSet;
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2024-11-26 01:30:55 +00:00
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2024-11-26 04:28:50 +00:00
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type GameID=u32;
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type StyleID=u32;
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type TimeID=u64;
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// the status is supposed to walk up the phases ascending
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2024-11-26 01:30:55 +00:00
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enum Status{
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// Phase 3: Retired
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Published,// pipeline is complete, map was published
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Rejected,// map council will not request changes, submit a new map
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// Phase 2: Staging
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Publishing,// Admin clicked the publish button, publishing is in progress and should only take a second
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Validated,// Validator validated the map, expose a "Publish" button to Admins
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Accepted,// Reviewer accepts the map, trigger validation once and expose a "Validate" button to Reviewers
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// Phase 1: Maptest
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ChangesRequested,// map council requests changes
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Submitted,// Submitted by owner for review by map council, expose "Accept" / "Reject" / "ChangesRequested" to reviewers
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UnderConstruction,// default state upon pipeline creation
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}
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enum MaptestType{
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// mapfixes change an existing map on staging game, so they know what map_id they upload to.
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Mapfix{
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//main game target asset id
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asset_id:u64,
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// How is this data entered? It should be suggested by map maker and finalized by time deleter
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//affected styles to be wiped upon publish
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delete_styles:Option<HashSet<(GameID,StyleID)>>,
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//affected times to be individually removed
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delete_times:Option<HashSet<TimeID>>,
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},
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// map submissions create a new map entry in the staging map database when they are accepted.
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Submission{
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games:HashSet<GameID>,
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creator:String,
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display_name:String,
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},
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}
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struct Map{
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//maptest database entry id
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id:u64,
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date:u64,
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// int64 UserID who created the submission
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// this user is allowed to change any data in the maptest phase, except for mapfix target map id
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owner:u64,
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model_id:u64,// asset id of the most recently submitted model
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model_version:u64,// snapshot of the model to prevent tampering
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is_completed:bool,// has this asset version been completed by any player
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maptest_type:MaptestType,
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status:Status,
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}
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