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