Persistent game (#5)

* Remove unnecessary server in board

* Initial persistent games

* Remove done chessh README stuff, warning issue

* Show current players and move

* Add promotion

* Merge default changeset on all status
This commit is contained in:
Logan Hunt 2023-01-17 14:00:18 -07:00 committed by GitHub
parent 53be77e2c5
commit bdf99b4ee9
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 644 additions and 226 deletions

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@ -1,6 +1 @@
# CheSSH
Features:
- [X] SSH Key & Password authentication
- [X] Session rate limiting
- [X] Multi-node support

32
lib/chessh/schema/game.ex Normal file
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@ -0,0 +1,32 @@
defmodule Chessh.Game do
alias Chessh.Player
use Ecto.Schema
import Ecto.Changeset
schema "games" do
field(:fen, :string)
field(:moves, :integer, default: 0)
field(:turn, Ecto.Enum, values: [:light, :dark], default: :light)
field(:winner, Ecto.Enum, values: [:light, :dark, :none], default: :none)
field(:status, Ecto.Enum, values: [:continue, :draw, :winner], default: :continue)
belongs_to(:light_player, Player, foreign_key: :light_player_id)
belongs_to(:dark_player, Player, foreign_key: :dark_player_id)
timestamps()
end
def changeset(game, attrs) do
game
|> cast(attrs, [
:fen,
:moves,
:turn,
:winner,
:status,
:light_player_id,
:dark_player_id
])
end
end

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@ -1,6 +1,7 @@
defmodule Chessh.Player do
use Ecto.Schema
import Ecto.Changeset
alias Chessh.{Key, Game}
@derive {Inspect, except: [:password]}
schema "players" do
@ -11,7 +12,9 @@ defmodule Chessh.Player do
field(:authentications, :integer, default: 0)
has_many(:keys, Chessh.Key)
has_many(:keys, Key)
has_many(:light_games, Game, foreign_key: :light_player_id, references: :id)
has_many(:dark_games, Game, foreign_key: :dark_player_id, references: :id)
timestamps()
end

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@ -1,123 +0,0 @@
defmodule Chessh.SSH.Client.Board do
require Logger
alias Chessh.Utils
alias Chessh.SSH.Client.Board.Renderer
defmodule State do
defstruct cursor: %{x: 7, y: 7},
highlighted: %{},
move_from: nil,
game_id: nil,
client_pid: nil,
binbo_pid: nil,
width: 0,
height: 0,
flipped: false
end
use Chessh.SSH.Client.Screen
def init([%State{client_pid: client_pid, game_id: game_id} = state | _]) do
:syn.add_node_to_scopes([:games])
:ok = :syn.join(:games, {:game, game_id}, self())
:binbo.start()
{:ok, binbo_pid} = :binbo.new_server()
:binbo.new_game(binbo_pid)
send(client_pid, {:send_to_ssh, Utils.clear_codes()})
{:ok, %State{state | binbo_pid: binbo_pid}}
end
def handle_info({:new_move, move}, %State{binbo_pid: binbo_pid, client_pid: client_pid} = state) do
case :binbo.move(binbo_pid, move) do
{:ok, :continue} ->
send(client_pid, {:send_to_ssh, render_state(state)})
_ ->
nil
end
{:noreply, state}
end
def input(
width,
height,
action,
%State{
move_from: move_from,
game_id: game_id,
cursor: %{x: cursor_x, y: cursor_y} = cursor,
client_pid: client_pid,
flipped: flipped
} = state
) do
new_cursor =
case action do
:left -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, -1, Renderer.chess_board_width())}
:right -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, 1, Renderer.chess_board_width())}
:down -> %{y: Utils.wrap_around(cursor_y, 1, Renderer.chess_board_height()), x: cursor_x}
:up -> %{y: Utils.wrap_around(cursor_y, -1, Renderer.chess_board_height()), x: cursor_x}
_ -> cursor
end
{new_move_from, move_to} =
if action == :return do
coords = {new_cursor.y, new_cursor.x}
case move_from do
nil -> {coords, nil}
_ -> {nil, coords}
end
else
{move_from, nil}
end
# TODO: Check move here, then publish new move, subscribers get from DB instead
if move_from && move_to do
attempted_move =
if flipped,
do:
"#{Renderer.to_chess_coord(flip(move_from))}#{Renderer.to_chess_coord(flip(move_to))}",
else: "#{Renderer.to_chess_coord(move_from)}#{Renderer.to_chess_coord(move_to)}"
:syn.publish(:games, {:game, game_id}, {:new_move, attempted_move})
end
new_state = %State{
state
| cursor: new_cursor,
move_from: new_move_from,
highlighted: %{
{new_cursor.y, new_cursor.x} => Renderer.to_select_background(),
new_move_from => Renderer.from_select_background()
},
width: width,
height: height,
flipped: if(action == "f", do: !flipped, else: flipped)
}
send(client_pid, {:send_to_ssh, render_state(new_state)})
new_state
end
def render(width, height, %State{client_pid: client_pid} = state) do
send(client_pid, {:send_to_ssh, render_state(state)})
%State{state | width: width, height: height}
end
def flip({y, x}),
do: {Renderer.chess_board_height() - 1 - y, Renderer.chess_board_width() - 1 - x}
defp render_state(
%State{
binbo_pid: binbo_pid
} = state
) do
{:ok, fen} = :binbo.get_fen(binbo_pid)
Renderer.render_board_state(fen, state)
end
end

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@ -1,19 +0,0 @@
# defmodule Chessh.SSH.Client.Board.Server do
# use GenServer
#
# defmodule State do
# defstruct game_id: nil,
# binbo_pid: nil
# end
#
# def init([%State{game_id: game_id} = state]) do
# {:ok, binbo_pid} = GenServer.start_link(:binbo, [])
#
# :syn.join(:games, {:game, game_id})
# {:ok, state}
# end
#
# def handle_cast({:new_move, attempted_move}, %State{game_id: game_id} = state) do
# {:no_reply, state}
# end
# end

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@ -24,8 +24,13 @@ defmodule Chessh.SSH.Client do
end
@impl true
def init([%State{} = state]) do
send(self(), {:set_screen_process, Chessh.SSH.Client.Menu, %Chessh.SSH.Client.Menu.State{}})
def init([%State{player_session: player_session} = state]) do
send(
self(),
{:set_screen_process, Chessh.SSH.Client.Menu,
%Chessh.SSH.Client.Menu.State{player_session: player_session}}
)
{:ok, state}
end
@ -56,6 +61,11 @@ defmodule Chessh.SSH.Client do
}}
end
@impl true
def handle_info({:go_back_one_screen, previous_state}, %State{} = state) do
{:noreply, go_back_one_screen(state, previous_state)}
end
@impl true
def handle_info(:quit, %State{} = state) do
{:stop, :normal, state}
@ -87,8 +97,7 @@ defmodule Chessh.SSH.Client do
%State{
width: width,
height: height,
screen_pid: screen_pid,
screen_state_initials: [_ | rest_initial]
screen_pid: screen_pid
} = state
) do
case keymap(data) do
@ -96,10 +105,7 @@ defmodule Chessh.SSH.Client do
{:stop, :normal, state}
:previous_screen ->
[{prev_module, prev_state_initial} | _] = rest_initial
send(self(), {:set_screen_process, prev_module, prev_state_initial})
{:noreply, %State{state | screen_state_initials: rest_initial}}
{:noreply, go_back_one_screen(state)}
action ->
send(screen_pid, {:input, width, height, action})
@ -181,4 +187,25 @@ defmodule Chessh.SSH.Client do
send(screen_pid, {:render, width, height})
end
end
defp go_back_one_screen(
%State{
screen_state_initials: [_ | rest_initial]
} = state,
previous_state
) do
[{prev_module, prev_state_initial} | _] = rest_initial
send(
self(),
{:set_screen_process, prev_module,
if(is_nil(previous_state), do: prev_state_initial, else: previous_state)}
)
%State{state | screen_state_initials: rest_initial}
end
defp go_back_one_screen(%State{} = state) do
go_back_one_screen(state, nil)
end
end

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@ -0,0 +1,359 @@
defmodule Chessh.SSH.Client.Game do
require Logger
alias Chessh.{Game, Utils, Repo}
alias Chessh.SSH.Client.Game.Renderer
@default_fen "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
defmodule State do
defstruct cursor: %{x: 7, y: 7},
highlighted: %{},
move_from: nil,
game: nil,
client_pid: nil,
binbo_pid: nil,
width: 0,
height: 0,
flipped: false,
color: nil,
player_session: nil
end
use Chessh.SSH.Client.Screen
defp initialize_game(game_id, fen) do
:syn.add_node_to_scopes([:games])
:ok = :syn.join(:games, {:game, game_id}, self())
:binbo.start()
{:ok, binbo_pid} = :binbo.new_server()
:binbo.new_game(binbo_pid, fen)
binbo_pid
end
def init([
%State{
color: color,
game: %Game{dark_player_id: dark_player_id, light_player_id: light_player_id}
} = state
| tail
])
when is_nil(color) do
new_state =
case {is_nil(dark_player_id), is_nil(light_player_id)} do
{true, false} -> %State{state | color: :dark}
{false, true} -> %State{state | color: :light}
{_, _} -> %State{state | color: Enum.random([:light, :dark])}
end
init([new_state | tail])
end
def init([
%State{
player_session: player_session,
color: color,
client_pid: client_pid,
game:
%Game{
id: game_id,
fen: fen,
dark_player_id: dark_player_id,
light_player_id: light_player_id
} = game
} = state
| _
]) do
maybe_changeset =
case color do
:light ->
if !light_player_id,
do: Game.changeset(game, %{light_player_id: player_session.player_id})
:dark ->
if !dark_player_id,
do: Game.changeset(game, %{dark_player_id: player_session.player_id})
end
{status, maybe_joined_game} =
if maybe_changeset do
maybe_changeset
|> Repo.update()
else
{:undefined, nil}
end
if status == :ok && maybe_joined_game do
:syn.publish(:games, {:game, game_id}, :player_joined)
end
binbo_pid = initialize_game(game_id, fen)
send(client_pid, {:send_to_ssh, Utils.clear_codes()})
new_game = Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
new_state = %State{
state
| binbo_pid: binbo_pid,
color: if(new_game.light_player_id == player_session.player_id, do: :light, else: :dark),
game: new_game
}
{:ok, new_state}
end
def init([
%State{player_session: player_session, color: color, client_pid: client_pid, game: nil} =
state
| _
]) do
{:ok, %Game{id: game_id, fen: fen}} =
Game.changeset(
%Game{},
Map.merge(
if(color == :light,
do: %{light_player_id: player_session.player_id},
else: %{dark_player_id: player_session.player_id}
),
%{
fen: @default_fen
}
)
)
|> Repo.insert()
binbo_pid = initialize_game(game_id, fen)
send(client_pid, {:send_to_ssh, Utils.clear_codes()})
{:ok,
%State{
state
| game: Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player]),
binbo_pid: binbo_pid
}}
end
def handle_info(
{:new_move, move},
%State{game: %Game{id: game_id}, client_pid: client_pid, binbo_pid: binbo_pid} = state
) do
:binbo.move(binbo_pid, move)
new_state = %State{
state
| game: Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
}
send(client_pid, {:send_to_ssh, render_state(new_state)})
{:noreply, new_state}
end
def handle_info(
:player_joined,
%State{client_pid: client_pid, game: %Game{id: game_id}} = state
) do
game = Repo.get(Game, game_id) |> Repo.preload([:light_player, :dark_player])
new_state = %State{state | game: game}
send(client_pid, {:send_to_ssh, render_state(new_state)})
{:noreply, new_state}
end
def input(
width,
height,
action,
%State{
move_from: move_from,
cursor: %{x: cursor_x, y: cursor_y} = cursor,
client_pid: client_pid,
flipped: flipped,
binbo_pid: binbo_pid
} = state
) do
new_cursor =
case action do
:left -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, -1, Renderer.chess_board_width())}
:right -> %{y: cursor_y, x: Utils.wrap_around(cursor_x, 1, Renderer.chess_board_width())}
:down -> %{y: Utils.wrap_around(cursor_y, 1, Renderer.chess_board_height()), x: cursor_x}
:up -> %{y: Utils.wrap_around(cursor_y, -1, Renderer.chess_board_height()), x: cursor_x}
_ -> cursor
end
{new_move_from, move_to} =
if action == :return do
coords = {new_cursor.y, new_cursor.x}
case move_from do
nil -> {coords, nil}
_ -> {nil, coords}
end
else
{move_from, nil}
end
new_state = %State{
state
| cursor: new_cursor,
move_from: new_move_from,
highlighted: %{
{new_cursor.y, new_cursor.x} => Renderer.to_select_background(),
new_move_from => Renderer.from_select_background()
},
width: width,
height: height,
flipped: if(action == "f", do: !flipped, else: flipped)
}
if move_from && move_to do
maybe_flipped_from = if flipped, do: flip(move_from), else: move_from
maybe_flipped_to = if flipped, do: flip(move_to), else: move_to
piece_type =
:binbo_position.get_piece(
:binbo_board.notation_to_index(Renderer.to_chess_coord(maybe_flipped_from)),
:binbo.game_state(binbo_pid)
)
promotion_possible =
case piece_type do
1 ->
# Light pawn
{y, _} = maybe_flipped_to
y == 0
17 ->
# Dark pawn
{y, _} = maybe_flipped_to
y == Renderer.chess_board_height() - 1
_ ->
false
end
if promotion_possible do
send(
client_pid,
{:set_screen_process, Chessh.SSH.Client.Game.PromotionScreen,
%Chessh.SSH.Client.Game.PromotionScreen.State{
client_pid: client_pid,
game_pid: self(),
game_state: new_state
}}
)
receive do
{:promotion, promotion} ->
attempt_move(move_from, move_to, state, promotion)
end
else
attempt_move(move_from, move_to, state)
end
end
send(client_pid, {:send_to_ssh, render_state(new_state)})
new_state
end
def render(width, height, %State{client_pid: client_pid} = state) do
new_state = %State{state | width: width, height: height}
send(client_pid, {:send_to_ssh, render_state(new_state)})
new_state
end
defp attempt_move(
from,
to,
%State{} = state
),
do: attempt_move(from, to, state, nil)
defp attempt_move(
from,
to,
%State{
game: %Game{id: game_id, turn: turn},
binbo_pid: binbo_pid,
flipped: flipped,
color: turn
},
promotion
) do
attempted_move =
if(flipped,
do: "#{Renderer.to_chess_coord(flip(from))}#{Renderer.to_chess_coord(flip(to))}",
else: "#{Renderer.to_chess_coord(from)}#{Renderer.to_chess_coord(to)}"
) <>
if(promotion, do: promotion, else: "")
game = Repo.get(Game, game_id)
case :binbo.move(
binbo_pid,
attempted_move
) do
{:ok, status} ->
{:ok, fen} = :binbo.get_fen(binbo_pid)
default_changeset = %{
fen: fen,
moves: game.moves + 1,
turn: if(game.turn == :dark, do: :light, else: :dark)
}
case status do
:continue ->
{:ok, _new_game} =
Game.changeset(
game,
default_changeset
)
|> Repo.update()
{:draw, _} ->
Game.changeset(
game,
Map.merge(default_changeset, %{status: :draw})
)
|> Repo.update()
{:checkmate, :white_wins} ->
Game.changeset(
game,
Map.merge(default_changeset, %{status: :winner, winner: :light})
)
|> Repo.update()
{:checkmate, :black_wins} ->
Game.changeset(
game,
Map.merge(default_changeset, %{status: :winner, winner: :dark})
)
|> Repo.update()
end
:syn.publish(:games, {:game, game_id}, {:new_move, attempted_move})
x ->
Logger.debug(inspect(x))
nil
end
end
defp attempt_move(_, _, _, _) do
Logger.debug("No matching clause for move attempt - must be illegal?")
nil
end
defp flip({y, x}),
do: {Renderer.chess_board_height() - 1 - y, Renderer.chess_board_width() - 1 - x}
defp render_state(
%State{
game: %Game{fen: fen}
} = state
) do
Renderer.render_board_state(fen, state)
end
end

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@ -0,0 +1,63 @@
defmodule Chessh.SSH.Client.Game.PromotionScreen do
alias Chessh.Utils
alias Chessh.SSH.Client.Game
alias IO.ANSI
defmodule State do
defstruct game_pid: nil,
client_pid: nil,
game_state: nil
end
use Chessh.SSH.Client.Screen
@promotion_screen Utils.clear_codes() ++
[
"Press the key associated to the piece you'd like to promote",
" 'q' - queen",
" 'r' - rook",
" 'n' - knight",
" 'b' - bishop"
]
def init([%State{} = state | _]) do
{:ok, state}
end
def render(_, _, %State{client_pid: client_pid} = state) do
rendered =
Enum.flat_map(
Enum.zip(0..(length(@promotion_screen) - 1), @promotion_screen),
fn {i, promotion} ->
[
ANSI.cursor(i, 0),
promotion
]
end
) ++ [ANSI.home()]
send(
client_pid,
{:send_to_ssh, rendered}
)
state
end
def input(
_,
_,
action,
%State{client_pid: client_pid, game_pid: game_pid, game_state: %Game.State{} = game_state} =
state
) do
promotion = if Enum.member?(["q", "b", "n", "r"], action), do: action, else: nil
if promotion do
send(client_pid, {:go_back_one_screen, game_state})
send(game_pid, {:promotion, promotion})
end
state
end
end

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@ -1,7 +1,7 @@
defmodule Chessh.SSH.Client.Board.Renderer do
defmodule Chessh.SSH.Client.Game.Renderer do
alias IO.ANSI
alias Chessh.Utils
alias Chessh.SSH.Client.Board
alias Chessh.{Utils, Player}
alias Chessh.SSH.Client.Game
require Logger
@chess_board_height 8
@ -25,23 +25,85 @@ defmodule Chessh.SSH.Client.Board.Renderer do
"#{List.to_string([?a + x])}#{@chess_board_height - y}"
end
def render_board_state(fen, %Board.State{
def render_board_state(
fen,
%Game.State{
game:
%Chessh.Game{
light_player: light_player
} = game
} = state
)
when is_nil(light_player) do
render_board_state(fen, %Game.State{
state
| game: %Chessh.Game{game | light_player: %Player{username: "(no opponent)"}}
})
end
def render_board_state(
fen,
%Game.State{
game:
%Chessh.Game{
dark_player: dark_player
} = game
} = state
)
when is_nil(dark_player) do
render_board_state(fen, %Game.State{
state
| game: %Chessh.Game{game | dark_player: %Player{username: "(no opponent)"}}
})
end
def render_board_state(fen, %Game.State{
width: _width,
height: _height,
highlighted: highlighted,
flipped: flipped
flipped: flipped,
game: %Chessh.Game{
id: game_id,
dark_player: %Player{username: dark_player},
light_player: %Player{username: light_player},
turn: turn,
status: status,
winner: winner
}
}) do
board =
draw_board(
rendered = [
Enum.join(
[
ANSI.clear_line(),
"Game #{game_id}: ",
ANSI.format_fragment([@light_piece_color, light_player]),
"#{ANSI.default_color()} --vs-- ",
ANSI.format_fragment([@dark_piece_color, dark_player]),
ANSI.default_color(),
case status do
:continue ->
", #{ANSI.format_fragment([if(turn == :light, do: @light_piece_color, else: @dark_piece_color), if(turn == :dark, do: dark_player, else: light_player)])} to move"
:draw ->
"ended in a draw"
:winner ->
", #{ANSI.format_fragment([if(winner == :light, do: @light_piece_color, else: @dark_piece_color), if(winner == :dark, do: dark_player, else: light_player)])} won!"
end
],
""
)
| draw_board(
fen,
{@tile_width, @tile_height},
highlighted,
flipped
)
]
[ANSI.home()] ++
Enum.map(
Enum.zip(1..length(board), board),
Enum.zip(1..length(rendered), rendered),
fn {i, line} ->
[ANSI.cursor(i, 0), line]
end

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@ -1,12 +1,15 @@
defmodule Chessh.SSH.Client.Menu do
alias Chessh.Utils
alias IO.ANSI
alias Chessh.{Utils, Repo, Game}
import Ecto.Query
require Logger
defmodule State do
defstruct client_pid: nil,
selected: 0
selected: 0,
player_session: nil,
options: []
end
@logo " Simponic's
@ -20,31 +23,70 @@ defmodule Chessh.SSH.Client.Menu do
use Chessh.SSH.Client.Screen
def init([%State{} = state | _]) do
{:ok, state}
{:ok, %State{state | options: options(state)}}
end
@options [
{"Start A Game", {Chessh.SSH.Client.Board, %Chessh.SSH.Client.Board.State{}}},
{"Join A Game", {}},
{"My Games", {}},
def options(%State{player_session: player_session}) do
current_games =
Repo.all(
from(g in Game,
where: g.light_player_id == ^player_session.player_id,
or_where: g.dark_player_id == ^player_session.player_id,
where: g.status == :continue
)
)
joinable_games =
Repo.all(
from(g in Game,
where: is_nil(g.light_player_id),
or_where: is_nil(g.dark_player_id)
)
)
[
{"Start A Game As Light",
{Chessh.SSH.Client.Game,
%Chessh.SSH.Client.Game.State{player_session: player_session, color: :light}}},
{"Start A Game As Dark",
{Chessh.SSH.Client.Game,
%Chessh.SSH.Client.Game.State{player_session: player_session, color: :dark}}}
] ++
Enum.map(current_games, fn game ->
{"Current Game - #{game.id}",
{Chessh.SSH.Client.Game,
%Chessh.SSH.Client.Game.State{player_session: player_session, game: game}}}
end) ++
Enum.map(joinable_games, fn game ->
{"Joinable Game - #{game.id}",
{Chessh.SSH.Client.Game,
%Chessh.SSH.Client.Game.State{player_session: player_session, game: game}}}
end) ++
[
{"Settings", {}},
{"Help", {}}
]
end
def input(width, height, action, %State{client_pid: client_pid, selected: selected} = state) do
def input(
width,
height,
action,
%State{options: options, client_pid: client_pid, selected: selected} = state
) do
new_state =
case(action) do
:up ->
%State{
state
| selected: Utils.wrap_around(selected, -1, length(@options))
| selected: Utils.wrap_around(selected, -1, length(options))
}
:down ->
%State{state | selected: Utils.wrap_around(selected, 1, length(@options))}
%State{state | selected: Utils.wrap_around(selected, 1, length(options))}
:return ->
{_option, {module, state}} = Enum.at(@options, selected)
{_option, {module, state}} = Enum.at(options, selected)
send(client_pid, {:set_screen_process, module, state})
state
@ -67,7 +109,7 @@ defmodule Chessh.SSH.Client.Menu do
defp render_state(
width,
height,
%State{selected: selected}
%State{options: options, selected: selected}
) do
logo_lines = String.split(@logo, "\n")
{logo_width, logo_height} = Utils.text_dim(@logo)
@ -84,7 +126,7 @@ defmodule Chessh.SSH.Client.Menu do
end
) ++
Enum.flat_map(
Enum.zip(0..(length(@options) - 1), @options),
Enum.zip(0..(length(options) - 1), options),
fn {i, {option, _}} ->
[
ANSI.cursor(y + length(logo_lines) + i + 1, x),

View File

@ -144,7 +144,6 @@ defmodule Chessh.SSH.Tui do
{:ssh_cm, connection_handler, {:shell, channel_id, want_reply?}},
%{width: width, height: height, player_session: player_session} = state
) do
Logger.debug("Session #{player_session.id} requested shell")
:ssh_connection.reply_request(connection_handler, want_reply?, :success, channel_id)
{:ok, client_pid} =
@ -161,47 +160,6 @@ defmodule Chessh.SSH.Tui do
{:ok, %State{state | client_pid: client_pid}}
end
def handle_ssh_msg(
{:ssh_cm, connection_handler, {:exec, channel_id, want_reply?, cmd}},
%State{} = state
) do
:ssh_connection.reply_request(connection_handler, want_reply?, :success, channel_id)
Logger.debug("EXEC #{cmd}")
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler, {:eof, _channel_id}},
%State{} = state
) do
Logger.debug("EOF")
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler, {:signal, _channel_id, signal}},
%State{} = state
) do
Logger.debug("SIGNAL #{signal}")
{:ok, state}
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler, {:exit_signal, channel_id, signal, err, lang}},
%State{} = state
) do
Logger.debug("EXIT SIGNAL #{signal} #{err} #{lang}")
{:stop, channel_id, state}
end
def handle_ssh_msg(
{:ssh_cm, _connection_handler, {:exit_STATUS, channel_id, status}},
%State{} = state
) do
Logger.debug("EXIT STATUS #{status}")
{:stop, channel_id, state}
end
def handle_ssh_msg(
msg,
%State{channel_id: channel_id} = state

View File

@ -0,0 +1,19 @@
defmodule Chessh.Repo.Migrations.CreateGames do
use Ecto.Migration
def change do
create table(:games) do
add(:fen, :string)
add(:moves, :integer, default: 0)
add(:turn, :string)
add(:winner, :string)
add(:status, :string)
add(:light_player_id, references(:players), null: true)
add(:dark_player_id, references(:players), null: true)
timestamps()
end
end
end