- Add per-game speed setting with presets (Slow/Normal/Fast/Insane) - Add speed selector UI in snake lobby - Expand grid presets with Tiny (15x15) and XL (50x30) - Auto-calculate cell size based on grid dimensions - Preserve speed setting in rematch games
326 lines
7.4 KiB
Go
326 lines
7.4 KiB
Go
// Code generated by sqlc. DO NOT EDIT.
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// versions:
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// sqlc v1.30.0
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// source: games.sql
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package gen
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import (
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"context"
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"database/sql"
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)
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const createGame = `-- name: CreateGame :one
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INSERT INTO games (id, board, current_turn, status)
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VALUES (?, ?, ?, ?)
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RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score, snake_speed
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`
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type CreateGameParams struct {
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ID string
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Board string
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CurrentTurn int64
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Status int64
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}
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func (q *Queries) CreateGame(ctx context.Context, arg CreateGameParams) (Game, error) {
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row := q.db.QueryRowContext(ctx, createGame,
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arg.ID,
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arg.Board,
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arg.CurrentTurn,
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arg.Status,
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)
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var i Game
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err := row.Scan(
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&i.ID,
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&i.Board,
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&i.CurrentTurn,
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&i.Status,
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&i.WinnerUserID,
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&i.WinningCells,
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&i.CreatedAt,
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&i.UpdatedAt,
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&i.RematchGameID,
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&i.GameType,
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&i.GridWidth,
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&i.GridHeight,
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&i.MaxPlayers,
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&i.GameMode,
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&i.Score,
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&i.SnakeSpeed,
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)
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return i, err
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}
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const createGamePlayer = `-- name: CreateGamePlayer :exec
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INSERT INTO game_players (game_id, user_id, guest_player_id, nickname, color, slot)
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VALUES (?, ?, ?, ?, ?, ?)
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`
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type CreateGamePlayerParams struct {
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GameID string
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UserID sql.NullString
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GuestPlayerID sql.NullString
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Nickname string
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Color int64
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Slot int64
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}
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func (q *Queries) CreateGamePlayer(ctx context.Context, arg CreateGamePlayerParams) error {
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_, err := q.db.ExecContext(ctx, createGamePlayer,
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arg.GameID,
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arg.UserID,
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arg.GuestPlayerID,
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arg.Nickname,
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arg.Color,
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arg.Slot,
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)
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return err
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}
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const deleteGame = `-- name: DeleteGame :exec
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DELETE FROM games WHERE id = ?
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`
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func (q *Queries) DeleteGame(ctx context.Context, id string) error {
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_, err := q.db.ExecContext(ctx, deleteGame, id)
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return err
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}
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const getActiveGames = `-- name: GetActiveGames :many
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SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score, snake_speed FROM games WHERE game_type = 'connect4' AND status < 2
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`
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func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
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rows, err := q.db.QueryContext(ctx, getActiveGames)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var items []Game
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for rows.Next() {
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var i Game
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if err := rows.Scan(
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&i.ID,
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&i.Board,
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&i.CurrentTurn,
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&i.Status,
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&i.WinnerUserID,
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&i.WinningCells,
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&i.CreatedAt,
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&i.UpdatedAt,
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&i.RematchGameID,
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&i.GameType,
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&i.GridWidth,
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&i.GridHeight,
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&i.MaxPlayers,
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&i.GameMode,
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&i.Score,
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&i.SnakeSpeed,
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); err != nil {
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return nil, err
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}
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items = append(items, i)
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}
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if err := rows.Close(); err != nil {
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return nil, err
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}
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if err := rows.Err(); err != nil {
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return nil, err
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}
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return items, nil
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}
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const getGame = `-- name: GetGame :one
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SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score, snake_speed FROM games WHERE id = ?
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`
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func (q *Queries) GetGame(ctx context.Context, id string) (Game, error) {
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row := q.db.QueryRowContext(ctx, getGame, id)
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var i Game
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err := row.Scan(
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&i.ID,
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&i.Board,
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&i.CurrentTurn,
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&i.Status,
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&i.WinnerUserID,
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&i.WinningCells,
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&i.CreatedAt,
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&i.UpdatedAt,
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&i.RematchGameID,
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&i.GameType,
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&i.GridWidth,
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&i.GridHeight,
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&i.MaxPlayers,
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&i.GameMode,
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&i.Score,
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&i.SnakeSpeed,
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)
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return i, err
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}
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const getGamePlayers = `-- name: GetGamePlayers :many
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SELECT game_id, user_id, guest_player_id, nickname, color, slot, created_at FROM game_players WHERE game_id = ?
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`
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func (q *Queries) GetGamePlayers(ctx context.Context, gameID string) ([]GamePlayer, error) {
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rows, err := q.db.QueryContext(ctx, getGamePlayers, gameID)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var items []GamePlayer
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for rows.Next() {
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var i GamePlayer
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if err := rows.Scan(
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&i.GameID,
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&i.UserID,
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&i.GuestPlayerID,
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&i.Nickname,
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&i.Color,
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&i.Slot,
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&i.CreatedAt,
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); err != nil {
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return nil, err
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}
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items = append(items, i)
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}
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if err := rows.Close(); err != nil {
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return nil, err
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}
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if err := rows.Err(); err != nil {
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return nil, err
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}
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return items, nil
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}
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const getGamesByUserID = `-- name: GetGamesByUserID :many
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SELECT g.id, g.board, g.current_turn, g.status, g.winner_user_id, g.winning_cells, g.created_at, g.updated_at, g.rematch_game_id, g.game_type, g.grid_width, g.grid_height, g.max_players, g.game_mode, g.score, g.snake_speed FROM games g
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JOIN game_players gp ON g.id = gp.game_id
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WHERE gp.user_id = ?
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ORDER BY g.updated_at DESC
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`
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func (q *Queries) GetGamesByUserID(ctx context.Context, userID sql.NullString) ([]Game, error) {
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rows, err := q.db.QueryContext(ctx, getGamesByUserID, userID)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var items []Game
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for rows.Next() {
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var i Game
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if err := rows.Scan(
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&i.ID,
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&i.Board,
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&i.CurrentTurn,
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&i.Status,
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&i.WinnerUserID,
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&i.WinningCells,
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&i.CreatedAt,
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&i.UpdatedAt,
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&i.RematchGameID,
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&i.GameType,
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&i.GridWidth,
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&i.GridHeight,
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&i.MaxPlayers,
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&i.GameMode,
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&i.Score,
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&i.SnakeSpeed,
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); err != nil {
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return nil, err
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}
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items = append(items, i)
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}
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if err := rows.Close(); err != nil {
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return nil, err
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}
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if err := rows.Err(); err != nil {
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return nil, err
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}
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return items, nil
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}
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const getUserActiveGames = `-- name: GetUserActiveGames :many
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SELECT
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g.id,
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g.status,
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g.current_turn,
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g.updated_at,
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gp_user.color as my_color,
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gp_opponent.nickname as opponent_nickname
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FROM games g
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JOIN game_players gp_user ON g.id = gp_user.game_id AND gp_user.user_id = ?
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LEFT JOIN game_players gp_opponent ON g.id = gp_opponent.game_id AND gp_opponent.slot != gp_user.slot
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WHERE g.game_type = 'connect4' AND g.status < 2
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ORDER BY g.updated_at DESC
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`
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type GetUserActiveGamesRow struct {
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ID string
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Status int64
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CurrentTurn int64
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UpdatedAt sql.NullTime
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MyColor int64
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OpponentNickname sql.NullString
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}
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func (q *Queries) GetUserActiveGames(ctx context.Context, userID sql.NullString) ([]GetUserActiveGamesRow, error) {
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rows, err := q.db.QueryContext(ctx, getUserActiveGames, userID)
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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var items []GetUserActiveGamesRow
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for rows.Next() {
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var i GetUserActiveGamesRow
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if err := rows.Scan(
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&i.ID,
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&i.Status,
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&i.CurrentTurn,
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&i.UpdatedAt,
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&i.MyColor,
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&i.OpponentNickname,
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); err != nil {
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return nil, err
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}
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items = append(items, i)
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}
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if err := rows.Close(); err != nil {
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return nil, err
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}
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if err := rows.Err(); err != nil {
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return nil, err
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}
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return items, nil
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}
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const updateGame = `-- name: UpdateGame :exec
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UPDATE games
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SET board = ?, current_turn = ?, status = ?, winner_user_id = ?, winning_cells = ?, rematch_game_id = ?, updated_at = CURRENT_TIMESTAMP
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WHERE id = ?
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`
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type UpdateGameParams struct {
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Board string
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CurrentTurn int64
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Status int64
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WinnerUserID sql.NullString
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WinningCells sql.NullString
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RematchGameID sql.NullString
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ID string
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}
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func (q *Queries) UpdateGame(ctx context.Context, arg UpdateGameParams) error {
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_, err := q.db.ExecContext(ctx, updateGame,
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arg.Board,
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arg.CurrentTurn,
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arg.Status,
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arg.WinnerUserID,
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arg.WinningCells,
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arg.RematchGameID,
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arg.ID,
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)
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return err
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}
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