Err(ME::AlreadyExists)?;
}
let player = self.c.g.gs.players.insert(gnew);
- let u = PlayerUpdates::new_begin(&self.c.g.gs).new();
+ let u = PlayerUpdates::start(&self.c.g.gs).for_player();
let record = PlayerRecord { u, account, ipl: inew, };
self.c.g.iplayers.insert(player, record);
discard_mismatches(&mut gs.players, &mut aplayers);
discard_mismatches(&mut gs.pieces.0, &mut ipieces);
- let pu_bc = PlayerUpdates::new_begin(&gs);
+ let pu_bc = PlayerUpdates::start(&gs);
let iplayers: SecondarySlotMap<PlayerId, PlayerRecord> = {
let a = aplayers;
a.into_iter()
}.filter_map(|(player, ipl)| {
- let u = pu_bc.new();
+ let u = pu_bc.for_player();
let account = accounts.lookup(ipl.acctid).ok()?.0.account.clone();
Some((player, PlayerRecord { u, ipl, account }))
}).collect();
// ---------- prepared updates, queued in memory ----------
-pub struct PlayerUpdatesBuildContext {
+pub struct PlayerUpdatesStartContext {
pub(self) u1: Arc<PreparedUpdate>,
}
-impl PlayerUpdatesBuildContext {
- pub fn new(&self) -> PlayerUpdates {
+impl PlayerUpdatesStartContext {
+ pub fn for_player(&self) -> PlayerUpdates {
let mut log = StableIndexVecDeque::with_capacity(50);
log.push_back(self.u1.clone());
let cv = default();
}
impl PlayerUpdates {
- pub fn new_begin(gs: &GameState) -> PlayerUpdatesBuildContext {
+ pub fn start(gs: &GameState) -> PlayerUpdatesStartContext {
let u1 = Arc::new(PreparedUpdate {
gen: gs.gen,
when: Instant::now(),
us: vec![],
});
- PlayerUpdatesBuildContext { u1 }
+ PlayerUpdatesStartContext { u1 }
}
pub fn push<U: Into<Arc<PreparedUpdate>>>(&mut self, update: U) {