let mut g = gref.lock()?;
execute_for_game(cs, &mut g, insns, how)?
},
-
}
}
(vec![], vec![], Fine{})
},
+
+ ResetPlayerAccesses { players } => {
+ let tokens = ig.players_access_reset(&players)?;
+ (vec![], vec![], PlayerAccessTokens { tokens })
+ }
+
AddPiece(PiecesSpec{ pos,posd,count,face,info }) => {
let gs = &mut ig.gs;
let count = count.unwrap_or(1);
// todo: RemovePiece
AddPlayer(PlayerState),
RemovePlayer(PlayerId),
+ ResetPlayerAccesses { players: Vec<PlayerId> },
}
#[derive(Debug,Serialize,Deserialize)]
pub enum MgmtGameResult {
Fine { },
AddPlayer { player: PlayerId },
+ PlayerAccessTokens { tokens: Vec<RawToken> },
}
#[derive(Debug,Serialize,Deserialize)]
}
#[throws(MgmtError)]
- pub fn player_access_reset(&mut self, players: &[PlayerId])
+ pub fn players_access_reset(&mut self, players: &[PlayerId])
-> Vec<RawToken> {
// tokens can't persist unless game is never destroyed ?
// so a game is like a tables, and persistent