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Lock players from seeding when in a game. #311
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Original file line number | Diff line number | Diff line change |
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@@ -53,6 +53,34 @@ CREATE TABLE `GameUser` ( | |
) ENGINE=InnoDB DEFAULT CHARSET=latin1; | ||
/*!40101 SET character_set_client = @saved_cs_client */; | ||
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-- | ||
-- Table structure for table `Pairing` | ||
-- | ||
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DROP TABLE IF EXISTS `Pairing`; | ||
/*!40101 SET @saved_cs_client = @@character_set_client */; | ||
/*!40101 SET character_set_client = utf8 */; | ||
CREATE TABLE `Pairing` ( | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. A Pairing row doesn't really relate to a Game row in the database so that may be confusing. But it could be changed. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Discord discussion settled on GameTask. Not sure on ID fields, going with gametaskID for the moment. |
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`pairingID` mediumint(8) unsigned NOT NULL AUTO_INCREMENT, | ||
`workerID` mediumint(8) unsigned NOT NULL, | ||
`timestamp` datetime DEFAULT CURRENT_TIMESTAMP, | ||
PRIMARY KEY (`pairingID`) | ||
) ENGINE=InnoDB AUTO_INCREMENT=1 DEFAULT CHARSET=latin1; | ||
/*!40101 SET character_set_client = @saved_cs_client */; | ||
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-- | ||
-- Table structure for table `PairingUser` | ||
-- | ||
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DROP TABLE IF EXISTS `PairingUser`; | ||
/*!40101 SET @saved_cs_client = @@character_set_client */; | ||
/*!40101 SET character_set_client = utf8 */; | ||
CREATE TABLE `PairingUser` ( | ||
`pairingID` mediumint(8) unsigned NOT NULL, | ||
`userID` mediumint(8) unsigned NOT NULL | ||
) ENGINE=InnoDB DEFAULT CHARSET=latin1; | ||
/*!40101 SET character_set_client = @saved_cs_client */; | ||
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-- | ||
-- Table structure for table `User` | ||
-- | ||
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Why not pass
$paringID
as a parameter toclearParing
instead of relying on its being a POST parameter?There was a problem hiding this comment.
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Yeah, that makes sense. It just got factored out into a separate function just because the game api function can exit (return) from two code paths, each of which need to clear the pairing.