Neue Datenbank Struktur #156

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gelbeinhalb wants to merge 88 commits from feature/88-neue-datenbank-struktur into development
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lib/data/dao/game_dao.dart Normal file
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import 'package:drift/drift.dart';
import 'package:game_tracker/data/db/database.dart';
import 'package:game_tracker/data/db/tables/game_table.dart';
import 'package:game_tracker/data/dto/game.dart';
part 'game_dao.g.dart';
@DriftAccessor(tables: [GameTable])
class GameDao extends DatabaseAccessor<AppDatabase> with _$GameDaoMixin {
GameDao(super.db);
/// Retrieves all games from the database.
Future<List<Game>> getAllGames() async {
final query = select(gameTable);
final result = await query.get();
return result
.map(
(row) => Game(
id: row.id,
name: row.name,
ruleset: row.ruleset,
description: row.description,
color: row.color != null ? int.tryParse(row.color!) : null,
icon: row.icon,
createdAt: row.createdAt,
),
)
.toList();
}
/// Retrieves a [Game] by its [gameId].
Future<Game> getGameById({required String gameId}) async {
final query = select(gameTable)..where((g) => g.id.equals(gameId));
final result = await query.getSingle();
return Game(
id: result.id,
name: result.name,
ruleset: result.ruleset,
description: result.description,
flixcoo marked this conversation as resolved
Review

Funktioniert das tatsächlich? Ist das getestet, dass dann auch ein ruleset (color) gefunden wird wenn du den enum speicherst?

Funktioniert das tatsächlich? Ist das getestet, dass dann auch ein ruleset (color) gefunden wird wenn du den enum speicherst?
Review

Ja glaube das hat funktioniert

Ja glaube das hat funktioniert
color: result.color != null ? int.tryParse(result.color!) : null,
icon: result.icon,
createdAt: result.createdAt,
);
}
/// Adds a new [game] to the database.
/// If a game with the same ID already exists, no action is taken.
/// Returns `true` if the game was added, `false` otherwise.
Future<bool> addGame({required Game game}) async {
if (!await gameExists(gameId: game.id)) {
await into(gameTable).insert(
GameTableCompanion.insert(
id: game.id,
name: game.name,
ruleset: game.ruleset ?? '',
description: Value(game.description),
color: Value(game.color?.toString()),
icon: Value(game.icon),
createdAt: game.createdAt,
),
mode: InsertMode.insertOrReplace,
);
return true;
}
return false;
}
/// Adds multiple [games] to the database in a batch operation.
/// Uses insertOrIgnore to avoid overwriting existing games.
Future<bool> addGamesAsList({required List<Game> games}) async {
gelbeinhalb marked this conversation as resolved
Review

(kommentar stelle ist irrelevant)
Warum gibt es die Funktion nicht zum updaten von Membern einer Gruppe? Siehe #88
Außerdem gibt es afaik auch keine Funktion zum updaten von Member eines Matches.
Also es geht nicht darum, dass man einzelne entfernen/hinzufügen kann, sondern eine Funktion die Member nimmt und dann diese Member als Member einer Group bzw. Player eines Matches setzt
(vielleicht hab ich auch übersehen?)

(kommentar stelle ist irrelevant) Warum gibt es die Funktion nicht zum updaten von Membern einer Gruppe? Siehe #88 Außerdem gibt es afaik auch keine Funktion zum updaten von Member eines Matches. Also es geht nicht darum, dass man einzelne entfernen/hinzufügen kann, sondern eine Funktion die Member nimmt und dann diese Member als Member einer Group bzw. Player eines Matches setzt (vielleicht hab ich auch übersehen?)
if (games.isEmpty) return false;
await db.batch(
(b) => b.insertAll(
gameTable,
games
.map(
(game) => GameTableCompanion.insert(
id: game.id,
name: game.name,
ruleset: game.ruleset ?? '',
description: Value(game.description),
color: Value(game.color?.toString()),
icon: Value(game.icon),
createdAt: game.createdAt,
),
)
.toList(),
mode: InsertMode.insertOrIgnore,
),
);
return true;
}
/// Deletes the game with the given [gameId] from the database.
/// Returns `true` if the game was deleted, `false` if the game did not exist.
Future<bool> deleteGame({required String gameId}) async {
final query = delete(gameTable)..where((g) => g.id.equals(gameId));
final rowsAffected = await query.go();
return rowsAffected > 0;
}
/// Checks if a game with the given [gameId] exists in the database.
/// Returns `true` if the game exists, `false` otherwise.
Future<bool> gameExists({required String gameId}) async {
final query = select(gameTable)..where((g) => g.id.equals(gameId));
final result = await query.getSingleOrNull();
return result != null;
}
/// Updates the name of the game with the given [gameId] to [newName].
Future<void> updateGameName({
required String gameId,
required String newName,
}) async {
await (update(gameTable)..where((g) => g.id.equals(gameId))).write(
GameTableCompanion(name: Value(newName)),
);
}
/// Updates the ruleset of the game with the given [gameId].
Future<void> updateGameRuleset({
required String gameId,
required String newRuleset,
}) async {
await (update(gameTable)..where((g) => g.id.equals(gameId))).write(
GameTableCompanion(ruleset: Value(newRuleset)),
);
}
/// Updates the description of the game with the given [gameId].
Future<void> updateGameDescription({
required String gameId,
required String? newDescription,
}) async {
await (update(gameTable)..where((g) => g.id.equals(gameId))).write(
GameTableCompanion(description: Value(newDescription)),
);
}
/// Updates the color of the game with the given [gameId].
Future<void> updateGameColor({
required String gameId,
required int? newColor,
}) async {
await (update(gameTable)..where((g) => g.id.equals(gameId))).write(
GameTableCompanion(color: Value(newColor?.toString())),
);
}
/// Updates the icon of the game with the given [gameId].
Future<void> updateGameIcon({
required String gameId,
required String? newIcon,
}) async {
await (update(gameTable)..where((g) => g.id.equals(gameId))).write(
GameTableCompanion(icon: Value(newIcon)),
);
}
/// Retrieves the total count of games in the database.
Future<int> getGameCount() async {
final count =
await (selectOnly(gameTable)..addColumns([gameTable.id.count()]))
.map((row) => row.read(gameTable.id.count()))
.getSingle();
return count ?? 0;
}
/// Deletes all games from the database.
/// Returns `true` if more than 0 rows were affected, otherwise `false`.
Future<bool> deleteAllGames() async {
final query = delete(gameTable);
final rowsAffected = await query.go();
return rowsAffected > 0;
}
}