#![allow(unused)] use super::ClientState; use async_trait::async_trait; use chrono::{DateTime, Utc}; use rst_core::{ wire::{ game::Action, AuthErr, Lobby, LobbyErr, LobbyId, LobbyUpdate, MatchErr, MatchId, RegErr, UpdateState, User, UserId, }, GameIf, Match, }; use std::sync::Arc; // #[async_trait] // impl GameIf for ClientState { // async fn register(self: Arc, name: String, pw: String) -> Result { // todo!() // } // async fn login(self: Arc, name: String, pw: String) -> Result { // todo!() // } // async fn logout(self: Arc, user: User) -> Result<(), AuthErr> { // todo!() // } // async fn anonymous(self: Arc, name: String) -> Result { // todo!() // } // async fn join(self: Arc, user: User, lobby: LobbyId) -> Result { // todo!() // } // async fn leave(self: Arc, user: User, lobby: LobbyId) -> Result<(), LobbyErr> { // todo!() // } // async fn ready( // self: Arc, // user: User, // lobby: LobbyId, // ready: bool, // ) -> Result { // todo!() // } // async fn start_req( // self: Arc, // user: UserId, // lobby: LobbyId, // ) -> Result, LobbyErr> { // todo!() // } // async fn perform_action( // self: Arc, // user: User, // mtch: MatchId, // act: Action, // ) -> UpdateState { // todo!() // } // async fn leave_match(self: Arc, user: User, mtch: MatchId) -> Result<(), MatchErr> { // todo!() // } // }