removed old level implentation
This commit is contained in:
parent
f5a16766d6
commit
c5ba10cf83
4 changed files with 375 additions and 538 deletions
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@ -4,7 +4,7 @@ use actix::prelude::*;
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use derive_builder::Builder;
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//use lazy_static::*;
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use crate::new_levels::Defense;
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use crate::levels::Defense;
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//use crate::new_levels::Levels;
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// TODO move this into config parameter
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@ -97,7 +97,7 @@ impl Handler<DeleteVisitor> for Counter {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::new_levels::*;
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use crate::levels::*;
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// constants foor testing
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// (visitor count, level)
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484
src/levels.rs
484
src/levels.rs
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@ -1,88 +1,206 @@
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// //! ```rust
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// //! DefenseBuilder::default()
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// //! .add_level(
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// //! LevelBuilder::default()
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// //! .visitor_count(50)
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// //! .difficulty_factor(50)
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// //! .unwrap()
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// //! .build()
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// //! .unwrap(),
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// //! )
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// //! .unwrap()
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// //! .add_level(
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// //! LevelBuilder::default()
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// //! .visitor_count(500)
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// //! .difficulty_factor(500)
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// //! .unwrap()
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// //! .build()
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// //! .unwrap(),
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// //! )
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// //! .unwrap()
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// //! .build()
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// //! .unwrap();
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// //! ```
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use crate::errors::*;
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/// Level struct
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Levels {
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One = 500,
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Two = 1000,
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Three = 2000,
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Four = 4000,
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pub struct Level {
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visitor_count: u32,
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difficulty_factor: u32,
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}
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impl Default for Levels {
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impl Default for Level {
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fn default() -> Self {
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Levels::One
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Level {
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visitor_count: 0,
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difficulty_factor: 0,
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}
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}
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}
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impl Levels {
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pub fn relax(&mut self) -> u32 {
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self.rev().next();
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*self as u32
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/// set difficulty configuration
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub struct LevelBuilder {
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visitor_count: Option<u32>,
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difficulty_factor: Option<u32>,
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}
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impl Default for LevelBuilder {
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fn default() -> Self {
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LevelBuilder {
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visitor_count: None,
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difficulty_factor: None,
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}
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}
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}
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impl LevelBuilder {
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/// set visitor count for level
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pub fn visitor_count(&mut self, visitor_count: u32) -> &mut Self {
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self.visitor_count = Some(visitor_count);
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self
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}
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/// set difficulty factor for level
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/// difficulty_factor can't be zero because
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/// Difficulty is calculated as
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/// ```no_run
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/// let difficulty_factor = 500;
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/// let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
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/// ```
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/// the higher the `difficulty_factor`, the higher the difficulty.
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pub fn difficulty_factor(&mut self, difficulty_factor: u32) -> CaptchaResult<&mut Self> {
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if difficulty_factor > 0 {
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self.difficulty_factor = Some(difficulty_factor);
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Ok(self)
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} else {
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Err(CaptchaError::DifficultyFactorZero)
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}
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}
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/// build Level
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pub fn build(&mut self) -> CaptchaResult<Level> {
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if self.visitor_count.is_none() {
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Err(CaptchaError::SetVisitorCount)
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} else if self.difficulty_factor.is_none() {
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Err(CaptchaError::SetDifficultyFactor)
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} else {
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Ok(Level {
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difficulty_factor: self.difficulty_factor.unwrap(),
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visitor_count: self.visitor_count.unwrap(),
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})
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}
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}
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}
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#[derive(Debug, Clone, PartialEq)]
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pub struct Defense {
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levels: Vec<Level>,
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// index of current visitor threshold
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current_visitor_threshold: usize,
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}
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#[derive(Debug, Clone, PartialEq)]
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pub struct DefenseBuilder {
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levels: Vec<Level>,
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}
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impl Default for DefenseBuilder {
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fn default() -> Self {
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DefenseBuilder { levels: vec![] }
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}
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}
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impl DefenseBuilder {
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pub fn add_level(&mut self, level: Level) -> CaptchaResult<&mut Self> {
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for i in self.levels.iter() {
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if i.visitor_count == level.visitor_count {
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return Err(CaptchaError::DuplicateVisitorCount);
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}
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}
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self.levels.push(level);
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Ok(self)
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}
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pub fn build(&mut self) -> CaptchaResult<Defense> {
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if !self.levels.is_empty() {
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// sort levels to arrange in ascending order
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self.levels.sort_by_key(|a| a.visitor_count);
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// as visitor count increases, difficulty_factor too should increse
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for level in self.levels.iter() {
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if level.difficulty_factor == 0 {
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return Err(CaptchaError::DifficultyFactorZero);
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}
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}
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for i in 0..self.levels.len() - 1 {
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if self.levels[i].difficulty_factor > self.levels[i + 1].difficulty_factor {
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return Err(CaptchaError::DecreaseingDifficultyFactor);
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}
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}
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Ok(Defense {
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levels: self.levels.to_owned(),
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current_visitor_threshold: 0,
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})
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} else {
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Err(CaptchaError::LevelEmpty)
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}
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}
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}
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impl Default for Defense {
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fn default() -> Self {
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Defense {
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levels: vec![Level::default()],
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current_visitor_threshold: 0,
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}
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}
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}
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impl Defense {
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///! Difficulty is calculated as
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///! ```rust
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///! let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
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///! ```
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///! the higher the `difficulty_factor`, the higher the difficulty.
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/// get difficulty factor of current level of defense
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pub fn get_difficulty(&self) -> u32 {
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match self {
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Levels::Three => 100_000,
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Levels::Four => 1_000_000,
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_ => *self as u32,
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self.levels[self.current_visitor_threshold].difficulty_factor
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}
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/// tighten up defense. Increases defense level by a factor of one
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/// when defense is at max level, calling this method will have no effect
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pub fn tighten_up(&mut self) {
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if self.current_visitor_threshold != self.levels.len() - 1 {
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self.current_visitor_threshold += 1;
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}
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}
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/// loosen up defense. Decreases defense level by a factor of one
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/// when defense is at the lowest level, calling this method will have no effect
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pub fn loosen_up(&mut self) {
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if self.current_visitor_threshold != 0 {
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self.current_visitor_threshold -= 1;
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}
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}
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pub fn threshold(&self) -> usize {
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*self as usize
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/// set defense to maximum level
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pub fn max_defense(&mut self) {
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self.current_visitor_threshold = self.levels.len() - 1;
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}
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pub fn focus(&mut self) -> u32 {
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self.next();
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*self as u32
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/// set defense to minimum level
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pub fn min_defense(&mut self) {
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self.current_visitor_threshold = 0;
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}
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}
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impl DoubleEndedIterator for Levels {
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fn next_back(&mut self) -> Option<Self::Item> {
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match self {
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Levels::One => {
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*self = Levels::One;
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}
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Levels::Two => {
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*self = Levels::One;
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}
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Levels::Three => {
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*self = Levels::Two;
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}
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Levels::Four => {
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*self = Levels::Three;
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}
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};
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Some(())
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}
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}
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impl Iterator for Levels {
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type Item = ();
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fn next(&mut self) -> Option<()> {
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match self {
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Levels::One => {
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*self = Levels::Two;
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}
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Levels::Two => {
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*self = Levels::Three;
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}
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Levels::Three => {
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*self = Levels::Four;
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}
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Levels::Four => {
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*self = Levels::Four;
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}
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};
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Some(())
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pub fn visitor_threshold(&self) -> u32 {
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self.levels[self.current_visitor_threshold].visitor_count
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}
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}
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@ -91,72 +209,214 @@ mod tests {
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use super::*;
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#[test]
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fn levels_enum_works() {
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let mut level = Levels::default();
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fn level_builder_works() {
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let level = LevelBuilder::default()
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.difficulty_factor(1)
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.unwrap()
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.visitor_count(0)
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.build()
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.unwrap();
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assert_eq!(level, Levels::One);
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assert_eq!(level.visitor_count, 0);
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assert_eq!(level.difficulty_factor, 1);
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level.next();
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assert_eq!(level, Levels::Two);
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level.next();
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assert_eq!(level, Levels::Three);
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level.next();
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assert_eq!(level, Levels::Four);
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level.next();
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assert_eq!(level, Levels::Four);
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assert_eq!(
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LevelBuilder::default().difficulty_factor(0),
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Err(CaptchaError::DifficultyFactorZero)
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);
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}
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#[test]
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fn focus_works() {
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let mut level = Levels::default();
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assert_eq!(level, Levels::One);
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assert_eq!(level.focus(), Levels::Two as u32);
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assert_eq!(level.focus(), Levels::Three as u32);
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assert_eq!(level.focus(), Levels::Four as u32);
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assert_eq!(level.focus(), Levels::Four as u32);
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fn defense_builder_duplicate_visitor_count() {
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let mut defense_builder = DefenseBuilder::default();
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let err = defense_builder
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.add_level(
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LevelBuilder::default()
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.visitor_count(50)
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.difficulty_factor(50)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(50)
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.difficulty_factor(50)
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.unwrap()
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.build()
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.unwrap(),
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);
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assert_eq!(err, Err(CaptchaError::DuplicateVisitorCount));
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}
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#[test]
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fn relax_works() {
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let mut level = Levels::default();
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fn defense_builder_decreasing_difficulty_factor() {
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let mut defense_builder = DefenseBuilder::default();
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let err = defense_builder
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.add_level(
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LevelBuilder::default()
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.visitor_count(50)
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.difficulty_factor(50)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(500)
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.difficulty_factor(10)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.build();
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assert_eq!(err, Err(CaptchaError::DecreaseingDifficultyFactor));
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}
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assert_eq!(level, Levels::One);
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assert_eq!(level.focus(), Levels::Two as u32);
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assert_eq!(level.focus(), Levels::Three as u32);
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assert_eq!(level.focus(), Levels::Four as u32);
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fn get_defense() -> Defense {
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DefenseBuilder::default()
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.add_level(
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LevelBuilder::default()
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.visitor_count(50)
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.difficulty_factor(50)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(500)
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.difficulty_factor(5000)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(5000)
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.difficulty_factor(50000)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(50000)
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.difficulty_factor(500000)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.add_level(
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LevelBuilder::default()
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.visitor_count(500000)
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.difficulty_factor(5000000)
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.unwrap()
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.build()
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.unwrap(),
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)
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.unwrap()
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.build()
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.unwrap()
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}
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#[test]
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fn defense_builder_works() {
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let defense = get_defense();
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assert_eq!(level.relax(), Levels::Three as u32);
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assert_eq!(level.relax(), Levels::Two as u32);
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assert_eq!(level.relax(), Levels::One as u32);
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assert_eq!(level.relax(), Levels::One as u32);
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assert_eq!(defense.levels[0].difficulty_factor, 50);
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assert_eq!(defense.levels[1].difficulty_factor, 5000);
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assert_eq!(defense.levels[2].difficulty_factor, 50_000);
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assert_eq!(defense.levels[3].difficulty_factor, 500_000);
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assert_eq!(defense.levels[4].difficulty_factor, 5_000_000);
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}
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#[test]
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fn threshold_works() {
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let mut level = Levels::default();
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fn tighten_up_works() {
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let mut defense = get_defense();
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assert_eq!(level.threshold(), Levels::One as usize);
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level.next();
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assert_eq!(level.threshold(), Levels::Two as usize);
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level.next();
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assert_eq!(level.threshold(), Levels::Three as usize);
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assert_eq!(defense.get_difficulty(), 50);
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defense.tighten_up();
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assert_eq!(defense.get_difficulty(), 5_000);
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defense.tighten_up();
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assert_eq!(defense.get_difficulty(), 50_000);
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defense.tighten_up();
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assert_eq!(defense.get_difficulty(), 500_000);
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defense.tighten_up();
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assert_eq!(defense.get_difficulty(), 5_000_000);
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defense.tighten_up();
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assert_eq!(defense.get_difficulty(), 5_000_000);
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}
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#[test]
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fn difficulty_works() {
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let mut level = Levels::default();
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assert_eq!(level.get_difficulty(), Levels::One as u32);
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level.next();
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assert_eq!(level.get_difficulty(), Levels::Two as u32);
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level.next();
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assert_eq!(level.get_difficulty(), 100_000);
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level.next();
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assert_eq!(level.get_difficulty(), 1_000_000);
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fn max_defense_works() {
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let mut defense = get_defense();
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defense.max_defense();
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assert_eq!(defense.get_difficulty(), 5_000_000);
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}
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#[test]
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fn minimum_defense_works() {
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let mut defense = get_defense();
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defense.min_defense();
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assert_eq!(defense.get_difficulty(), 50);
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}
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#[test]
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fn loosen_up_works() {
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let mut defense = get_defense();
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defense.max_defense();
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assert_eq!(defense.get_difficulty(), 5_000_000);
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defense.loosen_up();
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assert_eq!(defense.get_difficulty(), 500_000);
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defense.loosen_up();
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assert_eq!(defense.get_difficulty(), 50_000);
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defense.loosen_up();
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assert_eq!(defense.get_difficulty(), 5_000);
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defense.loosen_up();
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assert_eq!(defense.get_difficulty(), 50);
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defense.loosen_up();
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assert_eq!(defense.get_difficulty(), 50);
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}
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// #[test]
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// fn threshold_works() {
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// let mut level = Levels::default();
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//
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// assert_eq!(level.threshold(), Levels::One as usize);
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// level.next();
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||||
// assert_eq!(level.threshold(), Levels::Two as usize);
|
||||
// level.next();
|
||||
// assert_eq!(level.threshold(), Levels::Three as usize);
|
||||
// }
|
||||
//
|
||||
// #[test]
|
||||
// fn difficulty_works() {
|
||||
// let mut level = Levels::default();
|
||||
//
|
||||
// assert_eq!(level.get_difficulty(), Levels::One as u32);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), Levels::Two as u32);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), 100_000);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), 1_000_000);
|
||||
// }
|
||||
}
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
pub mod counter;
|
||||
pub mod errors;
|
||||
mod levels;
|
||||
pub mod new_levels;
|
||||
pub mod levels;
|
||||
|
|
|
@ -1,422 +0,0 @@
|
|||
// //! ```rust
|
||||
// //! DefenseBuilder::default()
|
||||
// //! .add_level(
|
||||
// //! LevelBuilder::default()
|
||||
// //! .visitor_count(50)
|
||||
// //! .difficulty_factor(50)
|
||||
// //! .unwrap()
|
||||
// //! .build()
|
||||
// //! .unwrap(),
|
||||
// //! )
|
||||
// //! .unwrap()
|
||||
// //! .add_level(
|
||||
// //! LevelBuilder::default()
|
||||
// //! .visitor_count(500)
|
||||
// //! .difficulty_factor(500)
|
||||
// //! .unwrap()
|
||||
// //! .build()
|
||||
// //! .unwrap(),
|
||||
// //! )
|
||||
// //! .unwrap()
|
||||
// //! .build()
|
||||
// //! .unwrap();
|
||||
// //! ```
|
||||
|
||||
use crate::errors::*;
|
||||
|
||||
/// Level struct
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub struct Level {
|
||||
visitor_count: u32,
|
||||
difficulty_factor: u32,
|
||||
}
|
||||
|
||||
impl Default for Level {
|
||||
fn default() -> Self {
|
||||
Level {
|
||||
visitor_count: 0,
|
||||
difficulty_factor: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// set difficulty configuration
|
||||
#[derive(Debug, Copy, Clone, PartialEq)]
|
||||
pub struct LevelBuilder {
|
||||
visitor_count: Option<u32>,
|
||||
difficulty_factor: Option<u32>,
|
||||
}
|
||||
|
||||
impl Default for LevelBuilder {
|
||||
fn default() -> Self {
|
||||
LevelBuilder {
|
||||
visitor_count: None,
|
||||
difficulty_factor: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl LevelBuilder {
|
||||
/// set visitor count for level
|
||||
pub fn visitor_count(&mut self, visitor_count: u32) -> &mut Self {
|
||||
self.visitor_count = Some(visitor_count);
|
||||
self
|
||||
}
|
||||
|
||||
/// set difficulty factor for level
|
||||
/// difficulty_factor can't be zero because
|
||||
/// Difficulty is calculated as
|
||||
/// ```no_run
|
||||
/// let difficulty_factor = 500;
|
||||
/// let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
|
||||
/// ```
|
||||
/// the higher the `difficulty_factor`, the higher the difficulty.
|
||||
pub fn difficulty_factor(&mut self, difficulty_factor: u32) -> CaptchaResult<&mut Self> {
|
||||
if difficulty_factor > 0 {
|
||||
self.difficulty_factor = Some(difficulty_factor);
|
||||
Ok(self)
|
||||
} else {
|
||||
Err(CaptchaError::DifficultyFactorZero)
|
||||
}
|
||||
}
|
||||
|
||||
/// build Level
|
||||
pub fn build(&mut self) -> CaptchaResult<Level> {
|
||||
if self.visitor_count.is_none() {
|
||||
Err(CaptchaError::SetVisitorCount)
|
||||
} else if self.difficulty_factor.is_none() {
|
||||
Err(CaptchaError::SetDifficultyFactor)
|
||||
} else {
|
||||
Ok(Level {
|
||||
difficulty_factor: self.difficulty_factor.unwrap(),
|
||||
visitor_count: self.visitor_count.unwrap(),
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
pub struct Defense {
|
||||
levels: Vec<Level>,
|
||||
// index of current visitor threshold
|
||||
current_visitor_threshold: usize,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, PartialEq)]
|
||||
pub struct DefenseBuilder {
|
||||
levels: Vec<Level>,
|
||||
}
|
||||
|
||||
impl Default for DefenseBuilder {
|
||||
fn default() -> Self {
|
||||
DefenseBuilder { levels: vec![] }
|
||||
}
|
||||
}
|
||||
|
||||
impl DefenseBuilder {
|
||||
pub fn add_level(&mut self, level: Level) -> CaptchaResult<&mut Self> {
|
||||
for i in self.levels.iter() {
|
||||
if i.visitor_count == level.visitor_count {
|
||||
return Err(CaptchaError::DuplicateVisitorCount);
|
||||
}
|
||||
}
|
||||
self.levels.push(level);
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn build(&mut self) -> CaptchaResult<Defense> {
|
||||
if !self.levels.is_empty() {
|
||||
// sort levels to arrange in ascending order
|
||||
self.levels.sort_by_key(|a| a.visitor_count);
|
||||
|
||||
// as visitor count increases, difficulty_factor too should increse
|
||||
|
||||
for level in self.levels.iter() {
|
||||
if level.difficulty_factor == 0 {
|
||||
return Err(CaptchaError::DifficultyFactorZero);
|
||||
}
|
||||
}
|
||||
|
||||
for i in 0..self.levels.len() - 1 {
|
||||
if self.levels[i].difficulty_factor > self.levels[i + 1].difficulty_factor {
|
||||
return Err(CaptchaError::DecreaseingDifficultyFactor);
|
||||
}
|
||||
}
|
||||
|
||||
Ok(Defense {
|
||||
levels: self.levels.to_owned(),
|
||||
current_visitor_threshold: 0,
|
||||
})
|
||||
} else {
|
||||
Err(CaptchaError::LevelEmpty)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Defense {
|
||||
fn default() -> Self {
|
||||
Defense {
|
||||
levels: vec![Level::default()],
|
||||
current_visitor_threshold: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Defense {
|
||||
///! Difficulty is calculated as
|
||||
///! ```rust
|
||||
///! let difficulty = u128::max_value() - u128::max_value() / difficulty_factor;
|
||||
///! ```
|
||||
///! the higher the `difficulty_factor`, the higher the difficulty.
|
||||
|
||||
/// get difficulty factor of current level of defense
|
||||
pub fn get_difficulty(&self) -> u32 {
|
||||
self.levels[self.current_visitor_threshold].difficulty_factor
|
||||
}
|
||||
|
||||
/// tighten up defense. Increases defense level by a factor of one
|
||||
/// when defense is at max level, calling this method will have no effect
|
||||
pub fn tighten_up(&mut self) {
|
||||
if self.current_visitor_threshold != self.levels.len() - 1 {
|
||||
self.current_visitor_threshold += 1;
|
||||
}
|
||||
}
|
||||
/// loosen up defense. Decreases defense level by a factor of one
|
||||
/// when defense is at the lowest level, calling this method will have no effect
|
||||
pub fn loosen_up(&mut self) {
|
||||
if self.current_visitor_threshold != 0 {
|
||||
self.current_visitor_threshold -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// set defense to maximum level
|
||||
pub fn max_defense(&mut self) {
|
||||
self.current_visitor_threshold = self.levels.len() - 1;
|
||||
}
|
||||
|
||||
/// set defense to minimum level
|
||||
pub fn min_defense(&mut self) {
|
||||
self.current_visitor_threshold = 0;
|
||||
}
|
||||
|
||||
pub fn visitor_threshold(&self) -> u32 {
|
||||
self.levels[self.current_visitor_threshold].visitor_count
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn level_builder_works() {
|
||||
let level = LevelBuilder::default()
|
||||
.difficulty_factor(1)
|
||||
.unwrap()
|
||||
.visitor_count(0)
|
||||
.build()
|
||||
.unwrap();
|
||||
|
||||
assert_eq!(level.visitor_count, 0);
|
||||
assert_eq!(level.difficulty_factor, 1);
|
||||
|
||||
assert_eq!(
|
||||
LevelBuilder::default().difficulty_factor(0),
|
||||
Err(CaptchaError::DifficultyFactorZero)
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn defense_builder_duplicate_visitor_count() {
|
||||
let mut defense_builder = DefenseBuilder::default();
|
||||
let err = defense_builder
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(50)
|
||||
.difficulty_factor(50)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(50)
|
||||
.difficulty_factor(50)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
);
|
||||
assert_eq!(err, Err(CaptchaError::DuplicateVisitorCount));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn defense_builder_decreasing_difficulty_factor() {
|
||||
let mut defense_builder = DefenseBuilder::default();
|
||||
let err = defense_builder
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(50)
|
||||
.difficulty_factor(50)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(500)
|
||||
.difficulty_factor(10)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.build();
|
||||
assert_eq!(err, Err(CaptchaError::DecreaseingDifficultyFactor));
|
||||
}
|
||||
|
||||
fn get_defense() -> Defense {
|
||||
DefenseBuilder::default()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(50)
|
||||
.difficulty_factor(50)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(500)
|
||||
.difficulty_factor(5000)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(5000)
|
||||
.difficulty_factor(50000)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(50000)
|
||||
.difficulty_factor(500000)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.add_level(
|
||||
LevelBuilder::default()
|
||||
.visitor_count(500000)
|
||||
.difficulty_factor(5000000)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap(),
|
||||
)
|
||||
.unwrap()
|
||||
.build()
|
||||
.unwrap()
|
||||
}
|
||||
#[test]
|
||||
fn defense_builder_works() {
|
||||
let defense = get_defense();
|
||||
|
||||
assert_eq!(defense.levels[0].difficulty_factor, 50);
|
||||
assert_eq!(defense.levels[1].difficulty_factor, 5000);
|
||||
assert_eq!(defense.levels[2].difficulty_factor, 50_000);
|
||||
assert_eq!(defense.levels[3].difficulty_factor, 500_000);
|
||||
assert_eq!(defense.levels[4].difficulty_factor, 5_000_000);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn tighten_up_works() {
|
||||
let mut defense = get_defense();
|
||||
|
||||
assert_eq!(defense.get_difficulty(), 50);
|
||||
|
||||
defense.tighten_up();
|
||||
assert_eq!(defense.get_difficulty(), 5_000);
|
||||
|
||||
defense.tighten_up();
|
||||
assert_eq!(defense.get_difficulty(), 50_000);
|
||||
|
||||
defense.tighten_up();
|
||||
assert_eq!(defense.get_difficulty(), 500_000);
|
||||
|
||||
defense.tighten_up();
|
||||
assert_eq!(defense.get_difficulty(), 5_000_000);
|
||||
|
||||
defense.tighten_up();
|
||||
assert_eq!(defense.get_difficulty(), 5_000_000);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn max_defense_works() {
|
||||
let mut defense = get_defense();
|
||||
defense.max_defense();
|
||||
assert_eq!(defense.get_difficulty(), 5_000_000);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn minimum_defense_works() {
|
||||
let mut defense = get_defense();
|
||||
defense.min_defense();
|
||||
assert_eq!(defense.get_difficulty(), 50);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn loosen_up_works() {
|
||||
let mut defense = get_defense();
|
||||
defense.max_defense();
|
||||
|
||||
assert_eq!(defense.get_difficulty(), 5_000_000);
|
||||
|
||||
defense.loosen_up();
|
||||
assert_eq!(defense.get_difficulty(), 500_000);
|
||||
|
||||
defense.loosen_up();
|
||||
assert_eq!(defense.get_difficulty(), 50_000);
|
||||
|
||||
defense.loosen_up();
|
||||
assert_eq!(defense.get_difficulty(), 5_000);
|
||||
|
||||
defense.loosen_up();
|
||||
assert_eq!(defense.get_difficulty(), 50);
|
||||
|
||||
defense.loosen_up();
|
||||
assert_eq!(defense.get_difficulty(), 50);
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn threshold_works() {
|
||||
// let mut level = Levels::default();
|
||||
//
|
||||
// assert_eq!(level.threshold(), Levels::One as usize);
|
||||
// level.next();
|
||||
// assert_eq!(level.threshold(), Levels::Two as usize);
|
||||
// level.next();
|
||||
// assert_eq!(level.threshold(), Levels::Three as usize);
|
||||
// }
|
||||
//
|
||||
// #[test]
|
||||
// fn difficulty_works() {
|
||||
// let mut level = Levels::default();
|
||||
//
|
||||
// assert_eq!(level.get_difficulty(), Levels::One as u32);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), Levels::Two as u32);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), 100_000);
|
||||
// level.next();
|
||||
// assert_eq!(level.get_difficulty(), 1_000_000);
|
||||
// }
|
||||
}
|
Loading…
Reference in a new issue