Product selection message handler

This commit is contained in:
Eden Kirin
2023-05-11 15:08:24 +02:00
parent 69e087c0c9
commit 9151aa3e1e
8 changed files with 113 additions and 89 deletions

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@ -170,11 +170,11 @@ package Masterpiece #seashell {
usecase Game as "Game Engine"
usecase WS as "WS Server"
}
usecase Vis as "Visualisation\nService"
usecase Vis as "Flutter\nVisualisation\nService"
}
usecase ExtVis1 as "Visualisation\nService"
usecase ExtVis2 as "Visualisation\nService"
usecase ExtVis1 as "Visualisation\nClient"
usecase ExtVis2 as "Visualisation\nClient"
P1 -left-> API: REST API
P2 -left-> API: REST API
@ -204,41 +204,58 @@ Game ->o WS: Send initial state
Client1 ->o WS: Client connect
activate WS #coral
WS -> Client1: Game state
deactivate
deactivate WS
Client2 ->o WS: Client connect
activate WS #coral
WS -> Client2: Game state
deactivate
deactivate WS
loop #lightyellow On game state change
Game ->o WS: Game state
activate WS #coral
WS o-> Client1: Game state
WS o-> Client2: Game state
deactivate
deactivate WS
end
== Product purchase mode ==
== Player reached destination ==
Game -> WS: Purchase start
activate WS #coral
WS o-> Client1: Purchase start
WS o-> Client2: Purchase start
deactivate
Game -> Game: Lock game for other players
activate Game
Game -> WS: Player reached destination
activate WS #coral
WS o-> Client1: Select product
WS o-> Client2: Select product
deactivate WS
deactivate Game
loop #lightyellow Purchase countdown timer
Game ->o WS: Timer count down
loop #lightyellow Product select countdown timer (60s)
Game ->o WS: Timer timeout
activate Game
activate WS #coral
WS o-> Client1: Purchase time left
WS o-> Client2: Purchase time left
deactivate
WS o-> Client1: Cancel selection
WS o-> Client2: Cancel selection
deactivate WS
Game -> Game: Unlock game
deactivate Game
end
Game -> WS: Purchase done
Client1 -> WS: Product selected
activate WS #coral
WS o-> Client1: Purchase done
WS o-> Client2: Purchase done
deactivate
WS o-> Game: Product selected
activate Game
WS o-> Client2: Product selected
deactivate WS
Game -> Game: Unlock game
Game -> WS: Game state
activate WS #coral
WS o-> Client1: Game state
WS o-> Client2: Game state
deactivate WS
deactivate Game
```

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@ -6,9 +6,11 @@
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap@5.2.3/dist/css/bootstrap.min.css"
integrity="sha384-rbsA2VBKQhggwzxH7pPCaAqO46MgnOM80zW1RWuH61DGLwZJEdK2Kadq2F9CUG65" crossorigin="anonymous">
integrity="sha384-rbsA2VBKQhggwzxH7pPCaAqO46MgnOM80zW1RWuH61DGLwZJEdK2Kadq2F9CUG65" crossorigin="anonymous">
<link rel="stylesheet" href="styles.css">
<script src="https://cdn.jsdelivr.net/npm/bootstrap@5.2.3/dist/js/bootstrap.min.js" integrity="sha384-cuYeSxntonz0PPNlHhBs68uyIAVpIIOZZ5JqeqvYYIcEL727kskC66kF92t6Xl2V" crossorigin="anonymous"></script>
<script src="https://cdn.jsdelivr.net/npm/bootstrap@5.2.3/dist/js/bootstrap.min.js"
integrity="sha384-cuYeSxntonz0PPNlHhBs68uyIAVpIIOZZ5JqeqvYYIcEL727kskC66kF92t6Xl2V"
crossorigin="anonymous"></script>
<script src="js/config.js"></script>
<script src="js/frontend.js"></script>
@ -21,7 +23,7 @@
FairHopper Visualisation Client
</h1>
<button type="button" class="btn btn-primary test-button">
Launch demo modal
Launch demo modal
</button>
<div id="purchase-container" class="purchase-container d-none">
<div class="d-flex header">
@ -59,7 +61,7 @@
moves.
</div>
<div class="modal-footer">
<button type="button" class="btn btn-primary">
<button type="button" class="btn btn-primary" id="finish-product-selection" data-bs-dismiss="modal">
Finish product selection
</button>
</div>

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@ -2,6 +2,8 @@ if (typeof FAIRHOPPER_WS_SERVER === "undefined") {
var FAIRHOPPER_WS_SERVER = "ws://127.0.0.1:8011";
}
let ws = null;
const BOARD_ICONS = {
PLAYER: "😀",
PLAYER_ON_DESTINATION: "😎",
@ -146,7 +148,7 @@ function productPurchaseDone(product) {
function wsConnect() {
console.log("Attempting to connect to", FAIRHOPPER_WS_SERVER);
let ws = new WebSocket(FAIRHOPPER_WS_SERVER);
ws = new WebSocket(FAIRHOPPER_WS_SERVER);
ws.onopen = () => {
console.log("WS connected");
@ -178,6 +180,7 @@ function wsConnect() {
};
ws.onclose = (e) => {
ws = null;
setTimeout(() => {
wsConnect();
}, 1000);
@ -189,6 +192,21 @@ function wsConnect() {
};
}
function finishProductSelection() {
if (!ws) {
return;
}
const wsMessage = {
message: "product_selection_done",
data: null,
};
ws.send(JSON.stringify(wsMessage));
}
window.onload = () => {
document.getElementById("finish-product-selection").onclick = () => {
finishProductSelection();
};
wsConnect();
};

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@ -5,11 +5,7 @@ from typing import Optional
from hopper.countdown_timer import CountdownTimer
from hopper.enums import Direction, GameState, PlayerMoveResult, PlayerState
from hopper.errors import (
Collision,
GameLockForMovement,
PositionOutOfBounds,
)
from hopper.errors import Collision, GameLockForMovement, PositionOutOfBounds
from hopper.models.board import (
BOARD_DUMP_CHARS,
BoardLayout,
@ -179,24 +175,17 @@ class GameEngine:
await self.ws_server.send_player_reached_destination_message(player=player)
logging.info(
f"Starting purchase countdown timer for {settings.purchase_timeout} seconds"
f"Starting product selection countdown timer for {settings.purchase_timeout} seconds"
)
def on_purchase_timer_tick(time_left) -> None:
logging.info(f"Purchase countdown timer tick, time left: {time_left}")
asyncio.run(
self.ws_server.send_product_purchase_time_left_message(
player=player, time_left=time_left
)
)
logging.info(f"Product selection countdown timer tick, time left: {time_left}")
def on_purchase_timer_done() -> None:
logging.info("Ding ding! Purchase countdown timer timeout")
logging.info("Ding ding! Product selection countdown timer timeout")
self._purchase_countdown_timer = None
asyncio.run(
self.ws_server.send_product_purchase_done_message(
player=player, product=None
)
self.ws_server.send_product_selection_done_message()
)
self.game_state = GameState.RUNNING
asyncio.run(self.send_game_dump())
@ -210,16 +199,12 @@ class GameEngine:
await asyncio.sleep(settings.game.PURCHASE_START_DELAY)
# async def purchase_product(self, player: Player, product: Product) -> None:
# if not player.state == PlayerState.ON_DESTINATION:
# raise PurchaseForbiddenForPlayer()
# if self._purchase_countdown_timer:
# self._purchase_countdown_timer.stop()
# await self.ws_server.send_product_purchase_done_message(
# player=player, product=product
# )
# await asyncio.sleep(settings.game.PURCHASE_FINISHED_DELAY)
# await self.reset_game()
async def product_selection_done(self) -> None:
logging.info("Product selection done, unlocking game")
if self._purchase_countdown_timer:
self._purchase_countdown_timer.stop()
await self.ws_server.send_product_selection_done_message()
await self.reset_game()
def _reset_player(self, player) -> None:
# move player to start position

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@ -10,7 +10,6 @@ from hopper.models.product import Product
class GameSettings:
MOVE_DELAY: float = 0.5 # seconds
PURCHASE_START_DELAY: float = 2 # seconds
PURCHASE_FINISHED_DELAY: float = 2 # seconds
@dataclass

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@ -33,11 +33,6 @@ class GameDumpDto(BaseModel):
layers: list[LayerDto]
class ProductPurchaseTimerDto(BaseModel):
time_left: int
player: PlayerDto
class PlayerReachedDestinationDto(BaseModel):
player: PlayerDto
@ -55,19 +50,19 @@ class WSMessage(GenericModel):
def to_str(self) -> str:
return json.dumps(self.dict())
@classmethod
@property
def message_type(cls) -> str:
return cls.__fields__["message"].default
class WSGameDumpMessage(WSMessage):
message: str = "game_dump"
data: GameDumpDto
class WSProductPurchaseTimerTickMessage(WSMessage):
message: str = "product_purchase_timer_tick"
data: ProductPurchaseTimerDto
class WSProductPurchaseDoneMessage(WSMessage):
message: str = "product_purchase_done"
class WSProductSelectionDoneMessage(WSMessage):
message: str = "product_selection_done"
class WSPlayerReachedDestinationMessage(WSMessage):

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@ -1,22 +1,20 @@
import asyncio
import json
import logging
from threading import Thread
from typing import Iterable, Optional
import websockets
from websockets import WebSocketServerProtocol
from websockets.exceptions import ConnectionClosedError, ConnectionClosedOK
from hopper.models.player import Player
from hopper.models.product import Product
from hopper.models.ws_dto import (
GameDumpDto,
PlayerReachedDestinationDto,
ProductPurchaseTimerDto,
WSGameDumpMessage,
WSMessage,
WSPlayerReachedDestinationMessage,
WSProductPurchaseTimerTickMessage,
WSProductSelectionDoneMessage,
)
@ -26,6 +24,31 @@ class WSServer(Thread):
self.port = port
super().__init__(daemon=True)
async def handle_rcv_message(
self, client: WebSocketServerProtocol, raw_message: str
) -> None:
try:
ws_message = json.loads(raw_message)
except Exception as ex:
logging.error(
f"Error decoding WS message from {client.id} {raw_message}: {ex}"
)
return None
data_message = ws_message.get("message")
if data_message == WSProductSelectionDoneMessage.message_type:
await self.handle_rcv_product_selection_done(client)
async def handle_rcv_product_selection_done(
self, client: WebSocketServerProtocol
) -> None:
logging.info(f"Handle WSProductSelectionDoneMessage: {client.id}")
# avoid circular imports
from hopper.api.dependencies import get_game_engine
engine = get_game_engine()
await engine.product_selection_done()
async def handler(self, websocket: WebSocketServerProtocol) -> None:
"""New handler instance spawns for each connected client"""
self.connected_clients.add(websocket)
@ -39,7 +62,8 @@ class WSServer(Thread):
while connected:
try:
# we're expecting nothing from client, but read if client sends a message
await websocket.recv()
rcv_data = await websocket.recv()
await self.handle_rcv_message(client=websocket, raw_message=rcv_data)
except ConnectionClosedOK:
logging.info(f"Connection closed OK for client: {websocket.id}")
connected = False
@ -98,26 +122,10 @@ class WSServer(Thread):
)
await self.send_message_to_clients(message)
async def send_product_purchase_time_left_message(
self, player: Player, time_left: int
) -> None:
message = WSProductPurchaseTimerTickMessage(
data=ProductPurchaseTimerDto(
player=player,
time_left=time_left,
)
)
async def send_product_selection_done_message(self) -> None:
message = WSProductSelectionDoneMessage()
await self.send_message_to_clients(message)
async def send_product_purchase_done_message(
self, player: Player, product: Optional[Product] = None
) -> None:
# message = WSProductPurchaseDoneMessage(
# data=ProductPurchaseDoneDto(player=player, product=product),
# )
# await self.send_message_to_clients(message)
...
async def run_async(self) -> None:
logging.info(
f"Starting FairHopper Websockets Server on {self.host}:{self.port}"