4 Commits

Author SHA1 Message Date
ecffdc5d1e Player state 2023-03-30 13:09:23 +02:00
8a48d61dc9 Multiple test players 2023-03-30 12:05:58 +02:00
33f2220356 Game state 2023-03-30 11:44:20 +02:00
413e395a75 Change terminology game state -> game dump 2023-03-30 11:32:16 +02:00
16 changed files with 145 additions and 72 deletions

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@ -104,7 +104,6 @@ actor "Player 1" as P1
actor "Player 2" as P2
actor "Player 3" as P3
package Masterpiece #seashell {
rectangle "FairHopper Game Server" #lightcyan {
usecase API as "API Server"

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@ -15,21 +15,25 @@ GET http://localhost:8010/game
###
# get player info
GET http://localhost:8010/player/test-player-id
GET http://localhost:8010/player/test-player-pero
###
# move player left
POST http://localhost:8010/player/test-player-id/move/left
POST http://localhost:8010/player/test-player-pero/move/left
###
# move player right
POST http://localhost:8010/player/test-player-id/move/right
POST http://localhost:8010/player/test-player-pero/move/right
###
# move player up
POST http://localhost:8010/player/test-player-id/move/up
POST http://localhost:8010/player/test-player-pero/move/up
###
# move player down
POST http://localhost:8010/player/test-player-id/move/down
POST http://localhost:8010/player/test-player-pero/move/down
###
# move Mirko left
POST http://localhost:8010/player/test-player-mirko/move/left
###

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@ -70,10 +70,11 @@
function renderPlayerList(players) {
const html = players.filter(player => player.active).map((player) => {
const onDestination = player.state == "ON_DESTINATION";
return `
<li class="${player.reached_destination ? "text-success" : ""}">
<li class="${onDestination ? "text-success" : ""}">
${player.name} (${player.move_count})
${player.reached_destination ? "✅" : ""}
${onDestination ? "✅" : ""}
</li>
`;
}).join("");
@ -83,7 +84,8 @@
function renderPlayers(players) {
players.filter(player => player.active).forEach(player => {
const cell = findCell(player.position);
const playerIcon = player.reached_destination ? BOARD_ICONS.PLAYER_ON_DESTINATION : BOARD_ICONS.PLAYER;
const onDestination = player.state == "ON_DESTINATION";
const playerIcon = onDestination ? BOARD_ICONS.PLAYER_ON_DESTINATION : BOARD_ICONS.PLAYER;
if (cell) {
const html = `
<div class="player-tooltip">${player.name}</div>

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@ -2,6 +2,8 @@ from __future__ import annotations
from pydantic import BaseModel as PydanticBaseModel
from hopper.enums import PlayerState
class BaseModel(PydanticBaseModel):
class Config:
@ -29,6 +31,7 @@ class PlayerDto(BaseModel):
position: PositionDto
move_count: int
move_attempt_count: int
state: PlayerState
class DestinationDto(BaseModel):

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@ -14,7 +14,7 @@ from hopper.api.dto import (
)
from hopper.engine import GameEngine
from hopper.enums import Direction, PlayerMoveResult
from hopper.errors import Collision, PositionOutOfBounds
from hopper.errors import Collision, GameLockForMovement, PositionOutOfBounds
from hopper.models.player import Player
router = APIRouter()
@ -60,7 +60,7 @@ async def start_game(
body: StartGameRequestDto,
engine: GameEngine = Depends(get_game_engine),
) -> StartGameResponseDto:
new_player = await engine.start_game(player_name=body.player_name)
new_player = await engine.start_game_for_player(player_name=body.player_name)
return StartGameResponseDto(
board=engine.board,
@ -112,6 +112,10 @@ async def get_player_info(
"model": ErrorResponseDto,
"description": " Position out of bounds or collision with an object",
},
status.HTTP_423_LOCKED: {
"model": ErrorResponseDto,
"description": " Player reached destination. Can't move anymore.",
},
},
)
async def move_player(
@ -130,6 +134,11 @@ async def move_player(
raise HTTPException(
status_code=status.HTTP_409_CONFLICT, detail="Collision with an object"
)
except GameLockForMovement:
raise HTTPException(
status_code=status.HTTP_423_LOCKED,
detail="Player reached destination. Can't move anymore.",
)
if move_result == PlayerMoveResult.DESTINATION_REACHED:
response.status_code = status.HTTP_200_OK

25
hopper/countdown_timer.py Normal file
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@ -0,0 +1,25 @@
import time
from threading import Event, Thread
from typing import Callable, Optional
class CountdownTimer(Thread):
def __init__(
self, seconds: int, callback: Optional[Callable[[], None]] = None
) -> None:
self.seconds = seconds
self.stop_event = Event()
self.callback = callback
super().__init__()
def run(self) -> None:
cnt = self.seconds
while cnt > 0 and not self.stop_event.is_set():
cnt -= 1
time.sleep(1)
if cnt == 0 and self.callback:
self.callback()
def stop(self) -> None:
self.stop_event.set()

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@ -3,9 +3,10 @@ import logging
import random
from typing import Optional
from hopper.enums import Direction, PlayerMoveResult
from hopper.errors import Collision, PositionOutOfBounds
from hopper.interfaces import SendGameStateInterface
from hopper.countdown_timer import CountdownTimer
from hopper.enums import Direction, PlayerMoveResult, GameState, PlayerState
from hopper.errors import Collision, PositionOutOfBounds, GameLockForMovement
from hopper.interfaces import SendGameDumpInterface
from hopper.models.board import (
BOARD_DUMP_CHARS,
BoardLayout,
@ -23,13 +24,14 @@ from settings import settings
class GameEngine:
def __init__(
self, board: GameBoard, ws_server: Optional[SendGameStateInterface] = None
self, board: GameBoard, ws_server: Optional[SendGameDumpInterface] = None
) -> None:
self.board = board
self.ws_server = ws_server
self.players = PlayerList()
self._inacivity_watchdog = None
self.__debug_print_board()
self._purchase_countdown_timer: Optional[CountdownTimer] = None
self.reset_game()
def dump_board(self) -> list[list[str]]:
dump = self.board.dump()
@ -62,11 +64,16 @@ class GameEngine:
)
self._inacivity_watchdog.start()
async def start_game(self, player_name: str) -> Player:
async def reset_game(self) -> None:
self.__debug_print_board()
self.game_state = GameState.RUNNING
async def start_game_for_player(self, player_name: str) -> Player:
self._start_inactivity_watchdog()
player = Player(
name=player_name,
position=self._create_player_start_position(),
state=PlayerState.CREATED,
)
self.players.append(player)
@ -74,7 +81,7 @@ class GameEngine:
self.__debug_print_board()
if self.ws_server:
await self.ws_server.send_game_state()
await self.ws_server.send_game_dump()
await asyncio.sleep(settings.game.MOVE_DELAY)
return player
@ -113,14 +120,18 @@ class GameEngine:
) -> PlayerMoveResult:
player.reset_timeout()
if self.game_state == GameState.LOCK_FOR_MOVEMENT:
raise GameLockForMovement("Player reached destination. Can't move anymore.")
# player will not be able to move once they reach the destination
if player.reached_destination:
if player.state == PlayerState.ON_DESTINATION:
return PlayerMoveResult.DESTINATION_REACHED
logging.info(f"Player {player} move to {direction}")
new_position = self._move_position(player.position, direction)
player.move_attempt_count += 1
player.state = PlayerState.MOVING
if not self._position_in_board_bounds(new_position):
raise PositionOutOfBounds()
@ -132,15 +143,16 @@ class GameEngine:
player.move_count += 1
if self._is_player_on_destination(player):
player.reached_destination = True
player.state = PlayerState.ON_DESTINATION
logging.info(f"Player {player} reached destination!")
if self.ws_server:
await self.ws_server.send_game_state()
await self.ws_server.send_game_dump()
self.__debug_print_board()
if player.reached_destination:
if player.state == PlayerState.ON_DESTINATION:
self.game_state = GameState.LOCK_FOR_MOVEMENT
return PlayerMoveResult.DESTINATION_REACHED
await asyncio.sleep(settings.game.MOVE_DELAY)
@ -158,6 +170,10 @@ class GameEngine:
def _colided_with_obstacle(self, position: Position) -> bool:
return self.board.get_object_at_position(position) is not None
def _player_on_destination(self, player: Player) -> None:
self.game_state = GameState.LOCK_FOR_MOVEMENT
self._purchase_countdown_timer = CountdownTimer()
def get_board_layout(self) -> BoardLayout:
return BoardLayout(board=self.board, players=self.players)
@ -168,7 +184,7 @@ class GameEngineFactory:
board_width: int,
board_height: int,
obstacle_count: int = 0,
ws_server: Optional[SendGameStateInterface] = None,
ws_server: Optional[SendGameDumpInterface] = None,
) -> GameEngine:
board = GameBoard(
width=board_width,
@ -189,12 +205,12 @@ class GameEngineFactory:
board=board,
ws_server=ws_server,
)
GameEngineFactory.__add_test_player(game.players)
GameEngineFactory.__add_test_players(game.players)
return game
@staticmethod
def create_default(
ws_server: Optional[SendGameStateInterface] = None,
ws_server: Optional[SendGameDumpInterface] = None,
) -> GameEngine:
return GameEngineFactory.create(
board_width=settings.board.WIDTH,
@ -204,18 +220,10 @@ class GameEngineFactory:
)
@staticmethod
def __add_test_player(players: PlayerList) -> None:
if not (settings.debug and settings.debug.CREATE_TEST_PLAYER):
def __add_test_players(players: PlayerList) -> None:
if not settings.debug:
return
player = Player(
name="Pero",
uuid="test-player-id",
position=Position(
settings.debug.TEST_PLAYER_START_X,
settings.debug.TEST_PLAYER_START_Y,
),
can_be_deactivated=False,
)
players.append(player)
logging.info(f"Test player created: {player}")
for player in settings.debug.PLAYERS:
players.append(player)
logging.info(f"Test player created: {player}")

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@ -18,3 +18,16 @@ class ObjectType(str, Enum):
class PlayerMoveResult(Enum):
OK = auto()
DESTINATION_REACHED = auto()
class GameState(Enum):
RUNNING = auto()
LOCK_FOR_MOVEMENT = auto()
ENDGAME = auto()
class PlayerState(str, Enum):
CREATED = "CREATED"
MOVING = "MOVING"
ON_DESTINATION = "ON_DESTINATION"
INACTIVE = "INACTIVE"

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@ -8,3 +8,7 @@ class PositionOutOfBounds(BaseError):
class Collision(BaseError):
...
class GameLockForMovement(BaseError):
...

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@ -1,6 +1,6 @@
from typing import Protocol
class SendGameStateInterface(Protocol):
async def send_game_state(self) -> None:
class SendGameDumpInterface(Protocol):
async def send_game_dump(self) -> None:
...

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@ -1,11 +1,15 @@
import logging
from dataclasses import dataclass
from typing import Optional
from typing import List, Optional
from hopper.models.player import Player
@dataclass
class GameSettings:
MOVE_DELAY: float = 0.5 # seconds
@dataclass
class BoardSettings:
WIDTH: int = 21
@ -29,9 +33,7 @@ class WSServerSettings:
@dataclass
class DebugSettings:
PRINT_BOARD: bool = False
CREATE_TEST_PLAYER: bool = False
TEST_PLAYER_START_X: int = 0
TEST_PLAYER_START_Y: int = 0
PLAYERS: Optional[List[Player]] = None
@dataclass
@ -40,5 +42,6 @@ class Settings:
board: BoardSettings
inacivity_watchdog: InactivityWatchdogSettings
ws_server: WSServerSettings
purchase_timeout: int = 10 # seconds
log_level: int = logging.INFO
debug: Optional[DebugSettings] = None

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@ -3,6 +3,8 @@ import uuid
from dataclasses import dataclass, field
from typing import Optional
from hopper.enums import PlayerState
@dataclass
class Position:
@ -20,9 +22,9 @@ class Player:
last_seen: datetime.datetime = field(
default_factory=lambda: datetime.datetime.now()
)
state: PlayerState = PlayerState.CREATED
active: bool = True
can_be_deactivated: bool = True
reached_destination: bool = False
def reset_timeout(self) -> None:
self.last_seen = datetime.datetime.now()

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@ -15,12 +15,12 @@ class LayerDto(BaseModel):
name: str
objects: list[LayerObjectDto]
class GameStatePlayerDto(PlayerDto):
reached_destination: bool
class GameDumpPlayerDto(PlayerDto):
...
class GameStateDto(BaseModel):
class GameDumpDto(BaseModel):
board: BoardDto
destination: DestinationDto
players: list[GameStatePlayerDto]
players: list[GameDumpPlayerDto]
layers: list[LayerDto]

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@ -5,7 +5,7 @@ import time
from threading import Thread
from typing import Optional
from hopper.interfaces import SendGameStateInterface
from hopper.interfaces import SendGameDumpInterface
from hopper.models.player import PlayerList
from settings import settings
@ -14,7 +14,7 @@ class InactivityWatchdog(Thread):
def __init__(
self,
players: PlayerList,
ws_server: Optional[SendGameStateInterface] = None,
ws_server: Optional[SendGameDumpInterface] = None,
*args,
**kwargs,
) -> None:
@ -38,7 +38,7 @@ class InactivityWatchdog(Thread):
seconds=settings.inacivity_watchdog.KICK_TIMEOUT
)
send_game_state = False
send_game_dump = False
for player in self.players:
if (
@ -48,7 +48,7 @@ class InactivityWatchdog(Thread):
):
player.active = False
logging.info(f"Player {player} set as inactive")
send_game_state = True
send_game_dump = True
# safe remove from list
n = 0
@ -57,18 +57,18 @@ class InactivityWatchdog(Thread):
if player.can_be_deactivated and player.last_seen < kick_threshold:
self.players.pop(n)
logging.info(f"Player {player} kicked out")
send_game_state = True
send_game_dump = True
else:
n += 1
if send_game_state:
self.send_game_state()
if send_game_dump:
self.send_game_dump()
def send_game_state(self):
def send_game_dump(self):
if not self.ws_server:
return
logging.info("Sending WS game state")
asyncio.run(self.ws_server.send_game_state())
logging.info("Sending WS game dump")
asyncio.run(self.ws_server.send_game_dump())
def stop(self) -> None:
self.stopped = True

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@ -7,7 +7,7 @@ import websockets
from websockets import WebSocketServerProtocol
from websockets.exceptions import ConnectionClosedOK
from hopper.models.ws_dto import GameStateDto
from hopper.models.ws_dto import GameDumpDto
from settings import settings
@ -18,8 +18,8 @@ class WSServer(Thread):
logging.info(f"Add client: {websocket.id}")
try:
# send initial game state to connected client
await self.send_game_state_to_client(websocket)
# send initial game dump to connected client
await self.send_game_dump_to_client(websocket)
# loop and do nothing while client is connected
connected = True
while connected:
@ -32,36 +32,36 @@ class WSServer(Thread):
self.connected_clients.remove(websocket)
logging.info(f"Remove client: {websocket.id}")
def _create_game_state_message(self) -> str:
def _create_game_dump_message(self) -> str:
# avoid circular imports
from hopper.api.dependencies import get_game_engine
engine = get_game_engine()
game_state = GameStateDto(
game_dump = GameDumpDto(
board=engine.board,
destination=engine.board.destination,
players=engine.players,
layers=engine.get_board_layout().layers,
)
return json.dumps(game_state.dict())
return json.dumps(game_dump.dict())
async def send_game_state_to_client(
async def send_game_dump_to_client(
self, websocket: WebSocketServerProtocol
) -> None:
"""Send game state to the client"""
message = self._create_game_state_message()
logging.debug(f"Sending game state to client: {websocket.id}")
"""Send game dump to the client"""
message = self._create_game_dump_message()
logging.debug(f"Sending game dump to client: {websocket.id}")
await websocket.send(message)
async def send_game_state(self) -> None:
async def send_game_dump(self) -> None:
"""Broadcast game state to all connected clients"""
if not self.connected_clients:
return
message = self._create_game_state_message()
message = self._create_game_dump_message()
logging.debug(
f"Sending game state to clients: {self.connected_clients}: {message}"
f"Sending game dump to clients: {self.connected_clients}: {message}"
)
for client in self.connected_clients:
await client.send(message)

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@ -14,5 +14,6 @@ settings = Settings(
inacivity_watchdog=InactivityWatchdogSettings(),
log_level=logging.INFO,
ws_server=WSServerSettings(),
purchase_timeout=10,
debug=None,
)