17 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
48cb1a3798 Update readme 2023-03-29 09:35:38 +02:00
988878502c Hide inactive players from board dump 2023-03-28 09:45:49 +02:00
0e8775bd08 FE tweak 2023-03-27 14:28:15 +02:00
b5a49fb53b Add fairhopper-sdk as module 2023-03-27 13:55:52 +02:00
9acaf0c2c0 Remove SDK 2023-03-27 09:53:29 +02:00
870e2deb79 FE tweak 2023-03-27 09:52:51 +02:00
fa2aee881d Cleanups 2023-03-26 23:59:15 +02:00
f74bc9b52e FE tweaks 2023-03-26 20:00:35 +02:00
63e7e0d21c Update readme 2023-03-26 14:58:57 +02:00
4831f1e393 Update readme 2023-03-26 14:42:26 +02:00
806a379253 Demo SDK 2023-03-26 14:37:39 +02:00
f54344a17f Tweak frontend and game logic 2023-03-26 00:37:58 +01:00
3ac07f3072 Optimize views 2023-03-25 18:59:35 +01:00
20 changed files with 441 additions and 194 deletions

3
.gitmodules vendored Normal file
View File

@ -0,0 +1,3 @@
[submodule "fairhopper-sdk"]
path = fairhopper-sdk
url = git@gitea.ekirin.com:Intis/fairhopper-sdk.git

View File

@ -21,6 +21,35 @@
- Move timeout: 10s. Game is finished if timeout ocurrs.
## Game States
```plantuml
hide empty description
state "Start Game" as StartGame
state "Move" as MovePlayer: Destination reached?
state "Destination Reached" as DestinationReached
state "Product Selection" as ProductSelection: Enable product selection for winning player
state "Product Selected" as ProductSelected
state "Selection Timeout" as SelectionTimeout
state "End Player's Game" as EndPlayer
state "Lock Game" as LockGame <<end>>
state "End Game" as EndGame <<end>>
state "Unlock game" as UnlockGame <<end>>
[*] -> StartGame
StartGame -> MovePlayer
MovePlayer <-- MovePlayer: NO
MovePlayer --> DestinationReached: YES
DestinationReached --> ProductSelection
DestinationReached -> LockGame: Lock game for all other players
ProductSelection --> ProductSelected
ProductSelection --> SelectionTimeout
ProductSelected --> EndGame: End game\nfor all players
SelectionTimeout -> EndPlayer
EndPlayer --> UnlockGame: Unlock game\n for all players
```
## FairHopper Game Server
Requirements:
@ -75,41 +104,46 @@ actor "Player 1" as P1
actor "Player 2" as P2
actor "Player 3" as P3
package Masterpiece {
usecase Game as "FairHopper\nGame Server"
package Masterpiece #seashell {
rectangle "FairHopper Game Server" #lightcyan {
usecase API as "API Server"
usecase Game as "Game Engine"
usecase WS as "WS Server"
}
usecase Vis as "Visualisation\nService"
}
P1 -left-> Game: REST API
P2 -left-> Game: REST API
P3 -left-> Game: REST API
Game --> WS: WebSockets
WS --> Vis: WebSockets
usecase ExtVis1 as "Visualisation\nService"
usecase ExtVis2 as "Visualisation\nService"
P1 -left-> API: REST API
P2 -left-> API: REST API
P3 -left-> API: REST API
API --> Game
Game --> WS: Game State
WS --> Vis: WS Game State
WS --> ExtVis1: WS Game State
WS --> ExtVis2: WS Game State
```
### WebSockets
```plantuml
participant Game as "FairHopper\nGame Server"
box "FairHopper Game Server" #lightcyan
participant Game as "Game Engine"
participant WS as "WS Server"
endbox
participant Client1 as "Visualisation\nClient 1"
participant Client2 as "Visualisation\nClient 2"
Game ->o WS: Server Connect
activate WS #coral
WS -> Game: Get game state
activate Game #yellow
Game -> WS: Game state
deactivate
deactivate
Game ->o WS: Send initial state
Client1 ->o WS: Client Connect
Client1 ->o WS: Client connect
activate WS #coral
WS -> Client1: Game state
deactivate
Client2 ->o WS: Client Connect
Client2 ->o WS: Client connect
activate WS #coral
WS -> Client2: Game state
deactivate
@ -131,7 +165,7 @@ end
- Move right
- Move up
- Move down
- Get current position
- Get player info
- Get board info
Check REST API interface on [FastAPI docs](http://localhost:8010/docs).

39
api_tests/requests.http Normal file
View File

@ -0,0 +1,39 @@
GET http://localhost:8010/ping
###
# create new game
POST http://localhost:8010/game
Content-Type: application/json
{
"player_name": "Mirko"
}
###
# get game info
GET http://localhost:8010/game
###
# get player info
GET http://localhost:8010/player/test-player-pero
###
# move player left
POST http://localhost:8010/player/test-player-pero/move/left
###
# move player right
POST http://localhost:8010/player/test-player-pero/move/right
###
# move player up
POST http://localhost:8010/player/test-player-pero/move/up
###
# move player down
POST http://localhost:8010/player/test-player-pero/move/down
###
# move Mirko left
POST http://localhost:8010/player/test-player-mirko/move/left
###

1
fairhopper-sdk Submodule

Submodule fairhopper-sdk added at 10290dba54

View File

@ -8,13 +8,15 @@
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/bootstrap@5.2.3/dist/css/bootstrap.min.css"
integrity="sha384-rbsA2VBKQhggwzxH7pPCaAqO46MgnOM80zW1RWuH61DGLwZJEdK2Kadq2F9CUG65" crossorigin="anonymous">
<link rel="stylesheet" href="styles.css">
<title>Document</title>
<title>FairHopper Visualisation Client</title>
</head>
<body>
<div class="container-fluid">
<h1>FairHopper WS Client</h1>
<h1 class="mt-1 mb-2">
FairHopper Visualisation Client
</h1>
<div class="row">
<div class="col-10">
<div class="board-container">
@ -22,14 +24,23 @@
</div>
</div>
<div class="col-2">
<h3>Players</h3>
<ul id="players-content"></ul>
<h3 class="pb-2 border-bottom">
Players
</h3>
<ul class="players" id="players-content"></ul>
</div>
</div>
</div>
</body>
<script>
const BOARD_ICONS = {
PLAYER: "😀",
PLAYER_ON_DESTINATION: "😎",
OBSTACLE: "🔥",
DESTINATION: "🏠",
};
function createBoard(board) {
let html = "";
for (let y = 0; y < board.height; y++) {
@ -46,25 +57,42 @@
document.getElementById("board-content").innerHTML = html;
}
function renderCellContent(x, y, content) {
const cell = document.getElementById(`cell-${x}-${y}`);
function findCell(position) {
return document.getElementById(`cell-${position.x}-${position.y}`);
}
function renderCellContent(position, content) {
const cell = findCell(position);
if (cell) {
cell.innerText = content;
}
}
function renderPlayerList(players) {
const html = players.map((player) => {
const html = players.filter(player => player.active).map((player) => {
const onDestination = player.state == "ON_DESTINATION";
return `
<li>${player.name} (${player.move_count})</li>
<li class="${onDestination ? "text-success" : ""}">
${player.name} (${player.move_count})
${onDestination ? "✅" : ""}
</li>
`;
}).join("");
document.getElementById("players-content").innerHTML = html;
}
function renderPlayers(players) {
players.forEach(player => {
renderCellContent(player.position.x, player.position.y, "😎");
players.filter(player => player.active).forEach(player => {
const cell = findCell(player.position);
const onDestination = player.state == "ON_DESTINATION";
const playerIcon = onDestination ? BOARD_ICONS.PLAYER_ON_DESTINATION : BOARD_ICONS.PLAYER;
if (cell) {
const html = `
<div class="player-tooltip">${player.name}</div>
${playerIcon}
`;
cell.innerHTML = html;
}
});
}
@ -79,41 +107,47 @@
function renderObstacles(layers) {
const objects = getLayerObjectsOfType(layers, "OBSTACLE");
objects.forEach(obj => {
renderCellContent(obj.position.x, obj.position.y, "🔥");
renderCellContent(obj.position, BOARD_ICONS.OBSTACLE);
});
}
function renderDestination(position) {
renderCellContent(position.x, position.y, "🏠");
renderCellContent(position, BOARD_ICONS.DESTINATION);
}
window.onload = function () {
const ws = new WebSocket('ws://localhost:8011/bla-tra');
ws.onmessage = function (event) {
const data = JSON.parse(event.data);
console.log("message received:", data)
function wsConnect() {
let ws = new WebSocket('ws://localhost:8011');
ws.onopen = () => {
console.log("WS connected")
};
ws.onmessage = (e) => {
const data = JSON.parse(e.data);
console.log("WS message received:", data)
createBoard(data.board);
renderObstacles(data.layers)
renderDestination(data.destination.position);
renderPlayerList(data.players);
renderPlayers(data.players);
};
ws.onclose = (e) => {
setTimeout(function () {
wsConnect();
}, 1000);
};
ws.onerror = (err) => {
console.error("Socket encountered error:", err.message, "Closing socket");
ws.close();
};
}
ws.onopen = function () {
console.log("open");
window.onload = () => {
wsConnect();
}
ws.onclose = function () {
console.log("close");
}
ws.onerror = function () {
console.log("error");
}
}
</script>

View File

@ -13,8 +13,43 @@ body {
grid-gap: 2px;
padding-bottom: 2px;
}
.flex-grid:last-of-type {
padding-bottom: 0px;
}
.cell {
flex: 1;
text-align: center;
aspect-ratio: 1;
background-color: beige;
position: relative;
display: flex;
align-items: center;
justify-content: center;
}
ul.players {
list-style-type: none;
padding-left: 0;
}
.player-tooltip {
position: absolute;
margin-bottom: 50px;
font-size: 8pt;
padding: 2px 10px;
color: white;
background-color: darkred;
border-radius: 5px;
z-index: 1000;
}
.player-tooltip::after {
content: " ";
position: absolute;
top: 100%; /* At the bottom of the tooltip */
left: 50%;
margin-left: -5px;
border-width: 5px;
border-style: solid;
border-color: darkred transparent transparent transparent;
}

View File

@ -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):

View File

@ -14,11 +14,26 @@ 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()
def get_player(uuid: str, engine: GameEngine = Depends(get_game_engine)) -> Player:
player = engine.players.find(uuid)
if player is None:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND, detail="Player not found"
)
if not player.active:
raise HTTPException(
status_code=status.HTTP_403_FORBIDDEN,
detail="Player kicked out due to inactivity",
)
return player
@router.get("/ping", response_model=PingResponse)
async def ping() -> PingResponse:
return PingResponse(
@ -38,12 +53,14 @@ async def get_game_info(
)
@router.post("/game", response_model=StartGameResponseDto)
@router.post(
"/game", response_model=StartGameResponseDto, status_code=status.HTTP_201_CREATED
)
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,
@ -57,22 +74,20 @@ async def start_game(
@router.get(
"/player/{uuid}",
response_model=PlayerInfoResponseDto,
status_code=status.HTTP_201_CREATED,
responses={
status.HTTP_403_FORBIDDEN: {
"model": ErrorResponseDto,
"description": " Player inactive",
},
status.HTTP_404_NOT_FOUND: {
"model": ErrorResponseDto,
"description": " Player with uuid not found, probably kicked out",
},
},
)
async def get_player_info(
uuid: str,
engine: GameEngine = Depends(get_game_engine),
player: Player = Depends(get_player),
) -> MovePlayerResponseDto:
player = engine.players.find(uuid)
if player is None:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND, detail="Player not found"
)
if not player.active:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="Player kicked out due to inactivity",
)
return PlayerInfoResponseDto(player=player)
@ -87,31 +102,28 @@ async def get_player_info(
},
status.HTTP_403_FORBIDDEN: {
"model": ErrorResponseDto,
"description": " Player uuid not valid, probably due to inactivity",
"description": " Player inactive",
},
status.HTTP_404_NOT_FOUND: {
"model": ErrorResponseDto,
"description": " Player with uuid not found, probably kicked out",
},
status.HTTP_409_CONFLICT: {
"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(
uuid: str,
direction: Direction,
response: Response,
engine: GameEngine = Depends(get_game_engine),
player: Player = Depends(get_player),
) -> MovePlayerResponseDto:
player = engine.players.find(uuid)
if player is None:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND, detail="Player not found"
)
if not player.active:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="Player kicked out due to inactivity",
)
try:
move_result = await engine.move_player(player, direction)
except PositionOutOfBounds:
@ -122,6 +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

View File

@ -1,35 +0,0 @@
GET http://localhost:8010/ping
###
# create new game
POST http://localhost:8010/game
Content-Type: application/json
{
"player_name": "Mirko"
}
###
# get game info
GET http://localhost:8010/game
###
# get player info
GET http://localhost:8010/player/test-player-id
###
# move player left
POST http://localhost:8010/player/test-player-id/move/left
###
# move player right
POST http://localhost:8010/player/test-player-id/move/right
###
# move player up
POST http://localhost:8010/player/test-player-id/move/up
###
# move player down
POST http://localhost:8010/player/test-player-id/move/down
###

25
hopper/countdown_timer.py Normal file
View File

@ -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()

View File

@ -1,9 +1,12 @@
import asyncio
import logging
import random
from typing import Optional
from hopper.enums import Direction, PlayerMoveResult
from hopper.errors import Collision, PositionOutOfBounds
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,
@ -16,22 +19,30 @@ from hopper.models.board import (
)
from hopper.models.player import Player, PlayerList, Position
from hopper.watchdog import InactivityWatchdog
from hopper.ws_server import WSServer
from settings import settings
class GameEngine:
def __init__(self, board: GameBoard, ws_server: Optional[WSServer] = None) -> None:
def __init__(
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()
for player in self.players:
show_player = (
player.active
and player.position.y < len(dump)
and player.position.x < len(dump[player.position.y])
)
if show_player:
dump[player.position.y][player.position.x] = BOARD_DUMP_CHARS[
ObjectType.PLAYER
]
@ -53,11 +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=Position(0, 0),
position=self._create_player_start_position(),
state=PlayerState.CREATED,
)
self.players.append(player)
@ -65,18 +81,28 @@ 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
async def move_player(
self, player: Player, direction: Direction
) -> PlayerMoveResult:
player.reset_timeout()
def _create_player_start_position(self) -> Position:
"""Create random position somewhere on the board border"""
border_len = (self.board.width + self.board.height) * 2
rnd_position = random.randint(0, border_len - 1)
new_position = Position(player.position.x, player.position.y)
logging.info(f"Player {player} move to {direction}")
if rnd_position < self.board.width * 2:
x = rnd_position % self.board.width
y = 0 if rnd_position < self.board.width else self.board.height - 1
else:
rnd_position -= 2 * self.board.width
x = 0 if rnd_position < self.board.height else self.board.width - 1
y = rnd_position % self.board.height
return Position(x=x, y=y)
def _move_position(self, position: Position, direction: Direction) -> Position:
new_position = Position(position.x, position.y)
if direction == Direction.LEFT:
new_position.x -= 1
elif direction == Direction.RIGHT:
@ -87,41 +113,67 @@ class GameEngine:
new_position.y += 1
else:
raise ValueError(f"Unhandled direction: {direction}")
return new_position
async def move_player(
self, player: Player, direction: Direction
) -> 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.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):
if not self._position_in_board_bounds(new_position):
raise PositionOutOfBounds()
if self.colided_with_obstacle(new_position):
if self._colided_with_obstacle(new_position):
raise Collision()
player.position = new_position
player.move_count += 1
if self.ws_server:
await self.ws_server.send_game_state()
if self.is_player_on_destination(player):
if self._is_player_on_destination(player):
player.state = PlayerState.ON_DESTINATION
logging.info(f"Player {player} reached destination!")
return PlayerMoveResult.DESTINATION_REACHED
if self.ws_server:
await self.ws_server.send_game_dump()
self.__debug_print_board()
if player.state == PlayerState.ON_DESTINATION:
self.game_state = GameState.LOCK_FOR_MOVEMENT
return PlayerMoveResult.DESTINATION_REACHED
await asyncio.sleep(settings.game.MOVE_DELAY)
return PlayerMoveResult.OK
def is_player_on_destination(self, player: Player) -> bool:
def _is_player_on_destination(self, player: Player) -> bool:
return player.position == self.board.destination.position
def position_in_board_bounds(self, position: Position) -> bool:
def _position_in_board_bounds(self, position: Position) -> bool:
return (
0 <= position.x < self.board.width and 0 <= position.y < self.board.height
)
def colided_with_obstacle(self, position: Position) -> bool:
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)
@ -132,12 +184,12 @@ class GameEngineFactory:
board_width: int,
board_height: int,
obstacle_count: int = 0,
ws_server: Optional[WSServer] = None,
ws_server: Optional[SendGameDumpInterface] = None,
) -> GameEngine:
board = GameBoard(
width=board_width,
height=board_height,
destination=Destination(Position(board_height // 2, board_height // 2)),
destination=Destination(Position(board_width // 2, board_height // 2)),
)
obstacle_layer = Layer(name="obstacles")
for _ in range(obstacle_count):
@ -153,11 +205,13 @@ 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[WSServer] = None) -> GameEngine:
def create_default(
ws_server: Optional[SendGameDumpInterface] = None,
) -> GameEngine:
return GameEngineFactory.create(
board_width=settings.board.WIDTH,
board_height=settings.board.HEIGHT,
@ -166,15 +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(2, 2),
can_be_deactivated=False,
)
for player in settings.debug.PLAYERS:
players.append(player)
logging.info(f"Test player created: {player}")

View File

@ -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"

View File

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

6
hopper/interfaces.py Normal file
View File

@ -0,0 +1,6 @@
from typing import Protocol
class SendGameDumpInterface(Protocol):
async def send_game_dump(self) -> None:
...

View File

@ -1,10 +1,14 @@
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: int = 0.5 # seconds
MOVE_DELAY: float = 0.5 # seconds
@dataclass
class BoardSettings:
@ -29,7 +33,7 @@ class WSServerSettings:
@dataclass
class DebugSettings:
PRINT_BOARD: bool = False
CREATE_TEST_PLAYER: bool = False
PLAYERS: Optional[List[Player]] = None
@dataclass
@ -38,5 +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

View File

@ -3,6 +3,8 @@ import uuid
from dataclasses import dataclass, field
from typing import Optional
from hopper.enums import PlayerState
@dataclass
class Position:
@ -20,6 +22,7 @@ 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

View File

@ -15,9 +15,12 @@ class LayerDto(BaseModel):
name: str
objects: list[LayerObjectDto]
class GameDumpPlayerDto(PlayerDto):
...
class GameStateDto(BaseModel):
class GameDumpDto(BaseModel):
board: BoardDto
destination: DestinationDto
players: list[PlayerDto]
players: list[GameDumpPlayerDto]
layers: list[LayerDto]

View File

@ -5,14 +5,18 @@ import time
from threading import Thread
from typing import Optional
from hopper.interfaces import SendGameDumpInterface
from hopper.models.player import PlayerList
from hopper.ws_server import WSServer
from settings import settings
class InactivityWatchdog(Thread):
def __init__(
self, players: PlayerList, ws_server: Optional[WSServer] = None, *args, **kwargs
self,
players: PlayerList,
ws_server: Optional[SendGameDumpInterface] = None,
*args,
**kwargs,
) -> None:
self.players = players
self.ws_server = ws_server
@ -34,7 +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 (
@ -44,7 +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
@ -53,18 +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

View File

@ -7,59 +7,61 @@ 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
class WSServer(Thread):
def __init__(self, *args, **kwargs) -> None:
self.connected_clients = set[WebSocketServerProtocol]()
super().__init__(*args, **kwargs)
async def handler(self, websocket: WebSocketServerProtocol) -> None:
"""New handler instance spawns for each connected client"""
self.connected_clients.add(websocket)
logging.info(f"Add client: {websocket.id}")
try:
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:
try:
message = await websocket.recv()
# we're expecting nothing from client, but read if client sends a message
await websocket.recv()
except ConnectionClosedOK:
connected = False
finally:
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:
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)
@ -77,4 +79,5 @@ class WSServer(Thread):
await asyncio.Future() # run forever
def run(self) -> None:
self.connected_clients = set[WebSocketServerProtocol]()
asyncio.run(self.run_async())

View File

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