import json import os import django from asgiref.sync import sync_to_async from channels.generic.websocket import AsyncWebsocketConsumer from room.services.game_logic import move_handler os.environ.setdefault("DJANGO_SETTINGS_MODULE", "chess_backend.settings") django.setup() from game.models import Deck from room.models import PlayerInQueue, Room, PlayerInRoom, GameState from room.services.room_create import create_room class BaseConsumer(AsyncWebsocketConsumer): def __init__(self, *args, **kwargs): super().__init__(args, kwargs) async def send_message(self, message_type: str, **data): await self.send(text_data=json.dumps({"type": message_type, **data})) class QueueConsumer(BaseConsumer): def __init__(self, *args, **kwargs): super().__init__(args, kwargs) self.room_group_name = None async def connect(self): self.room_group_name = "queue" await self.accept() await self.check_origin() if await self.check_user_already_in_room(): await self.send_message( "INFO", message=f"user already in room {self.scope['room_id']}", room=self.scope["room"], ) await self.close() await self.channel_layer.group_add(self.room_group_name, self.channel_name) async def disconnect(self, close_code): await self.delete_user_in_queue() await self.channel_layer.group_discard(self.room_group_name, self.channel_name) # Receive message from WebSocket async def receive(self, text_data): data = None try: data = json.loads(text_data) except ValueError: await self.send_message("ERROR", message="data is not JSON serializable") if data: # TODO move to external function/class if "type" not in data: await self.send_message("ERROR", message="incorrect data typing") else: if data["type"] == "connect": if "deck_id" not in data: await self.send_message( "ERROR", message="deck id is not provided" ) else: deck = None # validate deck and check user originality try: deck_id = int(data["deck_id"]) deck = await self.check_user_deck(deck_id) except ValueError: await self.send_message( "ERROR", message="deck id is incorrect" ) if deck: # add to que, start finding players await self.queue_connector(deck) await self.send_message( "INFO", message=f"added to queue deck with score {self.scope['score']}", ) opponent = await self.find_user_by_score() if not opponent: await self.send_message( "INFO", message="no user found, awaiting in queue" ) else: # add to group and send message that opponent found to players room = await create_room( deck_id_1=self.scope["deck"], player_id_1=self.scope["player"], player_score_1=self.scope["score"], deck_id_2=opponent[2], player_id_2=opponent[3], player_score_2=opponent[1], ) await self.channel_layer.send( opponent[0], { "type": "info", "message": f"user found, with score {self.scope['score']}", "room": room, }, ) await self.send_message( "INFO", message=f"user found, with score {opponent[1]}", room=room, ) else: await self.send_message( "ERROR", message="such deck doesn't exist" ) @sync_to_async def delete_user_in_queue(self): try: PlayerInQueue.objects.get(player_id=self.scope["player"]) except PlayerInQueue.DoesNotExist: return False @sync_to_async def check_user_already_in_room(self): try: p = PlayerInRoom.objects.get(player_id=self.scope["player"]) self.scope["room"] = p.room.slug self.scope["room_id"] = p.room.id return True except PlayerInRoom.DoesNotExist: return False @sync_to_async def find_user_by_score(self): s_min = self.scope["score"] * 0.95 s_max = self.scope["score"] * 1.05 for el in PlayerInQueue.objects.all(): if el.player_id != self.scope["player"]: if s_min <= el.score <= s_max: return el.channel_name, el.score, el.deck.id, el.player.id return False @sync_to_async def check_user_deck(self, deck_id: int): try: deck = Deck.objects.get(id=deck_id) if deck.player.id != self.scope["player"]: return False return deck except Deck.DoesNotExist: return False @sync_to_async def queue_connector(self, deck): try: queue = PlayerInQueue.objects.get(player_id=self.scope["player"]) queue.score = deck.score() queue.channel_name = self.channel_name queue.save() except PlayerInQueue.DoesNotExist: queue = PlayerInQueue.objects.create( player_id=self.scope["player"], deck=deck, score=deck.score(), channel_name=self.channel_name, ) self.scope["queue"] = queue.id self.scope["deck"] = deck.id self.scope["score"] = queue.score async def info(self, event): if "room" in event: await self.send_message( "INFO", message=event["message"], room=event["room"] ) else: await self.send_message("INFO", message=event["message"]) async def check_origin(self): if not self.scope["player"]: await self.send_message("ERROR", message="token is incorrect or expired") await self.close() class RoomConsumer(BaseConsumer): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.room_group_name = None self.room_name = None async def connect(self): await self.accept() await self.check_origin() if not await self.connect_to_room(): await self.close() else: message, round = await self.get_state() await self.send_message( "INFO", opponent_score=self.scope["opponent_score"], opponent_deck=self.scope["opponent_deck"], opponent_online=self.scope["opponent_online"], first=self.scope["first"], state=message, round=round, ) if "opponent_channel" in self.scope and self.scope["opponent_channel"]: await self.channel_layer.send( self.scope["opponent_channel"], { "type": "channel", "channel": self.channel_name, }, ) await self.channel_layer.send( self.scope["opponent_channel"], {"type": "connection_info", "online": True}, ) # Join room group await self.channel_layer.group_add(self.room_group_name, self.channel_name) @sync_to_async def get_state(self): state = self.scope["player_in_room"].get_state() return state.message, state.round @sync_to_async def connect_to_room(self): slug = self.scope["url_route"]["kwargs"]["room_name"] self.room_name = slug self.room_group_name = f"room_{slug}" room = Room.objects.filter(slug=slug) if not room: return False self.scope["room"] = room # check if player can be in a room p_ids = [x.player.id for x in room.first().players.all()] if self.scope["player"] not in p_ids: return False # add player info to scope player = PlayerInRoom.objects.get(player_id=self.scope["player"]) self.scope["player_in_room"] = player self.scope["first"] = player.first self.scope["score"] = player.score self.scope["deck"] = player.deck.id p_ids.remove(player.player.id) opponent = PlayerInRoom.objects.get(player_id=p_ids[0]) self.scope["opponent"] = opponent.player.id self.scope["opponent_channel"] = opponent.channel_name self.scope["opponent_score"] = opponent.score self.scope["opponent_deck"] = opponent.deck.id self.scope["opponent_first"] = opponent.first self.scope["opponent_online"] = opponent.online player.online = True player.channel_name = self.channel_name player.save(update_fields=["online", "channel_name"]) return True async def disconnect(self, close_code): # Leave room group await self.channel_layer.group_discard(self.room_group_name, self.channel_name) await self.disconnect_player() if "opponent_channel" in self.scope and self.scope["opponent_channel"]: await self.channel_layer.send( self.scope["opponent_channel"], {"type": "connection_info", "online": False}, ) @sync_to_async def disconnect_player(self): if "player_in_room" in self.scope: self.scope["player_in_room"].online = False self.scope["player_in_room"].channel_name = None self.scope["player_in_room"].save(update_fields=["online", "channel_name"]) # Receive message from WebSocket async def receive(self, text_data): data = None try: data = json.loads(text_data) except ValueError: await self.send_message("ERROR", message="data is not JSON serializable") if data: if "type" not in data: await self.send_message("ERROR", message="incorrect data typing") elif data["type"] == "start": if not await self.start(data): await self.send_message("ERROR", message="opponent is offline") elif data["type"] == "move": if all(x in data for x in ["x", "y", "px", "py"]): await self.perform_move(data) else: await self.send_message("ERROR", message="incorrect data typing") async def start(self, data): if self.scope["opponent_channel"] and self.scope["opponent_online"]: await self.channel_layer.send( self.scope["opponent_channel"], { "type": "info", "message": "opponent is ready to start", }, ) return True return False async def perform_move(self, data): await move_handler( data["px"], data["py"], data["x"], data["y"], self.room_name, self.scope["player_in_room"], ) if self.scope["opponent_channel"] and self.scope["opponent_online"]: await self.channel_layer.send( self.scope["opponent_channel"], { "type": "move", "x": data["x"], "y": data["y"], "px": data["px"], "py": data["py"], }, ) return True return False # info type group message handler async def info(self, event): message = event["message"] msg = {"type": "INFO", "message": message} if "opponent_score" in event: msg["opponent_score"] = event["opponent_score"] if "opponent_deck" in event: msg["opponent_deck"] = event["opponent_deck"] if "opponent_online" in event: msg["opponent_online"] = event["opponent_online"] if "first" in event: msg["first"] = event["first"] if "state" in event: msg["state"] = event["state"] if "round" in event: msg["round"] = event["round"] await self.send(text_data=json.dumps(msg)) async def channel(self, event): channel = event["channel"] self.scope["opponent_channel"] = channel async def connection_info(self, event): status = event["online"] await self.send( text_data=json.dumps( { "type": "INFO", "message": "opponent is online" if status else "opponent is offline", } ) ) self.scope["opponent_online"] = status async def move(self, event): await self.send( text_data=json.dumps( { "type": "MOVE", "x": event["x"], "y": event["y"], "px": event["px"], "py": event["py"], } ) ) async def check_origin(self): if not self.scope["player"]: await self.send( text_data=json.dumps( {"type": "ERROR", "message": "token is incorrect or expired"} ) ) await self.close()