chess_rpg_backend/room/consumers.py

309 lines
11 KiB
Python

import json
from asgiref.sync import sync_to_async
from channels.generic.websocket import AsyncWebsocketConsumer
from channels.layers import get_channel_layer
from game.models import Deck
from room.models import PlayerInQueue, Room, PlayerInRoom
from room.services.room_create import create_room
channel_layer = get_channel_layer()
class QueueConsumer(AsyncWebsocketConsumer):
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()
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(
text_data=json.dumps(
{"type": "ERROR", "message": "data is not JSON serializable"}
)
)
if data:
# TODO move to external function/class
if "type" not in data:
await self.send(
text_data=json.dumps(
{"type": "ERROR", "message": "incorrect data typing"}
)
)
else:
if data["type"] == "connect":
if "deck_id" not in data:
await self.send(
text_data=json.dumps(
{"type": "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(
text_data=json.dumps(
{"type": "ERROR", "message": "deck id is incorrect"}
)
)
if deck:
# add to que, start finding players
await self.queue_connector(deck)
await self.send(
text_data=json.dumps(
{
"type": "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(
text_data=json.dumps(
{
"type": "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 channel_layer.send(
opponent[0],
{
"type": "info",
"message": f"user found, with score {self.scope['score']}",
"room": room,
},
)
await self.send(
text_data=json.dumps(
{
"type": "INFO",
"message": f"user found, with score {opponent[1]}",
"room": room,
}
)
)
else:
await self.send(
text_data=json.dumps(
{
"type": "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"]).delete()
except PlayerInQueue.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):
message = event["message"]
msg = {"type": "INFO", "message": message}
if "room" in event:
msg["room"] = event["room"]
await self.send(text_data=json.dumps(msg))
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()
class RoomConsumer(AsyncWebsocketConsumer):
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()
if not await self.connect_to_room():
await self.close()
else:
await self.send(
json.dumps(
{
"type": "INFO",
"message": f"welcome to room {self.room_name}",
"opponent_score": self.scope["opponent_score"],
"opponent_deck": self.scope["opponent_deck"],
"opponent_online": self.scope["opponent_online"],
"first": self.scope["first"],
},
)
)
# Join room group
await self.channel_layer.group_add(self.room_group_name, self.channel_name)
@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_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.save(update_fields=["online"])
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()
@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"].save(update_fields=["online"])
# Receive message from WebSocket
async def receive(self, text_data):
# Send message to room group
await self.channel_layer.group_send(
self.room_group_name,
{"type": "chat_message", "message": text_data},
)
# 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"]
await self.send(text_data=json.dumps(msg))
# Receive message from room group
async def chat_message(self, event):
message = event["message"]
# Send message to WebSocket
await self.send(text_data=json.dumps({"lot": message}))