mirror of
https://github.com/evgen-app/chess_rpg_backend.git
synced 2024-11-10 19:57:12 +03:00
454 lines
16 KiB
Python
454 lines
16 KiB
Python
import json
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import os
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import django
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from asgiref.sync import sync_to_async
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from channels.generic.websocket import AsyncWebsocketConsumer
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from room.services.game_logic import move_handler
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os.environ.setdefault("DJANGO_SETTINGS_MODULE", "chess_backend.settings")
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django.setup()
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from game.models import Deck
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from room.models import PlayerInQueue, Room, PlayerInRoom, GameState
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from room.services.room_create import create_room
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class BaseConsumer(AsyncWebsocketConsumer):
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def __init__(self, *args, **kwargs):
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super().__init__(args, kwargs)
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async def send_message(self, message_type: str, **data):
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await self.send(text_data=json.dumps({"type": message_type, **data}))
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class QueueConsumer(BaseConsumer):
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def __init__(self, *args, **kwargs):
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super().__init__(args, kwargs)
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self.room_group_name = None
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async def connect(self):
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self.room_group_name = "queue"
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await self.accept()
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await self.check_origin()
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if await self.check_user_already_in_room():
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await self.send_message(
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"INFO",
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message=f"user already in room {self.scope['room_id']}",
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room=self.scope["room"],
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)
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await self.close()
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await self.channel_layer.group_add(self.room_group_name, self.channel_name)
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async def disconnect(self, close_code):
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await self.delete_user_in_queue()
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await self.channel_layer.group_discard(self.room_group_name, self.channel_name)
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# Receive message from WebSocket
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async def receive(self, text_data):
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data = None
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try:
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data = json.loads(text_data)
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except ValueError:
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await self.send_message("ERROR", message="data is not JSON serializable")
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if data:
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# TODO move to external function/class
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if "type" not in data:
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await self.send_message("ERROR", message="incorrect data typing")
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else:
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if data["type"] == "connect":
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if "deck_id" not in data:
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await self.send_message(
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"ERROR", message="deck id is not provided"
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)
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else:
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deck = None
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# validate deck and check user originality
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try:
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deck_id = int(data["deck_id"])
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deck = await self.check_user_deck(deck_id)
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except ValueError:
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await self.send_message(
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"ERROR", message="deck id is incorrect"
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)
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if deck:
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# add to que, start finding players
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await self.queue_connector(deck)
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await self.send_message(
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"INFO",
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message=f"added to queue deck with score {self.scope['score']}",
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)
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opponent = await self.find_user_by_score()
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if not opponent:
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await self.send_message(
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"INFO", message="no user found, awaiting in queue"
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)
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else:
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# add to group and send message that opponent found to players
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room = await create_room(
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deck_id_1=self.scope["deck"],
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player_id_1=self.scope["player"],
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player_score_1=self.scope["score"],
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deck_id_2=opponent[2],
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player_id_2=opponent[3],
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player_score_2=opponent[1],
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)
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await self.channel_layer.send(
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opponent[0],
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{
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"type": "info",
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"message": f"user found, with score {self.scope['score']}",
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"room": room,
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},
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)
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await self.send_message(
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"INFO",
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message=f"user found, with score {opponent[1]}",
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room=room,
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)
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else:
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await self.send_message(
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"ERROR", message="such deck doesn't exist"
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)
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@sync_to_async
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def delete_user_in_queue(self):
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try:
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PlayerInQueue.objects.get(player_id=self.scope["player"])
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except PlayerInQueue.DoesNotExist:
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return False
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@sync_to_async
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def check_user_already_in_room(self):
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try:
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p = PlayerInRoom.objects.get(player_id=self.scope["player"])
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self.scope["room"] = p.room.slug
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self.scope["room_id"] = p.room.id
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return True
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except PlayerInRoom.DoesNotExist:
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return False
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@sync_to_async
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def find_user_by_score(self):
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s_min = self.scope["score"] * 0.95
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s_max = self.scope["score"] * 1.05
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for el in PlayerInQueue.objects.all():
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if el.player_id != self.scope["player"]:
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if s_min <= el.score <= s_max:
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return el.channel_name, el.score, el.deck.id, el.player.id
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return False
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@sync_to_async
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def check_user_deck(self, deck_id: int):
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try:
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deck = Deck.objects.get(id=deck_id)
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if deck.player.id != self.scope["player"]:
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return False
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return deck
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except Deck.DoesNotExist:
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return False
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@sync_to_async
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def queue_connector(self, deck):
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try:
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queue = PlayerInQueue.objects.get(player_id=self.scope["player"])
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queue.score = deck.score()
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queue.channel_name = self.channel_name
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queue.save()
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except PlayerInQueue.DoesNotExist:
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queue = PlayerInQueue.objects.create(
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player_id=self.scope["player"],
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deck=deck,
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score=deck.score(),
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channel_name=self.channel_name,
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)
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self.scope["queue"] = queue.id
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self.scope["deck"] = deck.id
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self.scope["score"] = queue.score
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async def info(self, event):
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if "room" in event:
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await self.send_message(
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"INFO", message=event["message"], room=event["room"]
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)
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else:
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await self.send_message("INFO", message=event["message"])
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async def check_origin(self):
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if not self.scope["player"]:
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await self.send_message("ERROR", message="token is incorrect or expired")
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await self.close()
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class RoomConsumer(BaseConsumer):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.room_group_name = None
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self.room_name = None
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async def connect(self):
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await self.accept()
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await self.check_origin()
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if not await self.connect_to_room():
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await self.close()
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else:
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message, round = await self.get_state()
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await self.send_message(
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"INFO",
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opponent_score=self.scope["opponent_score"],
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opponent_deck=self.scope["opponent_deck"],
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opponent_online=self.scope["opponent_online"],
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first=self.scope["first"],
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state=message,
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round=round,
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)
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if "opponent_channel" in self.scope and self.scope["opponent_channel"]:
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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{
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"type": "channel",
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"channel": self.channel_name,
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},
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)
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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{"type": "connection_info", "online": True},
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)
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# Join room group
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await self.channel_layer.group_add(self.room_group_name, self.channel_name)
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# load and send board
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await self.load_board()
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await self.send_board()
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@sync_to_async
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def get_state(self):
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state = self.scope["player_in_room"].get_state()
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return state.message, state.round
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@sync_to_async
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def connect_to_room(self):
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slug = self.scope["url_route"]["kwargs"]["room_name"]
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self.room_name = slug
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self.room_group_name = f"room_{slug}"
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room = Room.objects.filter(slug=slug)
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if not room:
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return False
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self.scope["room"] = room.first()
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# check if player can be in a room
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p_ids = [x.player.id for x in room.first().players.all()]
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if self.scope["player"] not in p_ids:
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return False
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# add player info to scope
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player = PlayerInRoom.objects.get(player_id=self.scope["player"])
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self.scope["player_in_room"] = player
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self.scope["first"] = player.first
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self.scope["score"] = player.score
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self.scope["deck"] = player.deck.id
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self.scope["state"] = room.first().states.last().round
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p_ids.remove(player.player.id)
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opponent = PlayerInRoom.objects.get(player_id=p_ids[0])
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self.scope["opponent"] = opponent.player.id
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self.scope["opponent_channel"] = opponent.channel_name
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self.scope["opponent_score"] = opponent.score
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self.scope["opponent_deck"] = opponent.deck.id
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self.scope["opponent_first"] = opponent.first
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self.scope["opponent_online"] = opponent.online
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player.online = True
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player.channel_name = self.channel_name
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player.save(update_fields=["online", "channel_name"])
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return True
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async def disconnect(self, close_code):
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# Leave room group
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await self.channel_layer.group_discard(self.room_group_name, self.channel_name)
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await self.disconnect_player()
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if "opponent_channel" in self.scope and self.scope["opponent_channel"]:
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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{"type": "connection_info", "online": False},
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)
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@sync_to_async
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def disconnect_player(self):
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if "player_in_room" in self.scope:
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self.scope["player_in_room"].online = False
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self.scope["player_in_room"].channel_name = None
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self.scope["player_in_room"].save(update_fields=["online", "channel_name"])
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# Receive message from WebSocket
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async def receive(self, text_data):
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data = None
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try:
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data = json.loads(text_data)
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except ValueError:
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await self.send_message("ERROR", message="data is not JSON serializable")
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if data:
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if "type" not in data:
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await self.send_message("ERROR", message="incorrect data typing")
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elif data["type"] == "start":
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if not await self.start(data):
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await self.send_message("ERROR", message="opponent is offline")
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elif data["type"] == "move":
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if all(x in data for x in ["x", "y", "px", "py"]):
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await self.perform_move(data)
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else:
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await self.send_message("ERROR", message="incorrect data typing")
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async def start(self, data):
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if self.scope["opponent_channel"] and self.scope["opponent_online"]:
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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{
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"type": "info",
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"message": "opponent is ready to start",
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},
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)
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return True
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return False
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async def perform_move(self, data):
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if await move_handler(
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data["px"],
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data["py"],
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data["x"],
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data["y"],
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self.room_name,
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self.scope["player_in_room"],
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):
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await self.send_board()
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if self.scope["opponent_channel"] and self.scope["opponent_online"]:
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await self.channel_layer.send(
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self.scope["opponent_channel"],
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{
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"type": "move",
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"x": data["x"],
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"y": data["y"],
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"px": data["px"],
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"py": data["py"],
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},
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)
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return True
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return False
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@sync_to_async
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def load_board(self):
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# loads bord from db to scope
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room = self.scope["room"]
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board = [
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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[None, None, None, None, None, None, None, None],
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]
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for el in room.heroes.all():
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board[el.y - 1][el.x - 1] = [el.hero.type, el.health]
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self.scope["board"] = board
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async def send_board(self):
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# sends board to client
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await self.send_message(
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"INFO",
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message=f"game's board for round {self.scope['state']}",
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board=self.scope["board"],
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)
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# info type group message handler
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async def info(self, event):
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message = event["message"]
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msg = {"type": "INFO", "message": message}
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if "opponent_score" in event:
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msg["opponent_score"] = event["opponent_score"]
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if "opponent_deck" in event:
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msg["opponent_deck"] = event["opponent_deck"]
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if "opponent_online" in event:
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msg["opponent_online"] = event["opponent_online"]
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if "first" in event:
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msg["first"] = event["first"]
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if "state" in event:
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msg["state"] = event["state"]
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if "round" in event:
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msg["round"] = event["round"]
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await self.send(text_data=json.dumps(msg))
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async def channel(self, event):
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channel = event["channel"]
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self.scope["opponent_channel"] = channel
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async def connection_info(self, event):
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status = event["online"]
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await self.send(
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text_data=json.dumps(
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{
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"type": "INFO",
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"message": "opponent is online"
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if status
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else "opponent is offline",
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}
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)
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)
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self.scope["opponent_online"] = status
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async def move(self, event):
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await self.send(
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text_data=json.dumps(
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{
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"type": "MOVE",
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"x": event["x"],
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"y": event["y"],
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"px": event["px"],
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"py": event["py"],
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}
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)
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)
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async def check_origin(self):
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if not self.scope["player"]:
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await self.send(
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text_data=json.dumps(
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{"type": "ERROR", "message": "token is incorrect or expired"}
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)
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)
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await self.close()
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