Beispiel #1
0
async def change_shape_layer(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    if room.creator != user:
        logger.warning(f"{user.name} attempted to move the layer of a shape")
        return

    layer = Layer.get(location=location, name=data["layer"])
    shape = Shape.get(uuid=data["uuid"])
    old_layer = shape.layer
    old_index = shape.index
    shape.layer = layer
    shape.index = layer.shapes.count()
    shape.save()
    Shape.update(index=Shape.index -
                 1).where((Shape.layer == old_layer)
                          & (Shape.index >= old_index)).execute()

    await sio.emit(
        "Shape.Layer.Change",
        data,
        room=location.get_path(),
        skip_sid=sid,
        namespace="/planarally",
    )
Beispiel #2
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async def change_shape_floor(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    if pr.role != Role.DM:
        logger.warning(
            f"{pr.player.name} attempted to move the floor of a shape")
        return

    floor: Floor = Floor.get(location=pr.active_location, name=data["floor"])
    shape: Shape = Shape.get(uuid=data["uuid"])
    layer: Layer = Layer.get(floor=floor, name=shape.layer.name)
    old_layer = shape.layer
    old_index = shape.index

    shape.layer = layer
    shape.index = layer.shapes.count()
    shape.save()

    Shape.update(index=Shape.index -
                 1).where((Shape.layer == old_layer)
                          & (Shape.index >= old_index)).execute()

    await sio.emit(
        "Shape.Floor.Change",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace=GAME_NS,
    )
Beispiel #3
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async def move_shape_order(sid: str, data: ShapeOrder):
    pr: PlayerRoom = game_state.get(sid)

    if not data["temporary"]:
        shape = Shape.get(uuid=data["uuid"])
        layer = shape.layer

        if pr.role != Role.DM and not layer.player_editable:
            logger.warning(
                f"{pr.player.name} attempted to move a shape order on a dm layer"
            )
            return

        target = data["index"]
        sign = 1 if target < shape.index else -1
        case = Case(
            None,
            (
                (Shape.index == shape.index, target),
                (
                    (sign * Shape.index) < (sign * shape.index),
                    (Shape.index + (sign * 1)),
                ),
            ),
            Shape.index,
        )
        Shape.update(index=case).where(Shape.layer == layer).execute()

    await sio.emit(
        "Shape.Order.Set",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace=GAME_NS,
    )
Beispiel #4
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async def set_locked(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape: Shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to update locked state of unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change locked state of a shape it does not own"
        )
        return

    shape.is_locked = data["is_locked"]
    shape.save()

    await sio.emit(
        "Shape.Options.Locked.Set",
        data,
        skip_sid=sid,
        room=pr.active_location.get_path(),
        namespace=GAME_NS,
    )
Beispiel #5
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async def remove_shape(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    # We're first gonna retrieve the existing server side shape for some validation checks
    if data["temporary"]:
        # This stuff is not stored so we cannot do any server side validation /shrug
        shape = data["shape"]
        layer = location.layers.where(Layer.name == data["shape"]["layer"])[0]
    else:
        # Use the server version of the shape.
        try:
            shape = Shape.get(uuid=data["shape"]["uuid"])
        except Shape.DoesNotExist:
            logger.warning(f"Attempt to update unknown shape by {user.name}")
            return
        layer = shape.layer

    # Ownership validatation
    if room.creator != user:
        if not layer.player_editable:
            logger.warning(
                f"{user.name} attempted to remove a shape on a dm layer")
            return

        if data["temporary"]:
            if user.name not in shape["owners"]:
                logger.warning(
                    f"{user.name} attempted to remove asset it does not own")
                return
        else:
            if not ShapeOwner.get_or_none(shape=shape, user=user):
                logger.warning(
                    f"{user.name} attempted to remove asset it does not own")
                return

    if data["temporary"]:
        state.remove_temp(sid, data["shape"]["uuid"])
    else:
        shape.delete_instance()

    if layer.player_visible:
        await sio.emit(
            "Shape.Remove",
            data["shape"],
            room=location.get_path(),
            skip_sid=sid,
            namespace="/planarally",
        )
    else:
        for csid in state.get_sids(user=room.creator, room=room):
            if csid == sid:
                continue
            await sio.emit("Shape.Remove",
                           data["shape"],
                           room=csid,
                           namespace="/planarally")
Beispiel #6
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async def remove_shape(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    # We're first gonna retrieve the existing server side shape for some validation checks
    if data["temporary"]:
        if not has_ownership_temp(data["shape"], pr):
            logger.warning(
                f"User {pr.player.name} tried to update a shape it does not own."
            )
            return

        # This stuff is not stored so we cannot do any server side validation /shrug
        shape = data["shape"]
        floor = pr.active_location.floors.select().where(
            Floor.name == data["shape"]["floor"])[0]
        layer = floor.layers.where(Layer.name == data["shape"]["layer"])[0]
    else:
        # Use the server version of the shape.
        try:
            shape = Shape.get(uuid=data["shape"]["uuid"])
        except Shape.DoesNotExist:
            logger.warning(
                f"Attempt to update unknown shape by {pr.player.name}")
            return
        layer = shape.layer

        if not has_ownership(shape, pr):
            logger.warning(
                f"User {pr.player.name} tried to update a shape it does not own."
            )
            return

    if data["temporary"]:
        game_state.remove_temp(sid, data["shape"]["uuid"])
    else:
        old_index = shape.index
        shape.delete_instance(True)
        Shape.update(index=Shape.index -
                     1).where((Shape.layer == layer)
                              & (Shape.index >= old_index)).execute()

    if layer.player_visible:
        await sio.emit(
            "Shape.Remove",
            data["shape"],
            room=pr.active_location.get_path(),
            skip_sid=sid,
            namespace=GAME_NS,
        )
    else:
        for csid in game_state.get_sids(player=pr.room.creator,
                                        active_location=pr.active_location):
            if csid == sid:
                continue
            await sio.emit("Shape.Remove",
                           data["shape"],
                           room=csid,
                           namespace=GAME_NS)
Beispiel #7
0
async def add_shape_owner(sid: str, data: ServerShapeOwner):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to add owner to unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change asset ownership of a shape it does not own"
        )
        return

    target_user = User.by_name(data["user"])
    if target_user is None:
        logger.warning(
            f"Attempt to add unknown user as owner to shape by {pr.player.name} [{data['user']}]"
        )
        return

    # Adding the DM as user is redundant and can only lead to confusion
    if target_user == pr.room.creator:
        return

    if not ShapeOwner.get_or_none(shape=shape, user=target_user):
        ShapeOwner.create(
            shape=shape,
            user=target_user,
            edit_access=data["edit_access"],
            movement_access=data["movement_access"],
            vision_access=data["vision_access"],
        )
    await send_client_initiatives(pr, target_user)
    await sio.emit(
        "Shape.Owner.Add",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace=GAME_NS,
    )
    if not (shape.default_vision_access or shape.default_edit_access):
        for sid in game_state.get_sids(
            player=target_user, active_location=pr.active_location
        ):
            await sio.emit(
                "Shape.Set",
                shape.as_dict(target_user, False),
                room=sid,
                namespace=GAME_NS,
            )
Beispiel #8
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async def move_shape_order(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    shape = Shape.get(uuid=data["shape"]["uuid"])
    layer = shape.layer

    if room.creator != user and not layer.player_editable:
        logger.warning(
            f"{user.name} attempted to move a shape order on a dm layer")
        return

    target = data["index"] + 1
    sign = 1 if target <= 1 else -1
    polarity = 1 if shape.index > 0 else -1
    case = Case(
        None,
        (
            (Shape.index == shape.index, target * (-polarity)),
            (
                (polarity * sign * Shape.index) <
                (polarity * sign * shape.index),
                (Shape.index + (polarity * sign * 1)) * -1,
            ),
        ),
        Shape.index * -1,
    )
    Shape.update(index=case).where(Shape.layer == layer).execute()
    if layer.player_visible:
        await sio.emit(
            "Shape.Order.Set",
            data,
            room=location.get_path(),
            skip_sid=sid,
            namespace="/planarally",
        )
    else:
        for csid in state.get_sids(user=room.creator, room=room):
            if csid == sid:
                continue
            await sio.emit("Shape.Order.Set",
                           data["shape"],
                           room=csid,
                           namespace="/planarally")
Beispiel #9
0
async def update_shape_owner(sid: str, data: ServerShapeOwner):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to update owner of unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change asset ownership of a shape it does not own"
        )
        return

    target_user = User.by_name(data["user"])
    if target_user is None:
        logger.warning(
            f"Attempt to update unknown user as owner to shape by {pr.player.name} [{data['user']}]"
        )
        return

    try:
        so = ShapeOwner.get(shape=shape, user=target_user)
    except ShapeOwner.DoesNotExist as exc:
        logger.warning(
            f"Attempt to update unknown shape-owner relation by {pr.player.name}"
        )
        return

    so.shape = shape
    so.user = target_user
    so.edit_access = data["edit_access"]
    so.movement_access = data["movement_access"]
    so.vision_access = data["vision_access"]
    so.save()

    await sio.emit(
        "Shape.Owner.Update",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace=GAME_NS,
    )
Beispiel #10
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def get_shape_or_none(pr: PlayerRoom, shape_id: str,
                      action: str) -> Union[Shape, None]:
    try:
        shape: Shape = Shape.get(uuid=shape_id)
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt by {pr.player.name} on unknown shape. {{method: {action}, shape id: {shape_id}}}"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"Attempt by {pr.player.name} on shape they do not own. {{method: {action}, shape id: {shape_id}}}"
        )
        return None

    return shape
Beispiel #11
0
async def _get_shape(data, location, user):
    # We're first gonna retrieve the existing server side shape for some validation checks
    if data["temporary"]:
        # This stuff is not stored so we cannot do any server side validation /shrug
        shape = data["shape"]
        layer = location.layers.where(Layer.name == data["shape"]["layer"])[0]
    else:
        # Use the server version of the shape.
        try:
            shape = Shape.get(uuid=data["shape"]["uuid"])
        except Shape.DoesNotExist as exc:
            logger.warning(
                f"Attempt to update unknown shape by {user.name} [{data['shape']['uuid']}]"
            )
            raise exc
        layer = shape.layer

    return shape, layer
Beispiel #12
0
async def update_default_shape_owner(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape: Shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to update owner of unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change asset ownership of a shape it does not own"
        )
        return

    if "edit_access" in data:
        shape.default_edit_access = data["edit_access"]

    if "vision_access" in data:
        shape.default_vision_access = data["vision_access"]

    shape.save()

    await sio.emit(
        "Shape.Owner.Default.Update",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace="/planarally",
    )

    if shape.default_vision_access or shape.default_edit_access:
        for sid, player in game_state.get_users(
                active_location=pr.active_location):
            await sio.emit(
                "Shape.Set",
                shape.as_dict(player, player.name == pr.room.creator),
                room=sid,
                namespace="/planarally",
            )
Beispiel #13
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async def update_default_shape_owner(sid: str, data: ServerShapeDefaultOwner):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape: Shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to update owner of unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change asset ownership of a shape it does not own"
        )
        return

    if "edit_access" in data:
        shape.default_edit_access = data["edit_access"]

    if "vision_access" in data:
        shape.default_vision_access = data["vision_access"]

    if "movement_access" in data:
        shape.default_movement_access = data["movement_access"]

    shape.save()

    # We need to send each player their new view of the shape which includes the default access fields,
    # so there is no use in sending those separately
    for sid, player in game_state.get_users(active_location=pr.active_location,
                                            skip_sid=sid):
        await sio.emit(
            "Shape.Set",
            shape.as_dict(player,
                          game_state.get(sid).role == Role.DM),
            room=sid,
            namespace=GAME_NS,
        )
        await send_client_initiatives(pr, player)
Beispiel #14
0
async def move_shape_order(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    shape = Shape.get(uuid=data["shape"]["uuid"])
    layer = shape.layer

    if pr.role != Role.DM and not layer.player_editable:
        logger.warning(
            f"{pr.player.name} attempted to move a shape order on a dm layer")
        return

    target = data["index"]
    sign = 1 if target < shape.index else -1
    case = Case(
        None,
        (
            (Shape.index == shape.index, target),
            ((sign * Shape.index) <
             (sign * shape.index), (Shape.index + (sign * 1))),
        ),
        Shape.index,
    )
    Shape.update(index=case).where(Shape.layer == layer).execute()
    if layer.player_visible:
        await sio.emit(
            "Shape.Order.Set",
            data,
            room=pr.active_location.get_path(),
            skip_sid=sid,
            namespace=GAME_NS,
        )
    else:
        for csid in game_state.get_sids(player=pr.room.creator, room=pr.room):
            if csid == sid:
                continue
            await sio.emit("Shape.Order.Set",
                           data["shape"],
                           room=csid,
                           namespace=GAME_NS)
Beispiel #15
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async def change_shape_layer(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    if room.creator != user:
        logger.warning(f"{user.name} attempted to move the layer of a shape")
        return

    layer = Layer.get(location=location, name=data["layer"])
    shape = Shape.get(uuid=data["uuid"])
    shape.layer = layer
    shape.save()

    await sio.emit(
        "Shape.Layer.Change",
        data,
        room=location.get_path(),
        skip_sid=sid,
        namespace="/planarally",
    )
Beispiel #16
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async def _get_shape(data: Dict[str, Any], pr: PlayerRoom):
    # We're first gonna retrieve the existing server side shape for some validation checks
    if data["temporary"]:
        # This stuff is not stored so we cannot do any server side validation /shrug
        shape = data["shape"]
        floor = pr.active_location.floors.select().where(
            Floor.name == shape["floor"])[0]
        layer = floor.layers.where(Layer.name == data["shape"]["layer"])[0]
    else:
        # Use the server version of the shape.
        try:
            shape = Shape.get(uuid=data["shape"]["uuid"])
        except Shape.DoesNotExist as exc:
            logger.warning(
                f"Attempt to update unknown shape by {pr.player.name} [{data['shape']['uuid']}]"
            )
            raise exc
        layer = shape.layer

    data["shape"]["layer"] = layer

    return shape, layer
Beispiel #17
0
async def delete_shape_owner(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    try:
        shape = Shape.get(uuid=data["shape"])
    except Shape.DoesNotExist as exc:
        logger.warning(
            f"Attempt to delete owner of unknown shape by {pr.player.name} [{data['shape']}]"
        )
        raise exc

    if not has_ownership(shape, pr):
        logger.warning(
            f"{pr.player.name} attempted to change asset ownership of a shape it does not own"
        )
        return

    target_user = User.by_name(data["user"])
    if target_user is None:
        logger.warning(
            f"Attempt to delete unknown user as owner to shape by {pr.player.name} [{data['user']}]"
        )
        return

    try:
        so = (ShapeOwner.delete().where((ShapeOwner.shape == shape) & (
            ShapeOwner.user == target_user)).execute())
    except Exception as e:
        logger.warning(
            f"Could not delete shape-owner relation by {pr.player.name}")

    await sio.emit(
        "Shape.Owner.Delete",
        data,
        room=pr.active_location.get_path(),
        skip_sid=sid,
        namespace="/planarally",
    )
Beispiel #18
0
async def change_shape_layer(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    if room.creator != user:
        logger.warning(f"{user.name} attempted to move the layer of a shape")
        return

    layer = Layer.get(location=location, name=data["layer"])
    shape = Shape.get(uuid=data["uuid"])
    old_layer = shape.layer
    old_index = shape.index

    if old_layer.player_visible and not layer.player_visible:
        for room_player in room.players:
            for psid in state.get_sids(user=room_player.player, room=room):
                if psid == sid:
                    continue
                await sio.emit(
                    "Shape.Remove",
                    shape.as_dict(room_player.player, False),
                    room=psid,
                    namespace="/planarally",
                )

    shape.layer = layer
    shape.index = layer.shapes.count()
    shape.save()
    Shape.update(index=Shape.index -
                 1).where((Shape.layer == old_layer)
                          & (Shape.index >= old_index)).execute()

    if old_layer.player_visible and layer.player_visible:
        await sio.emit(
            "Shape.Layer.Change",
            data,
            room=location.get_path(),
            skip_sid=sid,
            namespace="/planarally",
        )
    else:
        for csid in state.get_sids(user=room.creator, room=room):
            if csid == sid:
                continue
            await sio.emit(
                "Shape.Layer.Change",
                data,
                room=location.get_path(),
                skip_sid=sid,
                namespace="/planarally",
            )
        if layer.player_visible:
            for room_player in room.players:
                for psid in state.get_sids(user=room_player.player, room=room):
                    if psid == sid:
                        continue
                    await sio.emit(
                        "Shape.Add",
                        shape.as_dict(room_player.player, False),
                        room=psid,
                        namespace="/planarally",
                    )
Beispiel #19
0
async def update_shape(sid, data):
    sid_data = state.sid_map[sid]
    user = sid_data["user"]
    room = sid_data["room"]
    location = sid_data["location"]

    # We're first gonna retrieve the existing server side shape for some validation checks
    if data["temporary"]:
        # This stuff is not stored so we cannot do any server side validation /shrug
        shape = data["shape"]
        layer = location.layers.where(Layer.name == data["shape"]["layer"])[0]
    else:
        # Use the server version of the shape.
        try:
            shape = Shape.get(uuid=data["shape"]["uuid"])
        except Shape.DoesNotExist:
            logger.warning(f"Attempt to update unknown shape by {user.name}")
            return
        layer = shape.layer

    # Ownership validatation
    if room.creator != user:
        if not layer.player_editable:
            logger.warning(
                f"{user.name} attempted to move a shape on a dm layer")
            return

        if data["temporary"]:
            if user.name not in shape["owners"]:
                logger.warning(
                    f"{user.name} attempted to move asset it does not own")
                return
        else:
            if not ShapeOwner.get_or_none(shape=shape, user=user):
                logger.warning(
                    f"{user.name} attempted to move asset it does not own")
                return

    # Overwrite the old data with the new data
    if not data["temporary"]:
        with db.atomic():
            data["shape"]["layer"] = Layer.get(location=location,
                                               name=data["shape"]["layer"])
            # Otherwise backrefs can cause errors as they need to be handled separately
            update_model_from_dict(shape,
                                   reduce_data_to_model(Shape, data["shape"]))
            shape.save()
            type_table = get_table(shape.type_)
            type_instance = type_table.get(uuid=shape.uuid)
            # no backrefs on these tables
            update_model_from_dict(type_instance,
                                   data["shape"],
                                   ignore_unknown=True)
            type_instance.save()

            old_owners = {owner.user.name for owner in shape.owners}
            new_owners = set(data["shape"]["owners"])
            for owner in old_owners ^ new_owners:
                if owner == "":
                    continue
                delta_owner = User.by_name(owner)
                if owner in new_owners:
                    ShapeOwner.create(shape=shape, user=delta_owner)
                else:
                    ShapeOwner.get(shape=shape,
                                   user=delta_owner).delete_instance(True)
                await send_client_initiatives(room, location, delta_owner)

    # Send to players
    if layer.player_visible:
        for room_player in room.players:
            for psid in state.get_sids(user=room_player.player, room=room):
                if psid == sid:
                    continue
                if not data["temporary"]:
                    data["shape"] = shape.as_dict(room_player.player, False)
                await sio.emit("Shape.Update",
                               data,
                               room=psid,
                               namespace="/planarally")

    # Send to DM
    for csid in state.get_sids(user=room.creator, room=room):
        if csid == sid:
            continue
        if not data["temporary"]:
            data["shape"] = shape.as_dict(room.creator, True)
        await sio.emit("Shape.Update",
                       data,
                       room=csid,
                       namespace="/planarally")
Beispiel #20
0
async def change_shape_layer(sid: int, data: Dict[str, Any]):
    pr: PlayerRoom = game_state.get(sid)

    if pr.role != Role.DM:
        logger.warning(
            f"{pr.player.name} attempted to move the layer of a shape")
        return

    floor = Floor.get(location=pr.active_location, name=data["floor"])
    layer = Layer.get(floor=floor, name=data["layer"])
    shape = Shape.get(uuid=data["uuid"])
    old_layer = shape.layer
    old_index = shape.index

    if old_layer.player_visible and not layer.player_visible:
        for room_player in pr.room.players:
            if room_player.role == Role.DM:
                continue
            for psid in game_state.get_sids(
                    player=room_player.player,
                    active_location=pr.active_location):
                if psid == sid:
                    continue
                await sio.emit(
                    "Shape.Remove",
                    shape.as_dict(room_player.player, False),
                    room=psid,
                    namespace=GAME_NS,
                )

    shape.layer = layer
    shape.index = layer.shapes.count()
    shape.save()
    Shape.update(index=Shape.index -
                 1).where((Shape.layer == old_layer)
                          & (Shape.index >= old_index)).execute()

    if old_layer.player_visible and layer.player_visible:
        await sio.emit(
            "Shape.Layer.Change",
            data,
            room=pr.active_location.get_path(),
            skip_sid=sid,
            namespace=GAME_NS,
        )
    else:
        for room_player in pr.room.players:
            is_dm = room_player.role == Role.DM
            for psid in game_state.get_sids(
                    player=room_player.player,
                    active_location=pr.active_location):
                if psid == sid:
                    continue
                if is_dm:
                    await sio.emit(
                        "Shape.Layer.Change",
                        data,
                        room=pr.active_location.get_path(),
                        skip_sid=sid,
                        namespace=GAME_NS,
                    )
                elif layer.player_visible:
                    await sio.emit(
                        "Shape.Add",
                        shape.as_dict(room_player.player, False),
                        room=psid,
                        namespace=GAME_NS,
                    )