Beispiel #1
0
def _find_empty_row(session: GameSession) -> int:
    possible_rows = set(range(session.num_rows))
    for member in GameSessionMembership.non_observer_members(session):
        possible_rows.remove(member.row)

    for empty_row in sorted(possible_rows):
        return empty_row
    raise InvalidAction("Session is full")
Beispiel #2
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def game_session_request_pickups(sio: ServerApp, session_id: int):
    current_user = sio.get_current_user()
    your_membership = GameSessionMembership.get_by_ids(current_user.id,
                                                       session_id)
    session: GameSession = your_membership.session

    if session.state == GameSessionState.SETUP:
        logger().info(f"Session {session_id}, Row {your_membership.row} "
                      f"requested pickups, but session is setup.")
        return None

    if your_membership.is_observer:
        logger().info(
            f"Session {session_id}, {current_user.name} requested pickups, but is an observer."
        )
        return None

    description = session.layout_description
    row_to_member_name = {
        member.row: member.effective_name
        for member in GameSessionMembership.non_observer_members(session)
    }

    resource_database = _get_resource_database(description,
                                               your_membership.row)

    result = []
    actions: List[GameSessionTeamAction] = list(
        _query_for_actions(your_membership))
    for action in actions:
        pickup_target = _get_pickup_target(description, action.provider_row,
                                           action.provider_location_index)

        if pickup_target is None:
            logging.error(
                f"Action {action} has a location index with nothing.")
            result.append(None)
        else:
            name = row_to_member_name.get(action.provider_row,
                                          f"Player {action.provider_row + 1}")
            result.append({
                "provider_name":
                name,
                "pickup":
                _base64_encode_pickup(pickup_target.pickup, resource_database),
            })

    logger().info(
        f"Session {session_id}, Row {your_membership.row} "
        f"requested pickups, returning {len(result)} elements for {resource_database.game_enum.value}."
    )

    return {
        "game": resource_database.game_enum.value,
        "pickups": result,
    }
Beispiel #3
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def _find_empty_row(session: GameSession) -> int:
    empty_row = 0
    for possible_slot in GameSessionMembership.non_observer_members(session):
        if empty_row != possible_slot.row:
            break
        else:
            empty_row += 1

    if empty_row >= session.num_rows:
        raise InvalidAction("Session is full")
    return empty_row
Beispiel #4
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def _emit_game_session_pickups_update(sio: ServerApp,
                                      membership: GameSessionMembership):
    session: GameSession = membership.session

    if session.state == GameSessionState.SETUP:
        raise RuntimeError("Unable to emit pickups during SETUP")

    if membership.is_observer:
        raise RuntimeError("Unable to emit pickups for observers")

    description = session.layout_description
    row_to_member_name = {
        member.row: member.effective_name
        for member in GameSessionMembership.non_observer_members(session)
    }

    resource_database = _get_resource_database(description, membership.row)

    result = []
    actions: List[GameSessionTeamAction] = list(_query_for_actions(membership))
    for action in actions:
        pickup_target = _get_pickup_target(description, action.provider_row,
                                           action.provider_location_index)

        if pickup_target is None:
            logging.error(
                f"Action {action} has a location index with nothing.")
            result.append(None)
        else:
            name = row_to_member_name.get(action.provider_row,
                                          f"Player {action.provider_row + 1}")
            result.append({
                "provider_name":
                name,
                "pickup":
                _base64_encode_pickup(pickup_target.pickup, resource_database),
            })

    logger().info(
        f"{_describe_session(session, membership)} "
        f"notifying {resource_database.game_enum.value} of {len(result)} pickups."
    )

    data = {
        "game": resource_database.game_enum.value,
        "pickups": result,
    }
    flask_socketio.emit("game_session_pickups_update",
                        data,
                        room=f"game-session-{session.id}-{membership.user.id}")
Beispiel #5
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def game_session_admin_player(sio: ServerApp, session_id: int, user_id: int,
                              action: str, arg):
    _verify_has_admin(sio, session_id, user_id)
    action: SessionAdminUserAction = SessionAdminUserAction(action)

    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(user_id, session_id)

    if action == SessionAdminUserAction.KICK:
        _add_audit_entry(
            sio, session, f"Kicked {membership.effective_name}"
            if membership.user != sio.get_current_user() else "Left session")
        membership.delete_instance()
        if not list(session.players):
            session.delete_instance(recursive=True)
            logger().info(
                f"{_describe_session(session)}. Kicking user {user_id} and deleting session."
            )
        else:
            logger().info(
                f"{_describe_session(session)}. Kicking user {user_id}.")

    elif action == SessionAdminUserAction.MOVE:
        offset: int = arg
        if membership.is_observer is None:
            raise InvalidAction("Player is an observer")

        new_row = membership.row + offset
        if new_row < 0:
            raise InvalidAction("New position is negative")
        if new_row >= session.num_rows:
            raise InvalidAction("New position is beyond num of rows")

        team_members = [None] * session.num_rows
        for member in GameSessionMembership.non_observer_members(session):
            team_members[member.row] = member

        while (0 <= new_row <
               session.num_rows) and team_members[new_row] is not None:
            new_row += offset

        if new_row < 0 or new_row >= session.num_rows:
            raise InvalidAction("No empty slots found in this direction")

        with database.db.atomic():
            logger().info(
                f"{_describe_session(session)}, User {user_id}. "
                f"Performing {action}, new row is {new_row}, from {membership.row}."
            )
            membership.row = new_row
            membership.save()

    elif action == SessionAdminUserAction.SWITCH_IS_OBSERVER:
        if membership.is_observer:
            membership.row = _find_empty_row(session)
        else:
            membership.row = None
        logger().info(
            f"{_describe_session(session)}, User {user_id}. Performing {action}, "
            f"new row is {membership.row}.")
        membership.save()

    elif action == SessionAdminUserAction.SWITCH_ADMIN:
        # Must be admin for this
        _verify_has_admin(sio, session_id, None, allow_when_no_admins=True)
        num_admins = GameSessionMembership.select().where(
            GameSessionMembership.session == session_id,
            GameSessionMembership.admin == True).count()

        if membership.admin and num_admins <= 1:
            raise InvalidAction("can't demote the only admin")

        membership.admin = not membership.admin
        _add_audit_entry(
            sio, session,
            f"Made {membership.effective_name} {'' if membership.admin else 'not '}an admin"
        )
        logger().info(
            f"{_describe_session(session)}, User {user_id}. Performing {action}, "
            f"new status is {membership.admin}.")
        membership.save()

    elif action == SessionAdminUserAction.CREATE_PATCHER_FILE:
        player_names = {i: f"Player {i + 1}" for i in range(session.num_rows)}

        for member in GameSessionMembership.non_observer_members(session):
            player_names[member.row] = member.effective_name

        layout_description = session.layout_description
        players_config = PlayersConfiguration(
            player_index=membership.row,
            player_names=player_names,
        )
        preset = layout_description.get_preset(players_config.player_index)
        cosmetic_patches = preset.game.data.layout.cosmetic_patches.from_json(
            arg)

        _add_audit_entry(sio, session,
                         f"Made an ISO for row {membership.row + 1}")

        data_factory = preset.game.patch_data_factory(layout_description,
                                                      players_config,
                                                      cosmetic_patches)
        try:
            return data_factory.create_data()
        except Exception as e:
            logger().exception("Error when creating patch data")
            raise InvalidAction(f"Unable to export game: {e}")

    elif action == SessionAdminUserAction.ABANDON:
        # FIXME
        raise InvalidAction("Abandon is NYI")

    _emit_session_meta_update(session)
Beispiel #6
0
def game_session_admin_player(sio: ServerApp, session_id: int, user_id: int,
                              action: str, arg):
    _verify_has_admin(sio, session_id, user_id)
    action: SessionAdminUserAction = SessionAdminUserAction(action)

    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(user_id, session_id)

    if action == SessionAdminUserAction.KICK:
        membership.delete_instance()
        if not list(session.players):
            session.delete_instance(recursive=True)
            logger().info(
                f"Session {session_id}. Kicking user {user_id} and deleting session."
            )
        else:
            logger().info(f"Session {session_id}. Kicking user {user_id}.")

    elif action == SessionAdminUserAction.MOVE:
        offset: int = arg
        if membership.is_observer is None:
            raise InvalidAction("Player is an observer")

        new_row = membership.row + offset
        if new_row < 0:
            raise InvalidAction("New position is negative")
        if new_row >= session.num_rows:
            raise InvalidAction("New position is beyond num of rows")

        team_members = [None] * session.num_rows
        for member in GameSessionMembership.non_observer_members(session):
            team_members[member.row] = member

        while (0 <= new_row <
               session.num_rows) and team_members[new_row] is not None:
            new_row += offset

        if new_row < 0 or new_row >= session.num_rows:
            raise InvalidAction("No empty slots found in this direction")

        with database.db.atomic():
            logger().info(
                f"Session {session_id}, User {user_id}. "
                f"Performing {action}, new row is {new_row}, from {membership.row}."
            )
            membership.row = new_row
            membership.save()

    elif action == SessionAdminUserAction.SWITCH_IS_OBSERVER:
        if membership.is_observer:
            membership.row = _find_empty_row(session)
        else:
            membership.row = None
        logger().info(
            f"Session {session_id}, User {user_id}. Performing {action}, new row is {membership.row}."
        )
        membership.save()

    elif action == SessionAdminUserAction.SWITCH_ADMIN:
        # Must be admin for this
        _verify_has_admin(sio, session_id, None, allow_when_no_admins=True)
        num_admins = GameSessionMembership.select().where(
            GameSessionMembership.session == session_id,
            GameSessionMembership.admin == True).count()

        if membership.admin and num_admins <= 1:
            raise InvalidAction("can't demote the only admin")

        membership.admin = not membership.admin
        logger().info(
            f"Session {session_id}, User {user_id}. Performing {action}, new status is {membership.admin}."
        )
        membership.save()

    elif action == SessionAdminUserAction.CREATE_PATCHER_FILE:
        cosmetic_patches = CosmeticPatches.from_json_dict(arg)
        player_names = {i: f"Player {i + 1}" for i in range(session.num_rows)}

        for member in GameSessionMembership.non_observer_members(session):
            player_names[member.row] = member.effective_name

        players_config = PlayersConfiguration(
            player_index=membership.row,
            player_names=player_names,
        )
        return patcher_file.create_patcher_file(session.layout_description,
                                                players_config,
                                                cosmetic_patches)

    elif action == SessionAdminUserAction.ABANDON:
        # FIXME
        raise InvalidAction("Abandon is NYI")

    _emit_session_update(session)