Ejemplo n.º 1
0
    def on_game_remove(self, match):
        gameno, wname, bname, comment, result = match.groups()
        result, reason = parse_reason(reprResult.index(result),
                                      comment,
                                      wname=wname)

        wplayer = FICSPlayer(wname)
        try:
            wplayer = self.connection.players.get(wplayer, create=False)
            wplayer.restore_previous_status(
            )  # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            pass
        bplayer = FICSPlayer(bname)
        try:
            bplayer = self.connection.players.get(bplayer, create=False)
            bplayer.restore_previous_status()
        except KeyError:
            pass

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)
        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None
Ejemplo n.º 2
0
    def on_icc_my_game_result(self, data):
        log.debug("DG_MY_GAME_RESULT %s" % data)
        # gamenumber become-examined game_result_code score_string2 description-string ECO
        # 1242 1 Res 1-0 {Black resigns} {D89}
        parts = data.split(" ", 4)
        gameno, ex, result_code, result, rest = parts
        gameno = int(gameno)
        comment, rest = rest[2:].split("}", 1)

        try:
            game = self.connection.games.get_game_by_gameno(gameno)
        except KeyError:
            return
        wname = game.wplayer.name
        bname = game.bplayer.name

        result, reason = parse_reason(reprResult.index(result),
                                      comment,
                                      wname=wname)

        try:
            wplayer = self.connection.players.get(wname)
            wplayer.restore_previous_status()
            # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            log.debug("%s not in self.connections.players - creating" % wname)
            wplayer = FICSPlayer(wname)

        try:
            bplayer = self.connection.players.get(bname)
            bplayer.restore_previous_status()
        except KeyError:
            log.debug("%s not in self.connections.players - creating" % bname)
            bplayer = FICSPlayer(bname)

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)
        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None
Ejemplo n.º 3
0
    def on_icc_my_game_result(self, data):
        # gamenumber become-examined game_result_code score_string2 description-string ECO
        # 1242 1 Res 1-0 {Black resigns} {D89}
        parts = data.split(" ", 4)
        gameno, ex, result_code, result, rest = parts
        gameno = int(gameno)
        comment, rest = rest[2:].split("}", 1)

        try:
            game = self.connection.games.get_game_by_gameno(gameno)
        except KeyError:
            return
        wname = game.wplayer.name
        bname = game.bplayer.name

        result, reason = parse_reason(
            reprResult.index(result),
            comment,
            wname=wname)

        try:
            wplayer = self.connection.players.get(wname)
            wplayer.restore_previous_status()
            # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            print("%s not in self.connections.players - creating" % wname)
            wplayer = FICSPlayer(wname)

        try:
            bplayer = self.connection.players.get(bname)
            bplayer.restore_previous_status()
        except KeyError:
            print("%s not in self.connections.players - creating" % bname)
            bplayer = FICSPlayer(bname)

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)
        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None
Ejemplo n.º 4
0
    def on_game_remove(self, match):
        gameno, wname, bname, comment, result = match.groups()
        result, reason = parse_reason(
            reprResult.index(result),
            comment,
            wname=wname)

        try:
            wplayer = self.connection.players.get(wname)
            wplayer.restore_previous_status()
            # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            print("%s not in self.connections.players - creating" % wname)
            wplayer = FICSPlayer(wname)

        try:
            bplayer = self.connection.players.get(bname)
            bplayer.restore_previous_status()
        except KeyError:
            print("%s not in self.connections.players - creating" % bname)
            bplayer = FICSPlayer(bname)

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)

        # Our played/observed game ends are handled in main connection to prevent
        # removing them by helper connection before latest move(style12) comes from server
        if game == self.connection.bm.theGameImPlaying or \
           game in self.connection.bm.gamesImObserving:
            return

        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None
Ejemplo n.º 5
0
    def on_game_remove(self, match):
        gameno, wname, bname, comment, result = match.groups()
        result, reason = parse_reason(
            reprResult.index(result),
            comment,
            wname=wname)

        try:
            wplayer = self.connection.players.get(wname)
            wplayer.restore_previous_status()
            # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            print("%s not in self.connections.players - creating" % wname)
            wplayer = FICSPlayer(wname)

        try:
            bplayer = self.connection.players.get(bname)
            bplayer.restore_previous_status()
        except KeyError:
            print("%s not in self.connections.players - creating" % bname)
            bplayer = FICSPlayer(bname)

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)

        # Our played/observed game ends are handled in main connection to prevent
        # removing them by helper connection before latest move(style12) comes from server
        if game == self.connection.bm.theGameImPlaying or \
           game in self.connection.bm.gamesImObserving:
            return

        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None
Ejemplo n.º 6
0
    def on_game_remove(self, match):
        gameno, wname, bname, comment, result = match.groups()
        result, reason = parse_reason(
            reprResult.index(result),
            comment,
            wname=wname)

        try:
            wplayer = self.connection.players.get(wname)
            wplayer.restore_previous_status()
            # no status update will be sent by
            # FICS if the player doesn't become available, so we restore
            # previous status first (not necessarily true, but the best guess)
        except KeyError:
            print("%s not in self.connections.players - creating" % wname)
            wplayer = FICSPlayer(wname)

        try:
            bplayer = self.connection.players.get(bname)
            bplayer.restore_previous_status()
        except KeyError:
            print("%s not in self.connections.players - creating" % bname)
            bplayer = FICSPlayer(bname)

        game = FICSGame(wplayer,
                        bplayer,
                        gameno=int(gameno),
                        result=result,
                        reason=reason)
        if wplayer.game is not None:
            game.rated = wplayer.game.rated
        game = self.connection.games.get(game, emit=False)
        self.connection.games.game_ended(game)
        # Do this last to give anybody connected to the game's signals a chance
        # to disconnect from them first
        wplayer.game = None
        bplayer.game = None