Esempio n. 1
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def do_add_to_game(game):
    """attempts to add user to game"""
    if not game:
        raise ValueError("Tried to do_add_to_game without game")
    # looking to add themselves to this game
    # check whether this is allowed.
    c = common_db.Common_DB()
    this_session = c.common_Sessionmaker()

    action_result, message = game.add_players_to_game(
        game.state.this_player_id)
    if action_result:
        # added to the game. Check if the game is ready
        if game.ready_to_start:
            # do the deal
            game.deal()
            action_result, message = game.save(this_session)
        else:
            action_result, message = game.save(this_session)
            if action_result:
                message = "Added you to the game. Now sit tight and wait for enough other players to join."
    if action_result:
        this_session.commit()
    else:
        this_session.rollback()
    this_session.close()

    return action_result, message
Esempio n. 2
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def do_load_game(game_id, this_player_id):
    """loads a game object"""
    c = common_db.Common_DB()

    logger.info(f"Starting to load game for ID '{game_id}'")
    game = Game()
    game.state.game_id = game_id
    game.state.this_player_id = this_player_id
    logger.debug("Created game")

    players = get_users_for_game(game_id, c.common_engine)
    logger.debug(f"players for game {game_id} identified: {players}")
    game.players = []
    for player in players:
        p = Player(player)
        if p.ID == this_player_id:
            logger.debug("Found this player with ID %s", this_player_id)
            game.this_player = p
        game.players.append(p)

    if not game.load(c.common_engine):
        logger.error(f"Failed to load game {game_id}")

    logger.info(f"do_load_game complete for game {game_id}")
    return game
Esempio n. 3
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def get_player_for_username(username):
    c = common_db.Common_DB()
    result = c.execute(
        c.common_engine,
        "SELECT player_id, hash, is_admin FROM users WHERE username = :username",
        username=username)

    return result
Esempio n. 4
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def do_save_game(game):
    c = common_db.Common_DB()
    s = c.common_Sessionmaker()
    if game.save(s):
        s.commit()
        s.close()
        return True
    else:
        s.rollback()
        s.close()
        return False
Esempio n. 5
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    def load_player_cards(self, session, game_id, deck_type):
        """queries the database for a set of cards for a given player and game and type ande returns as a set"""
        print("about to load cards for player ID " + str(self.ID) +
              " for game " + str(game_id) + " with type " + str(deck_type) +
              ".")
        c = common_db.Common_DB()

        cards = c.execute(
            session,
            "SELECT card_suit, card_rank FROM game_cards WHERE player_id = :player_id AND card_location = :card_type AND game_id = :game_id ORDER BY card_rank, card_suit ASC",
            player_id=self.ID,
            card_type=deck_type,
            game_id=game_id)
        cards_to_return = []
        if len(cards) > 0:
            cards_to_return.extend(
                [Card(card["card_suit"], card["card_rank"]) for card in cards])
        print("returning " + str(len(cards_to_return)))
        return cards_to_return
Esempio n. 6
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    def save(self, session, game_id):
        """saves the current player's gamew state, including registering this player as playing this game"""
        c = common_db.Common_DB()
        result = c.execute(
            session,
            'INSERT INTO player_game (player_id, game_id) VALUES (:user_id, :game_id) ON CONFLICT (player_id, game_id) DO UPDATE SET player_id = :user_id, game_id = :game_id;',
            user_id=self.ID,
            game_id=game_id)
        if not result:
            print(
                f"unable to add or update player in to player_game for player {self.ID} and game {game_id}"
            )
            return False, f"unable to add or update player in to player_game for player {self.ID} and game {game_id}"

        result = c.execute(
            session,
            f"DELETE FROM game_cards WHERE game_id = {game_id} AND player_id = {self.ID};"
        )
        if result == None:
            # some kind of exception
            print("unable to delete existing game cards")
            return False, f"unable to add or update player in to player_game for player {self.ID} and game {game_id}"

        cards_to_store = []
        for pile_id in self.Card_Pile_ID:
            for card in getattr(self, self.Pile_Objects[pile_id]):
                cards_to_store.append(
                    f"({game_id}, {self.ID}, {pile_id.value}, {card.suit}, {card.rank})"
                )

        if cards_to_store:
            cards_to_store = ", ".join(cards_to_store)
            result = c.execute(
                session,
                f"INSERT INTO game_cards (game_id, player_id, card_location, card_suit, card_rank) VALUES {cards_to_store};"
            )
            if not result:
                print("failed to save game cards, rolling back")
                return False, f"unable to save player cards for player {self.ID} and game {game_id}"

        return True, f"player {self.ID} saved successfully"
Esempio n. 7
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def register():
    """Register user"""

    # User reached route via POST (as by submitting a form via POST)
    if request.method == "POST":

        # Ensure username was submitted
        if not request.form.get("username"):
            return apology("must provide username", 400)

        # Ensure password was submitted
        elif not request.form.get("password"):
            return apology("must provide password", 400)

        # Ensure passwords match
        elif not request.form.get("password") == request.form.get("confirmation"):
            return apology("passwords must match", 400)

        # Query database for username
        c = common_db.Common_DB()
        rows = c.execute(c.common_engine, "SELECT player_id, hash FROM users WHERE username = :username",
                         username=request.form.get("username"))

        if len(rows) != 0:
            return apology("username already taken, sorry")
        this_session = c.common_Sessionmaker()
        result = c.execute(this_session, "INSERT INTO users (username, hash) VALUES (:username, :password_hash)",
                           username=request.form.get("username").lower(), password_hash=generate_password_hash(request.form.get("password")))
        if not result:
            this_session.rollback()
            this_session.close()
            return apology("could not register")
        this_session.commit()
        this_session.close()

        # Redirect user to home page
        return redirect(url_for('login'))

    # User reached route via GET (as by clicking a link or via redirect)
    else:
        return render_template("register.html")
Esempio n. 8
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def do_start_new_game(request_json, this_player_user_id):
    """starts a new game"""
    game = Game(this_player_user_id)
    logger.debug(f"do_start_new_game with {request_json}")
    parsed_values, message = game.parse_requested_config(request_json)
    if parsed_values:
        # initalise a session
        logger.debug(
            f"do_start_new_game parsed values, creating session to commit save."
        )
        c = common_db.Common_DB()
        this_session = c.common_Sessionmaker()
        result, message = game.save(this_session)
        if not result:
            logger.error("do_start_new_game save failed, rolling back")
            this_session.rollback()
            response = {"startnewgame": False, "message": message}
        else:
            logger.info("do_start_new_game save ok, committing")
            this_session.commit()
            msg = quote_plus(
                f"Game created successfully with ID {game.state.game_id}"
                ". Now let's wait for some other players to join.")
            response = {
                "startnewgame": True,
                "new_game_id": game.state.game_id,
                "message": message,
                "redirect_querystring": f"?msg={msg}"
            }
        this_session.close()
        logger.debug(
            "do_start_new_game completed successfully - returning: %s",
            jsonpickle.encode(response, unpicklable=False))
        return response, game
    else:
        logger.error("do_start_new_game unable to parse values: %s", message)
        response = {"startnewgame": False, "message": message}
        return response, None
Esempio n. 9
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from helpers import apology, login_required
from player import Player
app_logger = logging.getLogger(__name__)
app_logger.info("startup")

# Configure application
app = Flask(__name__)
sslify = SSLify(app, permanent=True)

# idea from https://cloud.google.com/appengine/docs/flexible/python/using-cloud-sql
# Environment variables are defined in app.yaml.

app.config['SQLALCHEMY_TRACK_MODIFICATIONS'] = False


c = common_db.Common_DB()
app_logger.info("got db engine %s", c.common_engine)
c.initialise_models()
app_logger.debug("models initialised")

sqalchemy_database_uri = c.sqalchemy_database_uri
secret_key = c.secret_key
if sqalchemy_database_uri and secret_key:
    app.config['SQLALCHEMY_DATABASE_URI'] = sqalchemy_database_uri
    app.config['SECRET_KEY'] = secret_key
else:
    raise ValueError(
        "Cannot load database connection details - sqalchemy_database_uri, secret_key missing")

app.config["SESSION_PERMANENT"] = True
Esempio n. 10
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def do_reload_game(game):
    c = common_db.Common_DB()
    s = c.common_Sessionmaker()
    game.load(s)
    s.close()
Esempio n. 11
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def do_playcards(request_json, game):
    """validates that a user is allowed to play a specific action
    and if so, executes that action and returns the result"""
    # first, let's get the action and respond with a failure if we can't.
    if not request_json:
        logger.error("do_playcards called without reqeust_json")
        raise ValueError("do_playcards called without request_json")
    action = request_json.get("action")
    if not action:
        logger.error("do_playcards no action in json")
        response = {
            'action': 'unknown',
            'action_result': False,
            'action_message': "no action specified"
        }
        return response

    cards = request_json.get("action_cards")

    list_of_actions_which_require_cards = ["swap", "play"]
    if action in list_of_actions_which_require_cards and not cards:
        logger.error(
            f"do_playcards swap called wtih action '{action}' no cards specified to play"
        )
        response = {
            'action': action,
            'action_result': False,
            'action_message': "no cards specified"
        }
        return response

    # at least we've got a candidate action - let's reload the game state from teh database
    c = common_db.Common_DB()
    s = c.common_Sessionmaker()
    game.load(s)

    if action == "swap":
        # we have a action_cards object - submit to game
        response = game.swap_cards(cards, game.this_player)

    elif action == "no_swap":
        # player has opted to play without swapping
        logger.debug("do_playcards starting game without swap")
        response = game.play_no_swap()
    elif action == "play":
        # play these cards
        logger.debug("do_playcards starting play")
        response = game.play_move(cards)

    elif action == "pick":
        # player has to pick up the cards
        response = game.play_pick_up()

    else:
        # now set this as default action in case it fails to match any action below
        response = {
            'action': action,
            'action_result': False,
            'action_message': "unknown action :" + action
        }

    logger.debug("do_playcards %s: %s", action, response)
    if not response["action_result"]:
        logger.error(response["action_message"])
        s.rollback()
        s.close
        return response

    if game.save(s):
        s.commit()
        logger.debug("do_playcards saved game")
    else:
        s.rollback()
        logger.error("do_playcards unable to save, transaction rolled back")
        response = {
            'action': action,
            'action_result': False,
            'action_message': "Unable to save game"
        }

    s.close()
    return response