def get(self):
        Utils.reset(self)
        uuid = Utils.required(self, 'uuid')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        track = 'track.1'
        if self.request.get('track'):
            lang = self.request.get('track')
        score = 0
        if self.request.get('score'):
            lang = self.request.get('score')

        uuid = self.request.get('uuid')

        start_time = time.time()
        # find the right track in buildings and add the score total to it for collection

        player = Player.getplayer(self, uuid)

        # get all buildings types
        buildings = Data.getbuildings(self, lang, version)

        # get player buildings
        mybuildings = Building.getmybuildings(self, uuid)

        #find the building with the track id and give it cash
        if buildings is not None and mybuildings is not None:
            self.respn += '"building":['
            for mybuilding in mybuildings:
                _upd = False
                # for example:  "itid": "track.1",
                if mybuilding.itid == track:
                    mybuilding.amount += score
                    Building.setmybuilding(self, mybuilding)
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + '],'

        if self.error == '':
            self.respn = '{"state":' + player.state + ', "building":['
            self.respn = Building.compose_mybuilding(self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + ']'
            self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time

        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 2
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    def get(self):
        Utils.reset(self)														# reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()												# start count

        # logical variables
        player = None
        buildings = None
        building = None
        mybuilding = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, float(version))

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        if self.error == '' and mybuilding is not None:
            if mybuilding.status != Building.BuildingStatus.PENDING:
                try:
                    if len(buildings.as_obj[mybuilding.itid]) > mybuilding.level:
                        building = buildings.as_obj[mybuilding.itid][mybuilding.level]
                    else:
                        self.error = 'Level '+str(mybuilding.level+1)+' of building='+mybuilding.itid+' does not exist!'
                except KeyError:
                    self.error = 'Building='+mybuilding.itid+' does not exist!'
            else:
                self.respn = '{"warning":"Building='+inid+' still under construction, cannot upgrade at the moment!"}'

        if self.error == '' and self.respn == '' and building is not None:
            self.respn = str(building['cost'])
            if player.state_obj['cash'] >= building['cost']:
                player.state_obj['cash'] -= building['cost']
                # update timestamp for player
                player.state_obj['updated'] = start_time
                if Player.setplayer(self, player):
                    mybuilding.itid = building['id']
                    mybuilding.status = Building.BuildingStatus.PENDING
                    mybuilding.level = building['level']
                    mybuilding.timestamp = int(start_time)
                    Building.setmybuilding(self, mybuilding)
                    self.respn = '{"state":'+player.state+','
                    self.respn += '"building":['
                    self.respn = Building.compose_mybuilding(self.respn, mybuilding)
                    self.respn = self.respn.rstrip(',') + ']'
                    self.respn += '}'
            else:
                self.respn = '{"warning":"not enough cash!"}'



        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 3
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    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # logical variables
        player = None
        buildings = None
        mybuildings = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuildings = Building.getmybuildings(self, uuid)

        if self.error == '' and mybuildings is not None:
            self.respn = '['
            for mybuilding in mybuildings:
                # update building status, determine production
                _upd = False
                if mybuilding.status == Building.BuildingStatus.PENDING:
                    if mybuilding.timestamp + (
                            buildings.as_obj[mybuilding.itid][
                                mybuilding.level - 1]['build_time'] *
                            60) <= start_time:
                        mybuilding.timestamp = int(start_time)
                        mybuilding.status = Building.BuildingStatus.DELIVERED
                        _upd = True
                elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                    mybuilding.status = Building.BuildingStatus.OWNED
                    _upd = True
                if _upd is True:
                    Building.setmybuilding(self, mybuilding)
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
            self.respn = self.respn.rstrip(',') + ']'

            # update timestamp for player
            player.state_obj['updated'] = start_time
            Player.setplayer(self, player)

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 4
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    def get(self):

        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')

        uuid = self.request.get('uuid')
        guid = self.request.get('guid')
        fbid = self.request.get('fbid')
        self.game = self.request.get('game') or ''

        version = config.data_version['building']

        token = self.request.get('token') or ''
        lang = self.request.get('lang') or config.server["defaultLanguage"]

        name = self.request.get('name') or ''

        image = 'Textures/profile-pic.png'
        if fbid != '':
            image = 'https://graph.facebook.com/' + fbid + '/picture?width=200&height=200'

        # TODO : Get defaults from Data
        gold = 10
        cash = 50000
        total_wins = 0
        total_races = 0
        advice_checklist = ''

        player = None
        # defaultitems = None

        if self.error == '' and passwd != config.testing[
                'passwd']:  # if password is incorrect
            self.error = 'passwd is incorrect.'  # inform user via error message

        start_time = time.time()  # start count

        Utils.LogRequest(self)

        # if error, skip this
        if self.error == '':
            if fbid != '':
                player = Player.getplayerByFbid(self, fbid)

            if player is None and uuid != '':
                player = Player.getplayer(self,
                                          uuid)  # get player from Player model
                # class helper, specified by uuid

            # TODO : Only get defaultItems if needed, ie a new player
            defaultitems = Data.getDataAsObj(
                self, 'defaultitems', config.data_version['defaultitems'])
            if defaultitems is not None:

                if player is None:  # if no player data
                    # returned or doesn't exist
                    ################################################################################################
                    ## Create new player data
                    player = Player(parent=db.Key.from_path(
                        'Player', config.db['playerdb_name'])
                                    )  # create a new player state data
                    uuid = Utils.genanyid(self, 'u')
                    #if fbid == '':
                    #    fbid = uuid
                    player.uuid = uuid  # assign uuid
                    player.fbid = fbid
                    # and assign all player info and state
                    player.info_obj = {
                        'uuid': player.uuid,
                        'fbid': player.fbid,
                        'token': token,
                        'name': 'Guest ' + str(random.randint(1000, 9999)),
                        'image': image,
                        'lang': lang
                    }
                    player.state_obj = {
                        'guid': guid,
                        'cash': cash,
                        'gold': gold,
                        'current_car': 'xxx',
                        'total_wins': total_wins,
                        'total_races': total_races,
                        'advice_checklist': advice_checklist,
                        'updated': start_time
                    }

                    logging.debug("New Player Created")

                    #################################################################################################
                    ## Init default item for new player
                    buildings = Data.getbuildings(self, lang, float(version))
                    cars = Data.getcars(self, lang, float(version))
                    upgrades = Data.getupgrades(self, lang, float(version))

                    if buildings is not None and cars is not None and upgrades is not None:
                        logging.debug("building default stuff")
                        for item in defaultitems.obj:
                            if item['type'] == 'state':
                                player.state_obj[item['id']] = item['value']
                            elif item['type'] == 'building':
                                try:
                                    building = buildings.as_obj[item['id']][0]
                                    if building is not None:
                                        new_building = Building.newbuilding(
                                            self)
                                        new_building.uuid = player.uuid
                                        new_building.itid = item['id']
                                        new_building.inid = Utils.genanyid(
                                            self, 'b')
                                        new_building.level = building['level']
                                        new_building.status = Building.BuildingStatus.DELIVERED
                                        new_building.location = item['value']
                                        new_building.amount = 0
                                        new_building.timestamp = int(
                                            start_time)
                                        Building.setmybuilding(
                                            self, new_building)
                                except KeyError:
                                    logging.warning('KeyError, key not found!')

                            elif item['type'] == 'car' and cars is not None:
                                type = ''
                                car = None
                                for _car in cars.as_obj:
                                    if _car['id'] == item['id']:
                                        car = _car
                                        break
                                mycar = Car.create(self, player.uuid)
                                mycar.data_obj['info'] = {'crid': car['id']}
                                mycar.data_obj['upgrades'] = []
                                mycar.data_obj['equip'] = {}
                                player.state_obj['current_car'] = mycar.cuid
                                default_upgrades = car[
                                    'default_upgrades'].replace(' ',
                                                                '').split(',')
                                for default_upgrade in default_upgrades:
                                    mycar.data_obj['upgrades'].append(
                                        default_upgrade)

                                    for _type in upgrades.as_obj:
                                        try:
                                            mycar.data_obj['equip'][type]
                                        except KeyError:
                                            for upgrade in upgrades.as_obj[
                                                    _type]:
                                                if upgrade[
                                                        'id'] == default_upgrade:
                                                    mycar.data_obj['equip'][
                                                        _type] = default_upgrade
                                                    break
                                                    break
                                Car.update(self, mycar)

                        else:
                            logging.warning("cant build default stuff")

                else:  # but if player does exist
                    #####################################################################################################################
                    ## Found existing user
                    uuid = player.uuid
                    if token:  # if token is provided from
                        # apple
                        player.state_obj[
                            'token'] = token  # assign token to player state
                    if fbid != '':
                        player.fbid = fbid
                        player.info_obj['fbid'] = fbid
                        player.info_obj['image'] = image  # assign image url
                    if name != '':
                        player.info_obj['name'] = name  # assign name
                    try:
                        updated = player.state_obj['updated']
                    except KeyError:
                        player.state_obj['updated'] = start_time

                    if self.request.get('lang'):
                        player.info_obj['lang'] = lang

                    # Additional things that have been added and neeed checking for old players
                    # TODO : Remove try catch, or see performance impact in Python
                    try:
                        if guid:
                            player.state_obj['guid'] = guid
                    except KeyError:
                        player.state_obj['guid'] = ''

                    # try .. cash and assign new property
                    try:
                        cash = player.state_obj['cash']
                    except KeyError:
                        player.state_obj['cash'] = cash

                    try:
                        total_wins = player.state_obj['total_wins']
                    except KeyError:
                        player.state_obj['total_wins'] = total_wins
                    try:
                        advice_checklist = player.state_obj['advice_checklist']
                    except KeyError:
                        player.state_obj['advice_checklist'] = advice_checklist

                if Player.setplayer(self, player):
                    # then obviously, no error
                    # compose JSON for frontend response
                    type = ''
                    for item in config.playerdata:
                        type += item + ','
                    type = type.rstrip(',')
                    self.respn = '{"uuid":"' + uuid + '",'
                    types = type.split(',')
                    for item in types:
                        if item == 'info':
                            self.respn += '"info":' + player.info + ','
                        elif item == 'state':
                            self.respn += '"state":' + player.state + ','
                        elif item == 'building':
                            buildings = Data.getbuildings(self, lang, version)
                            mybuildings = Building.getmybuildings(self, uuid)
                            if buildings is not None and mybuildings is not None:
                                self.respn += '"building":['
                                # loop through my buildings to find out which need their pending status updating
                                for new_building in mybuildings:
                                    # update building status, determine production
                                    _upd = False
                                    if new_building.status == Building.BuildingStatus.PENDING:
                                        if new_building.timestamp + (
                                                buildings.as_obj[
                                                    new_building.itid][
                                                        new_building.level - 1]
                                            ['build_time'] * 60) <= start_time:
                                            new_building.timestamp = int(
                                                start_time)
                                            new_building.status = Building.BuildingStatus.DELIVERED
                                            _upd = True
                                    elif new_building.status == Building.BuildingStatus.DELIVERED:
                                        new_building.status = Building.BuildingStatus.OWNED
                                        _upd = True
                                    if _upd is True:
                                        Building.setmybuilding(
                                            self, new_building)
                                    self.respn = Building.compose_mybuilding(
                                        self.respn, new_building)
                                self.respn = self.respn.rstrip(',') + '],'
                        elif item == 'car':
                            mycars = Car.list(self, player.uuid)
                            self.respn += '"car":['
                            for _car in mycars:
                                self.respn += Car.compose_mycar('', _car) + ','
                            self.respn = self.respn.rstrip(',') + '],'
                        elif item == 'challenge':
                            Challenge.ComposeChallenges(self, player)

                    self.respn = self.respn.rstrip(',') + '}'

                    ###################################################################################################
                    ## Add to recent player list
                    recentplayerlist = Data.GetRecentPlayerList(self)
                    _add = True

                    # check if this user hasn't reached the maximum set challengers
                    # we don't add players to the recent list if they are stacked
                    num = 0
                    challengers = Challenge.GetChallengers(
                        self, player.info_obj['uuid'])
                    if challengers is None:
                        Challenge.GetChallengers(self, player.info_obj['fbid'])
                    if challengers is not None:
                        for challenger in challengers:
                            obj = json.loads(challenger.data)
                            if obj['friend'] is False:
                                num += 1
                                if num > config.recentplayer['maxchallengers']:
                                    logging.warn(
                                        'Recent player list exceeded for ' +
                                        uuid)
                                    _add = False
                                    break

                    # find if it already exists?
                    num = 0
                    _deletelist = []
                    for recentplayer in recentplayerlist.obj:

                        if recentplayer['uuid'] == player.info_obj['uuid']:
                            if _add is False:  # this player reach the maximum of challengers
                                _deletelist.append(
                                    num
                                )  # we should delete him from the list, so nobody can challenge him
                            else:
                                _add = False

                        # if the list is longer than maxlist, delete the rest
                        if num >= config.recentplayer['maxlist']:
                            _deletelist.append(num)

                        # remove if player does not exist any more
                        else:
                            someplayer = Player.getplayer(
                                self, recentplayer['uuid'])
                            if someplayer is None:
                                self.error = ''
                                _deletelist.append(num)
                        num += 1

                    num = len(_deletelist)
                    for i in range(0, num):
                        del recentplayerlist.obj[num - 1 - i]

                    if _add is True:
                        recentplayerlist.obj.append({
                            'fbid':
                            player.info_obj['fbid'],
                            'name':
                            player.info_obj['name'],
                            'uuid':
                            player.info_obj['uuid'],
                            'image':
                            player.info_obj['image'],
                            'total_wins':
                            player.state_obj['total_wins'],
                            'updated':
                            player.state_obj['updated']
                        })

                    Data.SetRecentPlayerList(self, recentplayerlist)

                else:  # but if write down to database was failed
                    self.error = 'unable to insert/update player data.'  # inform user bia error message
                    logging.warn('unable to insert/update player data.')

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        itid = Utils.required(self, 'itid')
        level = Utils.required(self, 'level')
        location = Utils.required(self, 'location')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        start_time = time.time()  # start count

        # logical variables
        player = None
        buildings = None
        building = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, float(version))

        if self.error == '' and buildings is not None:
            try:
                building = buildings.as_obj[itid][int(level) - 1]
            except KeyError:
                self.error = itid + " was not found!"

        if self.error == '' and building is not None:
            if player.state_obj['cash'] >= building['cost']:
                player.state_obj['cash'] -= building['cost']
                player.state_obj[
                    'updated'] = start_time  # update timestamp for player
                if Player.setplayer(self, player):
                    mybuilding = Building.newbuilding(self)
                    mybuilding.uuid = uuid
                    mybuilding.itid = itid
                    mybuilding.inid = Utils.genanyid(self, 'b')
                    mybuilding.level = building['level']
                    mybuilding.status = Building.BuildingStatus.PENDING
                    mybuilding.location = location
                    mybuilding.amount = 0
                    mybuilding.timestamp = int(start_time)
                    Building.setmybuilding(self, mybuilding)
                    self.respn = '{"state":' + player.state + ','
                    self.respn += '"building":['
                    self.respn = Building.compose_mybuilding(
                        self.respn, mybuilding)
                    self.respn = self.respn.rstrip(',') + ']'
                    self.respn += '}'
            else:
                self.respn = '{"warning":"not enough cash!"}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 6
0
    def get(self):
        Utils.reset(self)                                                        # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')
        amount = Utils.required(self, 'amount')

        # check password
        if self.error == '' and passwd != config.testing['passwd']:
            self.error = 'passwd is incorrect.'

        Utils.LogRequest(self)

        start_time = time.time()                                                # start count

        # logic variables
        player = None
        buildings = None
        mybuilding = None
        res_produced = 0

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)
        """
        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']
        """
        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        if self.error == '' and mybuilding is not None:
            _upd = False
            if mybuilding.status == Building.BuildingStatus.PENDING:
                if mybuilding.timestamp + (
                        buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['build_time'] * 60) <= start_time:
                    mybuilding.timestamp = int(start_time)
                    mybuilding.status = Building.BuildingStatus.DELIVERED
                    _upd = True
            elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                mybuilding.status = Building.BuildingStatus.OWNED
                _upd = True

            if mybuilding.status == Building.BuildingStatus.DELIVERED or mybuilding.status == Building.BuildingStatus.OWNED:
                time_delta = (start_time - mybuilding.timestamp) / 60
                if time_delta > buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval'] > 0:
                    #mybuilding.status = Building.BuildingStatus.PRODUCED_PARTIAL
                    #_upd = True
                    res_produced = int(
                        time_delta / buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval']) * buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_produced']
                    if res_produced >= buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity']:
                        res_produced = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity']
                        ##mybuilding.status = Building.BuildingStatus.PRODUCED
                        #_upd = True
            elif mybuilding.status == Building.BuildingStatus.PRODUCED_PARTIAL or mybuilding.status == Building.BuildingStatus.PRODUCED:
                if mybuilding.amount is None:
                    mybuilding.amount = 0;
                res_produced = mybuilding.amount
                mybuilding.amount = 0
                mybuilding.status = Building.BuildingStatus.OWNED
                _upd = True

            if res_produced > 0:
                if res_produced > amount:
                    res_produced = amount
                try:
                    # eg player['cash'] += 1
                    resource_type = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource']
                    _upd = True
                    new_amount = int(res_produced) + int(mybuilding.amount)
                    logging.debug('resource to collect = ' + str(res_produced) + " " + str(resource_type) + " = " + str(new_amount))
                    logging.debug('building contains = ' + str(res_produced))

                    player.state_obj[
                        buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource']] += new_amount
                    # update timestamp for player
                    player.state_obj['updated'] = start_time
                    if Player.setplayer(self, player):
                        #mybuilding.status = Building.BuildingStatus.OWNED
                        mybuilding.timestamp = int(start_time)
                        _upd = True
                except KeyError:
                    self.error = 'resource=' + buildings.as_obj[mybuilding.itid][mybuilding.level - 1][
                        'resource'] + ' doesn\'t exist in player properties!'

            if _upd is True:
                Building.setmybuilding(self, mybuilding)

            if self.error == '':
                self.respn = '{"state":' + player.state + ', "building":['
                self.respn = Building.compose_mybuilding(self.respn, mybuilding)
                self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 7
0
    def get(self):
        # reset/clean standard variables
        Utils.reset(self)

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        inid = Utils.required(self, 'inid')

        # start count
        start_time = time.time()

        # set default parameters
        player = None
        buildings = None
        mybuilding = None
        economy = None

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(self, uuid)

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        # if error or player is not, then skip to the end
        if self.error == '' and player is not None:
            buildings = Data.getbuildings(self, lang, version)

        if self.error == '' and buildings is not None:
            mybuilding = Building.getmybuilding(self, uuid, inid)

        # if any error or mybuilding is none, then skip to the end
        if self.error == '' and mybuilding is not None:
            if mybuilding.status != Building.BuildingStatus.PENDING:
                self.respn = '{"warning":"building=' + inid + ' has been finished."}'
            else:
                economy = Data.getDataAsObj(self, 'economy',
                                            config.data_version['economy'])

        if self.error == '' and self.respn == '' and economy is not None:
            _upd = False
            time_left = buildings.as_obj[mybuilding.itid][
                mybuilding.level - 1]['build_time'] - int(
                    (start_time - mybuilding.timestamp) / 60)
            if mybuilding.status == Building.BuildingStatus.PENDING:
                if time_left > 0:
                    sele = economy.obj[0]
                    for list in economy.obj:
                        if time_left >= list['time_in_minutes']:
                            sele = list
                        else:
                            break

                    if player.state_obj['gold'] >= sele['gold_value']:
                        player.state_obj['gold'] -= sele['gold_value']
                        mybuilding.status = Building.BuildingStatus.DELIVERED
                        _upd = True

                        player.state_obj['updated'] = start_time
                        Player.setplayer(self, player)
                    else:
                        self.respn = '{"warning":"not enough gold!"}'
                else:
                    mybuilding.status = Building.BuildingStatus.DELIVERED
                    _upd = True

            if _upd is True:
                Building.setmybuilding(self, mybuilding)

            if self.error == '' and self.respn == '':
                self.respn = '{"state":' + player.state + ', "buildings":['
                self.respn = Building.compose_mybuilding(
                    self.respn, mybuilding)
                self.respn = self.respn.rstrip(',') + ']'
                self.respn += '}'

        # calculate time taken and return the result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))
Esempio n. 8
0
    def get(self):
        Utils.reset(self)  # reset/clean standard variables

        # validate and assign parameters
        passwd = Utils.required(self, 'passwd')
        uuid = Utils.required(self, 'uuid')
        guid = self.request.get('guid')
        type = Utils.required(self, 'type')
        version = config.data_version['building']
        if self.request.get('version'):
            version = self.request.get('version')
        lang = config.server["defaultLanguage"]
        if self.request.get('lang'):
            lang = self.request.get('lang')

        if self.error == '' and passwd != config.testing[
                'passwd']:  # if password is incorrect
            self.error = 'passwd is incorrect.'  # inform user via error message
        Utils.LogRequest(self)
        start_time = time.time()  # start count

        # if error, skip this
        if self.error == '':
            player = Player.getplayer(
                self, uuid
            )  # get player state from Player helper class, specified by uuid

        if self.error == '' and player is not None and guid != '':
            if guid != player.state_obj['guid']:
                player = None
                self.error = config.error_message['dup_login']

        if self.error == '' and player is not None:  # if have some data returned
            self.respn = '{'
            if type == 'all':
                type = ''
                for item in config.playerdata:
                    type += item + ','
                type = type.rstrip(',')
            types = type.split(',')
            for item in types:
                if item == 'info':
                    self.respn += '"info":' + player.info + ','
                elif item == 'state':
                    self.respn += '"state":' + player.state + ','
                elif item == 'building':
                    buildings = Data.getbuildings(self, lang, version)
                    mybuildings = Building.getmybuildings(self, uuid)
                    if buildings is not None and mybuildings is not None:
                        self.respn += '"building":['
                        for mybuilding in mybuildings:
                            # update building status, determine production
                            _upd = False
                            if mybuilding.status == Building.BuildingStatus.PENDING:
                                if mybuilding.timestamp + (
                                        buildings.as_obj[mybuilding.itid]
                                    [mybuilding.level - 1]['build_time'] *
                                        60) <= start_time:
                                    mybuilding.timestamp = int(start_time)
                                    mybuilding.status = Building.BuildingStatus.DELIVERED
                                    _upd = True
                            elif mybuilding.status == Building.BuildingStatus.DELIVERED:
                                mybuilding.status = Building.BuildingStatus.OWNED
                                _upd = True
                            if _upd is True:
                                Building.setmybuilding(self, mybuilding)
                            self.respn = Building.compose_mybuilding(
                                self.respn, mybuilding)
                        self.respn = self.respn.rstrip(',') + '],'
                elif item == 'car':
                    mycars = Car.list(self, uuid)
                    if mycars is not None:
                        self.respn += '"car":['
                        for _car in mycars:
                            self.respn += Car.compose_mycar('', _car) + ','
                        self.respn = self.respn.rstrip(',') + '],'
                elif item == 'challenge':
                    Challenge.ComposeChallenges(self, player)

            self.respn = self.respn.rstrip(',') + '}'

        # calculate time taken and return result
        time_taken = time.time() - start_time
        self.response.headers['Content-Type'] = 'text/html'
        self.response.write(Utils.RESTreturn(self, time_taken))