Esempio n. 1
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    def setUp(self):
        # Game with no players or time controls
        self.game = Game('1')

        # Game with time controls
        self.game_wt = Game('1', time_controls=60)

        # Finished game (zero time)
        self.game_ft = Game('1', time_controls=0)

        # Game with players (and no time controls)
        self.game_wp = Game('1', public=True)
        self.game_wp.add_player('1', side=WHITE)
        self.game_wp.add_player('2', side=BLACK)

        # Game with players and time controls
        self.game_wpt = Game('1', '1', time_controls=60, public=False)
        self.game_wpt.add_player('1', side=WHITE)
        self.game_wpt.add_player('2', side=BLACK)

        # (Fool's Mate) (2 move checkmate for black) (Checkmate)
        self.test_game_1 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['fools_mate']:
            self.test_game_1.move(san)

        # (Yates–Znosko-Borovsky) (First capture on move 40) (Resignation)
        self.test_game_2 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['yates_znosko_borovsky']:
            self.test_game_2.move(san)
        self.test_game_2.resign()

        # (Andreikin-Karjakin) (Short checkmate) (Checkmate)
        self.test_game_3 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['andreikin_karjakin']:
            self.test_game_3.move(san)

        # En passant with promotions
        self.test_game_4 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['ep_promotions']:
            self.test_game_4.move(san)

        # (Scholar's Mate) (4 move checkmate for white) (Checkmate)
        self.test_game_5 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['scholars_mate']:
            self.test_game_5.move(san)

        # Quickest stalemate
        self.test_game_6 = copy.deepcopy(self.game_wpt)
        for san in GameTest.moves['quickest_stalemate']:
            self.test_game_6.move(san)
Esempio n. 2
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    def run(self):
        """
        Check whether each group is ready to start a game.
        Start a game for a particular group if it is ready.
        Check if players have disconnected from a game, terminate connections and remove group if so.
        Clean up any games and groups that have finished.
        :return: None
        """
        while not self.is_terminal_event_set:
            with self.lock:
                for group in [g for g in self.groups if not g.in_game]:
                    if not self.all_players_connected:
                        self.logger.info(
                            f"""Players from {group} are no longer connected. Clearing group...
                                          src={SRC}/run:21""")
                        group.close_all()
                        self.groups.remove(group)
                        continue

                    if GroupManager.is_ready(group):
                        group.start()
                        self.logger.info(f"{group}, ready... src={SRC}/run:28")

                        game_thread = Game(group, self.lock)
                        self.games.append(game_thread)
                        game_thread.start()

                        self.logger.info("Game started... src={SRC}/run:35")

                self.clean_finished_games()

            self.terminal_event.wait(P.CYCLE_TIMEOUT)
        self.logger.warning('Shutting down manager thread. src={SRC}/run:45')
Esempio n. 3
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 def __client_thread(self, player: Player) -> None:
     """Thread for handling a single client"""
     player.send('id_confirm', str(player.id))
     opponent = None
     # looking for opponent
     while not opponent:
         opponent = self.__search_opponent(player)
         if opponent is None:
             time.sleep(1)
             # if player is no more waiting finish this loop
             if player not in self.waiting_players:
                 player = None
                 break
             continue
         # removing player and his opponent from the waiting list
         self.waiting_players.remove(player)
         self.waiting_players.remove(opponent)
         break
     if player:
         # starting a new game
         new_game = Game(self.logger, player, opponent)
         try:
             new_game.start()
         except Exception as e:
             self.logger.error('Game {} vs {} finished by error'.format(
                 player.id, opponent.id))
Esempio n. 4
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    def make_server(self, name):
        address = self.settings.setting(name, "address")
        username = self.settings.setting(name, "username")
        password = self.settings.setting(name, "password")
        game_password = self.settings.setting(name, "game_password")
        url_extras = self.settings.setting(name, "url_extras")
        refresh_rate = float(self.settings.setting(name, "refresh_rate"))

        web_interface = WebInterface(address, username, password, name)
        chat = Chat(web_interface)
        chat.start()

        web_admin = WebAdmin(web_interface, chat)
        database = ServerDatabase(name)
        game = Game(GameMap(), GAME_TYPE_UNKNOWN)

        server = Server(web_admin, database, game, name)

        if game_password:
            server.game_password = game_password
        if url_extras:
            server.url_extras = url_extras

        tracker = GameTracker(server, refresh_rate)
        tracker.start()

        self.stop_list.append(server)
        self.stop_list.append(chat)
        self.stop_list.append(tracker)

        return server
Esempio n. 5
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    def __init__(self, name, address, username, password, game_password,
                 max_players, level_threshhold=0):

        self.name = name
        self.address = address
        self.max_players = max_players
        self.username = username
        self.password = password
        self.password_hash = "$sha1$" + \
                             sha1(password.encode("iso-8859-1", "ignore") +
                                  username.encode("iso-8859-1", "ignore"))\
                             .hexdigest()
        self.game_password = game_password

        self.database = ServerDatabase(name)
        print("Connecting to: {} ({})...".format(self.name, self.address))
        self.session = self.new_session()
        message = "Connected to: {} ({})".format(self.name, self.address)
        print(colored(message, 'green'))

        self.general_settings = self.load_general_settings()
        self.game = Game(GameMap("kf-default"), game.MODE_SURVIVAL)

        self.trader_time = False
        self.players = []
        self.level_threshhold = level_threshhold

        self.chat = ChatLogger(self)
        self.chat.start()

        self.mapper = ServerMapper(self)
        self.mapper.start()

        logger.debug("Server " + name + " initialised")
Esempio n. 6
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def create_game():
    game_params = request.json

    user_id = game_params['user_id']
    if user_id not in users:
        return jsonify(status='error', message='User not found'), 404

    broker = users[user_id]
    salt = game_params['salt']
    commitment = game_params['commitment']
    cups_count = game_params['cups_count']
    players_count = game_params['players_count']

    if broker.balance < players_count * REWARD:
        return jsonify(
            status='error',
            message='Broker does not have enough fund for deposit'), 422

    broker.balance -= players_count * REWARD

    game = Game(clock.current_cycle(), broker, salt, commitment, cups_count,
                players_count)
    games.append(game)

    return jsonify(game_id=len(games))
Esempio n. 7
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 def __init__(self, *args, **kwargs):
     super(GameApplication, self).__init__(*args, **kwargs)
     negotiation.setup(self)
     aiohttp_jinja2.setup(
         self, loader=jinja2.FileSystemLoader('/vagrant/templates/'))
     self.setup_routes()
     path_norm.setup(self)
     self.game = Game(self)
Esempio n. 8
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async def create_game(sid, data, client):
    match = Game(name=data["name"], public=data["public"])
    await LobbyManager().add_game(match)
    try:
        await match.join_client(client)
    except ValueError:
        # Already joined
        return
Esempio n. 9
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def set_up():
    global game
    global player_1
    global player_2

    player_1 = Player(name="Pascal")
    player_2 = Player(name="Alina")
    game = Game([player_1, player_2])
    game.word = ['n', 'a', 'm', 'e']
Esempio n. 10
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    def __init__(self, player_queue, info_queue, server_id):
        lobby = Lobby(player_queue, info_queue, server_id)
        self.server_id = server_id
        self.players = lobby.wait()
        # shuffle order?
        player_names = []
        for player in self.players:
            player_names.append(player.nickname)
        for i, player in enumerate(self.players):
            player.start_game(i, player_names)

        self.removed_players = []

        self.game = Game(len(self.players))

        self.run_game()
Esempio n. 11
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    def add_client(self, socket):
        user = User(socket, self.user_counter)
        self.users.append(user)
        self.user_counter += 1
        socket.listeners.append(self.handle_message)

        # Automatically join first unstarted game, or create a new one
        game = None
        for g in self.games:
            if not g.started:
                game = g
                break
        if not game:
            self.games.append(Game(user, self.game_counter, 'Game ' + str(self.game_counter)))
            self.game_counter += 1
        else:
            game.add_player(user)
Esempio n. 12
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    def _reset(self):
        print(self.count, '試合目')
        self.count += 1

        self.game = Game()
        self.player = DQN(id=0, game=self.game)
        self.game.start_game(player=self.player)
        self.game.start_kyoku()

        self.reward = 0
        self.game_end = False

        while self.game.next():
            pass

        time_step = ts.restart(self.board())
        return nest_utils.batch_nested_array(time_step)
Esempio n. 13
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    def __init__(self, name, address, username, password):
        self.name = name

        info("Connecting to {} ({})...".format(name, address))
        self.web_admin = api.WebAdmin(address, username, password, name)
        info("Connected to {} ({})".format(name, address))

        self.database = ServerDatabase(name)

        self.game_password = None
        self.dosh_threshold = None

        self.game = Game(GameMap(), GAME_TYPE_UNKNOWN)
        self.trader_time = False
        self.players = []

        # Initial game's record data is discarded because some may be missed
        self.record_games = True

        self.tracker = GameTracker(self)
        self.tracker.start()
Esempio n. 14
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 def __init__(self, port, terminate, initialData):
     self._terminate = terminate
     self._terminateConnetion = None
     self._port = port
     self._game = Game(initialData["amount"])
Esempio n. 15
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from time import sleep, time

from server.game import Game

game = Game(debug=True)
game.start_game()


def draw_board():
    H = W = 24
    board = [[' '] * W for _ in range(H)]

    tehai_start = ((H - 1, 1), (H - 2, W - 1), (0, W - 2), (1, 0))
    kawa_start = ((H - 5, W // 2 - 2), (H // 2 + 2, W - 5), (5, W // 2 + 1),
                  (H // 2 - 1, 5))
    move = ((0, 1), (-1, 0), (0, -1), (1, 0))
    shift = ((1, -6), (6, 1), (-1, 6), (-6, -1))
    color = (
        '\033[31m{}\033[0m',
        '\033[37m{}\033[0m',
        '\033[32m{}\033[0m',
        '\033[36m{}\033[0m',
    )

    print('{}{}局\n {} {} {} {}'.format(
        '東南西北'[game.kyoku // 4],
        game.kyoku % 4 + 1,
        game.scores[0],
        game.scores[1],
        game.scores[2],
        game.scores[3],
Esempio n. 16
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 def test_init_invalid_id(self):
     """Invalid ID type."""
     self.assertRaises(TypeError, lambda: Game(1))
Esempio n. 17
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    if request.method == 'GET':
        return json.dumps({
            "board": game_server.game_board.board(),
            "width": game_server.game_board.board_width,
            "height": game_server.game_board.board_height
        })
    elif request.method == 'POST':
        msg = json.loads(request.get_data())
        player = msg["player"]
        x = msg["x"]
        y = msg["y"]
        if player in {ChessBoard.BLACK, ChessBoard.WHITE, ChessBoard.YELLOW}:
            ret_code = game_server.put_down_chess(x, y, player)
            if ret_code >= 0:
                succ = True
                msg = "下棋成功"
            elif ret_code == -1:
                succ = False
                msg = "该位置已有棋子,请更换位置"
            else:
                succ = False
                msg = "请等待其他用户下棋"
            return json.dumps({"succ": succ, "msg": msg})
        else:
            return json.dumps({"succ": False, "msg": "该用户不在棋局内"})


if __name__ == '__main__':
    game_server = Game()
    sever_ip = '127.0.0.1'
    app.run(host='0.0.0.0', port='8088', debug=True)
Esempio n. 18
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 def StartGame(self):
     self.State = "Started"
     self.Game = Game()
     self.Game.Build(self.NumPlayers)
Esempio n. 19
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import settings
from server.playerstub import PlayerStub
from server.game import Game
players = []

for uri in settings.players_uris:
    players.append(PlayerStub(uri))

Game(players)
Esempio n. 20
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from server.game import Game

# Activate game
poker = Game()
active = poker.run_round()
print()

# Find the winner
if len(active) == 1:
    winner = poker.fold_out(active[0])
else:
    winner = poker.determine_winner(active)

# Print the winner
print(winner)
Esempio n. 21
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 def test_init_invalid_time_control_type(self):
     """Invalid time control type."""
     self.assertRaises(TypeError, lambda: Game('1', time_controls='60'))
Esempio n. 22
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    def __init__(self, addr, port):
        HTTPServer.__init__(self, (addr, port), RequestHandler)

        self.game = Game()
        self.running = True
Esempio n. 23
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async def run():
    log.info("Star server")
    async with trio.open_nursery() as nursery:
        Game(nursery)
    log.info("Exiting server")
Esempio n. 24
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from flask_socketio import SocketIO, emit
from flask import Flask, render_template, request
from server import utils
import random, string
from server.game import Game, Player

utils.init()
app = Flask(__name__)
app.config['SECRET_KEY'] = 'secret key'

sio = SocketIO(app)

thread = None
game = Game(sio)

clients = []

def random_key(length=64):
    return "".join(random.choice(string.ascii_letters + string.digits) for _ in range(length))


@app.route("/")
def index():
    global thread, game

    if thread is None:
        thread = sio.start_background_task(target=game.run)

    return render_template("index.html")

        await asyncio.wait([player.send(message) for player in PLAYERS.keys()])

async def handler(websocket, path):
    """handler function for incoming messages"""
    await register(websocket)
    try:
        await websocket.send(json.dumps(game.get_game_state()))
        while True:
            async for message in websocket:
                print(message)
                data = json.loads(message)
                if data["type"] == "GUESS":
                    res = game.guess(data["data"])
                    if res:
                        PLAYERS[websocket].increment_correct()
                    else:
                        PLAYERS[websocket].increment_incorrect()

                    await notify_players()
                elif data["type"] == "SET_NAME":
                    PLAYERS[websocket].set_name(data["data"])

    finally:
        await unregister(websocket)

if __name__ == "__main__":
    game = Game()
    start_server = websockets.serve(handler, 'localhost', 8080)

    asyncio.get_event_loop().run_until_complete(start_server)
    asyncio.get_event_loop().run_forever()
Esempio n. 26
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    def forRun( self ):
        yield self.verbose( "Commons", 0 )
        yield self.verbose( "ids integrity", level=1 )
        from common import ids
        #TODO compare unique ids to detect repetition, not vital but may be useful for debugging

        if self.testClient:
            yield self.verbose( "Client", 0 )

            yield self.verbose( "Client sound mixer", level=1 )
            from client.mixer import Mixer
            mixer = Mixer()
            
            yield self.verbose( "Setting volume to mute", level=2 )
            mixer.setVolume(0)
            
            yield self.verbose( "Client displays", level=1 )
            for name in self.displayNames:
                yield self.verbose( name.capitalize(), level=2 )
                exec( "from client.displays.%s import %s as Display"%( name, name.capitalize() ) )
                #from client.display import Display
                display = Display( resolution=(100,100) )
                
                
                yield self.verbose( "Clearing", level=3 )
                display.beginDraw()
                display.clear( (0,255,0) )
                display.finalizeDraw()
                
                yield self.verbose( "Text", level=3 )
                display.beginDraw()
                display.drawText( "test", (4,4) )
                display.finalizeDraw()
                
                yield self.verbose( "Line", level=3 )
                display.beginDraw()
                display.drawLine( (255,255,255), (0,100), (100,0) )
                display.drawLine( (255,255,255), (0,0), (100,100) )
                display.finalizeDraw()
                
                yield self.verbose( "Circle", level=3 )
                display.beginDraw()
                display.drawCircle( (255,255,255), (50,50), 45 )
                display.finalizeDraw()
                
                yield self.verbose( "Loading image", level=3 )
                img = display.load( self.testImgPath )
                
                yield self.verbose( "Drawing image", level=3 )
                img = display.load( self.testImgPath )
                display.beginDraw()
                display.draw( img, (0,0) )
                display.finalizeDraw()
                
                yield self.verbose( "Drawing image rotated", level=3 )
                img = display.load( self.testImgPath )
                display.beginDraw()
                display.drawRo( img, (0,0), pi/3 )
                display.finalizeDraw()

            yield self.verbose( "Client resources", level=1 )

            yield self.verbose( "Images", level=2 )
            from client.imgs import Imgs, Image, Animation
            imgs = Imgs( display )
            yield self.verbose( "Loading images", level=3 )
            for p in imgs.loadAll( display ):
                pass
                
            yield self.verbose( "Drawing images", level=3 )
            import pygame # To be removed for other implementation
            for k, v in imgs.__dict__.items():
                if isinstance( v, Image ) or isinstance( v, pygame.Surface ):
                    display.beginDraw()
                    if isinstance( v, Image ):
                        display.draw( imgs[k], (0,0) )
                    if  isinstance( v, pygame.Surface ):
                        display.draw( v, (0,0) )
                    display.finalizeDraw()
                    
            yield self.verbose( "Drawing animations", level=3 )
            for k, v in imgs.__dict__.items():
                if isinstance( v, Animation ):
                    for j in xrange( 0, 500 ):
                        imgs.updateAnimations()
                        display.beginDraw()
                        display.draw( v, (0,0) )
                        display.finalizeDraw()

            yield self.verbose( "Sounds", level=2 )
            from client.snds import Snds
            
            yield self.verbose( "Loading sounds", level=3 )
            snds = Snds( mixer )
            for p in snds.loadAll( mixer ):
                pass
                
            yield self.verbose( "Playing sounds", level=3 )
            for k, v in snds.__dict__.items():
                if isinstance( v, pygame.mixer.Sound ):
                    mixer.play( v )

            yield self.verbose( "Texts", level=2 )
            from client.texts import Texts
            texts = Texts()
            for p in texts.loadAll():
                pass

        if self.testServer:
            yield self.verbose( "Server", 0 )
            yield self.verbose( "Server stats", level=1 )
            from server.stats import Stats
            stats = Stats()

            yield self.verbose( "Game from Scenarios", level=1 )
            from server.game import Game
            games = []

            yield self.verbose( "Scenarios", level=1 )
            
            yield self.verbose( "Loading empty scenario", level=2 )
            exec( "from scenarios import Scenario as Scenario" )
            games.append( Game( Scenario ) )

            for name in self.scenarioNames:
                yield self.verbose( "Loading scenario %s"%name, level=2 )
                exec( "from scenarios.%s import %s as Scenario"%( name, name.capitalize() ) )
                games.append( Game( Scenario ) )

            # yield self.verbose( "Game from Sol", level=1 )
            # from server.game import Game
            # game = Game( Scenario )
                
            yield self.verbose( "Players", level=1 )
            from server.players import Player

            yield self.verbose( "Computer", level=2 )
            from server.players import Computer
            playerComputer0 = Computer( stats.R_HUMAN, "computer human" )

            yield self.verbose( "Faction", level=2 )
            from server.players import Faction
            playerFaction0 = Faction( stats.R_AI, "faction ai" )

            yield self.verbose( "Human players", level=2 )
            from server.players import Human
            playerHuman0 = Human( stats.R_NOMAD, "human nomad" )



            yield self.verbose( "Objects", level=1 )
            from server.objects import Object

            yield self.verbose( "Asteroid", level=2 )
            from server.objects import Asteroid
            asteroids = []
            while len( asteroids ) < 100:
                asteroids.append( Asteroid( games[0], 0, 0, 100 ) )

            yield self.verbose( "Planet", level=2 )
            from server.objects import Planet
            planet0 = Planet( stats.P_EARTH, 100, 0 )

            yield self.verbose( "Sun", level=2 )
            from server.objects import Sun
            sun0 = Sun( stats.S_SOL, 5000, 0 )

            yield self.verbose( "Nebula", level=2 )
            from server.objects import Nebula
            nebula0 = Nebula( stats.A_NEBULA, -1000, 0 )

            yield self.verbose( "Blackhole", level=2 )
            from server.objects import BlackHole 
            blackhole0 = BlackHole( stats.BH_0, 0, 10000 )


            yield self.verbose( "Ships", level=2 )

            yield self.verbose( "Simple ship", level=3 )
            from server.ships import Ship
            ship0 = Ship( stats.HUMAN_FIGHTER, None, 0, 0 )

            yield self.verbose( "ShipWithTurrets", level=3 )
            from server.ships import ShipWithTurrets
            ship0 = ShipWithTurrets( None, stats.HARVESTER, None, 0, 0 )

         #   yield self.verbose( "Turret instanciation", level=1 )

         #   yield self.verbose( "Turret building", level=1 )

         #   yield self.verbose( "Turret fire", level=1 )

         #   yield self.verbose( "AIs", level=1 )

            yield self.verbose( "Server", level=1 )
            from server.server import Server
            server = Server( scenarioName="Sol", force=True, adminPassword="******" )

            yield True
Esempio n. 27
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async def websocket_handler(request):
    ws = web.WebSocketResponse()
    await ws.prepare(request)
    sess = Session(ws)
    user_parser = UserMessageParser()
    # test player
    # sess.player = Player(1, 32, 32, 1, ws, stats=0)
    logger.info('websocket opened')
    async for msg in ws:
        logger.info('msg received')
        if msg.type == WSMsgType.TEXT:
            # we shouldn't get those
            logger.info(msg.data)
        elif msg.type == WSMsgType.BINARY:
            logger.info(f'recvd:{msg.data.hex()}')
            usermsg = user_parser.from_binary(msg.data)
            if (sess.state == SessionState.NotJoined
                    and usermsg['type'] == UserMessageType.Join):
                if usermsg['player_code'] != 0 and usermsg['room_id'] in ROOMS:
                    logger.info('player rejoining game')
                    sess.player = None
                    for player in ROOMS[usermsg['room_id']].players:
                        if player.code == usermsg['player_code']:
                            sess.player = player
                            user_parser.player = sess.player
                            break
                    if sess.player is not None:
                        sess.player.ws = ws
                        sess.player.disconnected = False
                        sess.game = ROOMS[usermsg['room_id']]
                        sess.state = SessionState.Joined
                    else:
                        sess.player = ROOMS[usermsg['room_id']] \
                                    .add_player(ws, usermsg['player_nickname'])
                        # sess.player.nickname = usermsg['player_nickname']
                        user_parser.player = sess.player
                        sess.game = ROOMS[usermsg['room_id']]
                        sess.state = SessionState.Joined
                elif usermsg['room_id'] in ROOMS:
                    sess.player = ROOMS[usermsg['room_id']] \
                                    .add_player(ws, usermsg['player_nickname'])
                    # sess.player.nickname = usermsg['player_nickname']
                    user_parser.player = sess.player
                    sess.game = ROOMS[usermsg['room_id']]
                    sess.state = SessionState.Joined
                else:
                    game = Game()
                    sess.player = game.add_player(ws,
                                                  usermsg['player_nickname'])
                    # sess.player.nickname = usermsg['player_nickname']
                    user_parser.player = sess.player
                    ROOMS[usermsg['room_id']] = game
                    sess.game = game
                    sess.state = SessionState.Joined
                # send joininfo
                logger.info(f"user joined room id: {usermsg['room_id']}")
                joininfo = ServerMessage(
                    type=ServerMessageType.JoinInfo,
                    room_id=usermsg['room_id'],
                    player_id=sess.player.id,
                    player_x=sess.player.x,
                    player_y=sess.player.y,
                    player_stats=sess.player.stats,
                    player_color=sess.player.color,
                    is_player_dead=sess.player.is_dead,
                    time_left=int(sess.game.round_length -
                                  (time.time() - sess.game.start_time)),
                    player_code=sess.player.code)
                logger.debug(f'player_code: {sess.player.code}')
                await sess.player.send_message(joininfo)
                if len(sess.game.players) > 1:
                    # add existing players to new players context
                    logger.info('synchronize players')
                    for another_player in sess.game.players:
                        if another_player is not sess.player:
                            logger.info(f'sync p{another_player.id}'
                                        f' -> p{sess.player.id}')
                            sync_player_msg = ServerMessage(
                                type=ServerMessageType.NewPlayer,
                                player_id=another_player.id,
                                player_x=another_player.x,
                                player_y=another_player.y,
                                player_stats=another_player.stats,
                                player_color=another_player.color,
                                is_player_dead=another_player.is_dead,
                                player_nickname=another_player.nickname)
                            await sess.player.send_message(sync_player_msg)
                    # send map to joining player
                    map_update_msg = ServerMessage(
                        type=ServerMessageType.MapUpdate,
                        map_size=sess.game.map.size,
                        map_tiles=sess.game.map.tiles)
                    await sess.player.send_message(map_update_msg)
                    logger.info('sent map update')

            elif sess.state == SessionState.Joined:
                logger.info('received new message from joined player')
                if not sess.player.is_dead:
                    sess.game.received_messages.append(usermsg)
                else:
                    logger.info(
                        f'message from dead player[{sess.player.id}] ignored')

        elif msg.type == WSMsgType.ERROR:
            logger.error("error: {}".format(ws.exception()))
    logger.info("websocket closed")
    # set player to disconected, if disconected until new_game delete
    sess.player.disconnected = True
    return ws
Esempio n. 28
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 def test_init_invalid_time_control_value(self):
     """Invalid time control value (negative int)."""
     self.assertRaises(ValueError, lambda: Game('1', time_controls=-60))