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))
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))
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))
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))
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') 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))
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') chid = Utils.required(self, 'chid') type = Utils.required(self, 'type') laptime = Utils.required(self, 'laptime') replay = Utils.required(self, 'replay') events = Utils.required(self, 'events') cardata = Utils.required(self, 'cardata') name = Utils.required(self, 'name') image = Utils.required(self, 'image') 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') #logging.info("events " + events); # check password if self.error == '' and passwd != config.testing['passwd']: self.error = 'passwd is incorrect.' start_time = time.time() # start count # logic variables player = None # if error, skip this if self.error == '': player = Player.getplayer(self, uuid) if self.error == '' and player is not None and guid != '': logging.warn("trying to create challenge with" + player.uuid) if guid != player.state_obj['guid']: player = None self.error = config.error_message['dup_login'] if self.error == '' and player is not None: logging.warn("trying to create challenge with" + player.uuid) challenge, my_building = Challenge.Update(self, chid, type, uuid, laptime, replay, events, cardata, name, image, lang, version) if challenge is not None: self.respn = '{' Challenge.ComposeChallenges(self, player) if my_building is not None: self.respn += ',"building":[' self.respn = Building.compose_mybuilding(self.respn, my_building) self.respn = self.respn.rstrip(',') + ']' self.respn = self.respn.rstrip(',') + '}' # update timestamp for player - this is to update if needed if challenge.manual_update is True: 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))
def get(self): Utils.reset(self) # reset/clean standard variables # validate and assign parameters passwd = Utils.required(self, GCVars.passwd) guid = self.request.get('guid') uuid = Utils.required(self, 'uuid') uuid2 = Utils.required(self, 'uid2') events = Utils.required(self, 'events') events2 = Utils.required(self, 'events2') laptime = Utils.required(self, 'laptime') laptime2 = Utils.required(self, 'laptime2') track = Utils.required(self, 'track') 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') Utils.LogRequest(self) # check password if self.error == '' and passwd != config.testing['passwd']: self.error = 'passwd is incorrect.' start_time = time.time() # start count # if error, skip this #if self.error != '' or self.error is None: player = Player.getplayer(self, uuid) player2 = Player.getplayer(self, uuid2) ai = None my_building = None win_prize = None lose_prize = None data = Data.getDataAsObj(self, 'opponent_en', 1.0) if data is None: opponents = {'obj': json.loads(Score.GetDefaultOpponents())} else: opponents = data.obj for _track in opponents: for opponent in opponents[_track]: if not win_prize: win_prize = opponent['win_prize'] if not lose_prize: lose_prize = opponent['lose_prize'] if player2 is None: if opponent['id'] == uuid2: ai = opponent self.error = '' if player is not None and guid != '': if guid != player.state_obj['guid']: player = None self.error = config.error_message['dup_login'] if player is not None: scores = Score.calculate(self, events, events2, laptime, laptime2, win_prize, lose_prize) if scores is not None: score = scores[0]['total'] #player.state_obj['cash'] += score player.state_obj['updated'] = start_time if player2 is not None: player.state_obj[GCVars.total_races] += 1 if laptime < laptime2: player.state_obj[GCVars.total_wins] += 1 if ai is not None: # save the resource to a building, ready for collection my_building = Building.save_resource_to_building( self, lang, version, player.uuid, track, score) if player.state_obj.has_key(GCVars.total_ai_races): player.state_obj[GCVars.total_ai_races] += 1 else: player.state_obj.setdefault(GCVars.total_ai_races, 1) if laptime < laptime2: if player.state_obj.has_key(GCVars.total_ai_wins): player.state_obj[GCVars.total_ai_wins] += 1 else: player.state_obj.setdefault( GCVars.total_ai_wins, 1) #find star rating difference = float(laptime2) - float(laptime) data = {} star_value = 0 new_star_value = 0 if player.state_obj.has_key('data'): data = json.loads(player.state_obj['data']) if data.has_key(uuid2): star_value = int(data[uuid2]) #0,2,4 = 1 start time, 2 start time, 3 star time if difference > float(ai['1_star_time']): new_star_value = 1 if difference > float(ai['2_star_time']): new_star_value = 2 if difference > float(ai['3_star_time']): new_star_value = 3 if new_star_value > star_value: data[uuid2] = new_star_value logging.debug( str(new_star_value) + ' > star_value:' + str(star_value) + ', laptime 1:' + str(laptime) + ', laptime2: ' + str(laptime2)) logging.debug('setting player data to ' + json.dumps(data)) player.state_obj['data'] = json.dumps(data) player.state = json.dumps(player.state_obj) Player.setplayer(self, player) if 'xxx' in player.state: self.error += '[KNOWN ISSUE] Player car lost. Please visit showroom and buy X1 again.' player_score = scores[0] scores_to_return = { 'score_prize': player_score['prize'], 'score_drift': player_score['prizes']['drift_bonus'], 'score_shift': player_score['prizes']['shift_bonus'], 'score_start': player_score['prizes']['start_bonus'] } logging.debug('finishrace player state:' + player.state) self.respn = '{"state":' + player.state self.respn += ',"scores":' + json.dumps(scores_to_return) if my_building is not None: self.respn += ',"building":[' self.respn = Building.compose_mybuilding( self.respn, my_building) self.respn = self.respn.rstrip(',') + ']' self.respn += '}' if player2 is not None: score = scores[1]['total'] #player2.state_obj[GCVars.cash] += score Building.save_resource_to_building(self, lang, version, player2.uuid, track, score) player2.state_obj[GCVars.updated] = start_time player2.state_obj[GCVars.total_races] += 1 if laptime2 < laptime: player2.state_obj[GCVars.total_wins] += 1 Player.setplayer(self, player2) else: self.error = 'Cant find a player for ' + uuid #else: # logging.warn('final error ' + self.error) # 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): # 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))
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))