class Session: """Defines a high level series of activities with a common purpose. category: Gameplay Classes Examples of sessions are ba.FreeForAllSession, ba.DualTeamSession, and ba.CoopSession. A Session is responsible for wrangling and transitioning between various ba.Activity instances such as mini-games and score-screens, and for maintaining state between them (players, teams, score tallies, etc). Attributes: teams All the ba.Teams in the Session. Most things should use the team list in ba.Activity; not this. players All ba.Players in the Session. Most things should use the player list in ba.Activity; not this. Some players, such as those who have not yet selected a character, will only appear on this list. min_players The minimum number of Players who must be present for the Session to proceed past the initial joining screen. max_players The maximum number of Players allowed in the Session. lobby The ba.Lobby instance where new ba.Players go to select a Profile/Team/etc. before being added to games. Be aware this value may be None if a Session does not allow any such selection. campaign The ba.Campaign instance this Session represents, or None if there is no associated Campaign. """ # Note: even though these are instance vars, we annotate them at the # class level so that docs generation can access their types. campaign: Optional[ba.Campaign] lobby: ba.Lobby max_players: int min_players: int players: List[ba.Player] teams: List[ba.Team] def __init__(self, depsets: Sequence[ba.DependencySet], team_names: Sequence[str] = None, team_colors: Sequence[Sequence[float]] = None, use_team_colors: bool = True, min_players: int = 1, max_players: int = 8, allow_mid_activity_joins: bool = True): """Instantiate a session. depsets should be a sequence of successfully resolved ba.DependencySet instances; one for each ba.Activity the session may potentially run. """ # pylint: disable=too-many-statements # pylint: disable=too-many-locals # pylint: disable=cyclic-import from ba._lobby import Lobby from ba._stats import Stats from ba._gameutils import sharedobj from ba._gameactivity import GameActivity from ba._team import Team from ba._error import DependencyError from ba._dependency import Dependency, AssetPackage # First off, resolve all dependency-sets we were passed. # If things are missing, we'll try to gather them into a single # missing-deps exception if possible to give the caller a clean # path to download missing stuff and try again. missing_asset_packages: Set[str] = set() for depset in depsets: try: depset.resolve() except DependencyError as exc: # Gather/report missing assets only; barf on anything else. if all(issubclass(d.cls, AssetPackage) for d in exc.deps): for dep in exc.deps: assert isinstance(dep.config, str) missing_asset_packages.add(dep.config) else: missing_info = [(d.cls, d.config) for d in exc.deps] raise RuntimeError( f'Missing non-asset dependencies: {missing_info}') # Throw a combined exception if we found anything missing. if missing_asset_packages: raise DependencyError([ Dependency(AssetPackage, set_id) for set_id in missing_asset_packages ]) # Ok; looks like our dependencies check out. # Now give the engine a list of asset-set-ids to pass along to clients. required_asset_packages: Set[str] = set() for depset in depsets: required_asset_packages.update(depset.get_asset_package_ids()) # print('Would set host-session asset-reqs to:', # required_asset_packages) # First thing, wire up our internal engine data. self._sessiondata = _ba.register_session(self) self.tournament_id: Optional[str] = None # FIXME: This stuff shouldn't be here. self.sharedobjs: Dict[str, Any] = {} # TeamGameActivity uses this to display a help overlay on the first # activity only. self.have_shown_controls_help_overlay = False self.campaign = None # FIXME: Should be able to kill this I think. self.campaign_state: Dict[str, str] = {} self._use_teams = (team_names is not None) self._use_team_colors = use_team_colors self._in_set_activity = False self._allow_mid_activity_joins = allow_mid_activity_joins self.teams = [] self.players = [] self._next_team_id = 0 self._activity_retained: Optional[ba.Activity] = None self.launch_end_session_activity_time: Optional[float] = None self._activity_end_timer: Optional[ba.Timer] = None # Hacky way to create empty weak ref; must be a better way. class _EmptyObj: pass self._activity_weak: ReferenceType[ba.Activity] self._activity_weak = weakref.ref(_EmptyObj()) # type: ignore if self._activity_weak() is not None: raise Exception('Error creating empty activity weak ref.') self._next_activity: Optional[ba.Activity] = None self.wants_to_end = False self._ending = False self.min_players = min_players self.max_players = max_players # Create Teams. if self._use_teams: assert team_names is not None assert team_colors is not None for i, color in enumerate(team_colors): team = Team(team_id=self._next_team_id, name=GameActivity.get_team_display_string( team_names[i]), color=color) self.teams.append(team) self._next_team_id += 1 try: with _ba.Context(self): self.on_team_join(team) except Exception: from ba import _error _error.print_exception( f'Error in on_team_join for {self}.') self.lobby = Lobby() self.stats = Stats() # Instantiate our session globals node # (so it can apply default settings). sharedobj('globals') @property def use_teams(self) -> bool: """(internal)""" return self._use_teams @property def use_team_colors(self) -> bool: """(internal)""" return self._use_team_colors def on_player_request(self, player: ba.Player) -> bool: """Called when a new ba.Player wants to join the Session. This should return True or False to accept/reject. """ from ba._lang import Lstr # Limit player counts *unless* we're in a stress test. if _ba.app.stress_test_reset_timer is None: if len(self.players) >= self.max_players: # Print a rejection message *only* to the client trying to # join (prevents spamming everyone else in the game). _ba.playsound(_ba.getsound('error')) _ba.screenmessage( Lstr(resource='playerLimitReachedText', subs=[('${COUNT}', str(self.max_players))]), color=(0.8, 0.0, 0.0), clients=[player.get_input_device().client_id], transient=True) return False _ba.playsound(_ba.getsound('dripity')) return True def on_player_leave(self, player: ba.Player) -> None: """Called when a previously-accepted ba.Player leaves the session.""" # pylint: disable=too-many-statements # pylint: disable=too-many-branches # pylint: disable=cyclic-import from ba._freeforallsession import FreeForAllSession from ba._lang import Lstr from ba import _error # Remove them from the game rosters. if player in self.players: _ba.playsound(_ba.getsound('playerLeft')) team: Optional[ba.Team] # The player will have no team if they are still in the lobby. try: team = player.team except _error.TeamNotFoundError: team = None activity = self._activity_weak() # If he had no team, he's in the lobby. # If we have a current activity with a lobby, ask them to # remove him. if team is None: with _ba.Context(self): try: self.lobby.remove_chooser(player) except Exception: _error.print_exception( 'Error in Lobby.remove_chooser()') # *If* they were actually in the game, announce their departure. if team is not None: _ba.screenmessage( Lstr(resource='playerLeftText', subs=[('${PLAYER}', player.get_name(full=True))])) # Remove him from his team and session lists. # (he may not be on the team list since player are re-added to # team lists every activity) if team is not None and player in team.players: # Testing; can remove this eventually. if isinstance(self, FreeForAllSession): if len(team.players) != 1: _error.print_error('expected 1 player in FFA team') team.players.remove(player) # Remove player from any current activity. if activity is not None and player in activity.players: activity.players.remove(player) # Run the activity callback unless its been expired. if not activity.is_expired(): try: with _ba.Context(activity): activity.on_player_leave(player) except Exception: _error.print_exception( 'exception in on_player_leave for activity', activity) else: _error.print_error('expired activity in on_player_leave;' " shouldn't happen") player.set_activity(None) player.set_node(None) # Reset the player; this will remove its actor-ref and clear # its calls/etc try: with _ba.Context(activity): player.reset() except Exception: _error.print_exception( 'exception in player.reset in' ' on_player_leave for player', player) # If we're a non-team session, remove the player's team completely. if not self._use_teams and team is not None: # If the team's in an activity, call its on_team_leave # callback. if activity is not None and team in activity.teams: activity.teams.remove(team) if not activity.is_expired(): try: with _ba.Context(activity): activity.on_team_leave(team) except Exception: _error.print_exception( 'exception in on_team_leave for activity', activity) else: _error.print_error( 'expired activity in on_player_leave p2' "; shouldn't happen") # Clear the team's game-data (so dying stuff will # have proper context). try: with _ba.Context(activity): team.reset_gamedata() except Exception: _error.print_exception( 'exception clearing gamedata for team:', team, 'for player:', player, 'in activity:', activity) # Remove the team from the session. self.teams.remove(team) try: with _ba.Context(self): self.on_team_leave(team) except Exception: _error.print_exception( 'exception in on_team_leave for session', self) # Clear the team's session-data (so dying stuff will # have proper context). try: with _ba.Context(self): team.reset_sessiondata() except Exception: _error.print_exception( 'exception clearing sessiondata for team:', team, 'in session:', self) # Now remove them from the session list. self.players.remove(player) else: print('ERROR: Session.on_player_leave called' ' for player not in our list.') def end(self) -> None: """Initiates an end to the session and a return to the main menu. Note that this happens asynchronously, allowing the session and its activities to shut down gracefully. """ self.wants_to_end = True if self._next_activity is None: self.launch_end_session_activity() def launch_end_session_activity(self) -> None: """(internal)""" from ba import _error from ba._activitytypes import EndSessionActivity from ba._enums import TimeType with _ba.Context(self): curtime = _ba.time(TimeType.REAL) if self._ending: # Ignore repeats unless its been a while. assert self.launch_end_session_activity_time is not None since_last = (curtime - self.launch_end_session_activity_time) if since_last < 30.0: return _error.print_error( 'launch_end_session_activity called twice (since_last=' + str(since_last) + ')') self.launch_end_session_activity_time = curtime self.set_activity(_ba.new_activity(EndSessionActivity)) self.wants_to_end = False self._ending = True # Prevent further activity-mucking. def on_team_join(self, team: ba.Team) -> None: """Called when a new ba.Team joins the session.""" def on_team_leave(self, team: ba.Team) -> None: """Called when a ba.Team is leaving the session.""" def _complete_end_activity(self, activity: ba.Activity, results: Any) -> None: # Run the subclass callback in the session context. try: with _ba.Context(self): self.on_activity_end(activity, results) except Exception: from ba import _error _error.print_exception( 'exception in on_activity_end() for session', self, 'activity', activity, 'with results', results) def end_activity(self, activity: ba.Activity, results: Any, delay: float, force: bool) -> None: """Commence shutdown of a ba.Activity (if not already occurring). 'delay' is the time delay before the Activity actually ends (in seconds). Further calls to end() will be ignored up until this time, unless 'force' is True, in which case the new results will replace the old. """ from ba._general import Call from ba._enums import TimeType # Only pay attention if this is coming from our current activity. if activity is not self._activity_retained: return # If this activity hasn't begun yet, just set it up to end immediately # once it does. if not activity.has_begun(): activity.set_immediate_end(results, delay, force) # The activity has already begun; get ready to end it. else: if (not activity.has_ended()) or force: activity.set_has_ended(True) # Set a timer to set in motion this activity's demise. self._activity_end_timer = _ba.Timer( delay, Call(self._complete_end_activity, activity, results), timetype=TimeType.BASE) def handlemessage(self, msg: Any) -> Any: """General message handling; can be passed any message object.""" from ba._lobby import PlayerReadyMessage from ba._error import UNHANDLED from ba._messages import PlayerProfilesChangedMessage if isinstance(msg, PlayerReadyMessage): self._on_player_ready(msg.chooser) return None if isinstance(msg, PlayerProfilesChangedMessage): # If we have a current activity with a lobby, ask it to reload # profiles. with _ba.Context(self): self.lobby.reload_profiles() return None return UNHANDLED def set_activity(self, activity: ba.Activity) -> None: """Assign a new current ba.Activity for the session. Note that this will not change the current context to the new Activity's. Code must be run in the new activity's methods (on_transition_in, etc) to get it. (so you can't do session.set_activity(foo) and then ba.newnode() to add a node to foo) """ # pylint: disable=too-many-statements # pylint: disable=too-many-branches from ba import _error from ba._gameutils import sharedobj from ba._enums import TimeType # Sanity test: make sure this doesn't get called recursively. if self._in_set_activity: raise Exception( 'Session.set_activity() cannot be called recursively.') if activity.session is not _ba.getsession(): raise Exception("Provided Activity's Session is not current.") # Quietly ignore this if the whole session is going down. if self._ending: return if activity is self._activity_retained: _error.print_error('activity set to already-current activity') return if self._next_activity is not None: raise Exception('Activity switch already in progress (to ' + str(self._next_activity) + ')') self._in_set_activity = True prev_activity = self._activity_retained if prev_activity is not None: with _ba.Context(prev_activity): gprev = sharedobj('globals') else: gprev = None with _ba.Context(activity): # Now that it's going to be front and center, # set some global values based on what the activity wants. glb = sharedobj('globals') glb.use_fixed_vr_overlay = activity.use_fixed_vr_overlay glb.allow_kick_idle_players = activity.allow_kick_idle_players if activity.inherits_slow_motion and gprev is not None: glb.slow_motion = gprev.slow_motion else: glb.slow_motion = activity.slow_motion if activity.inherits_music and gprev is not None: glb.music_continuous = True # Prevent restarting same music. glb.music = gprev.music glb.music_count += 1 if activity.inherits_camera_vr_offset and gprev is not None: glb.vr_camera_offset = gprev.vr_camera_offset if activity.inherits_vr_overlay_center and gprev is not None: glb.vr_overlay_center = gprev.vr_overlay_center glb.vr_overlay_center_enabled = gprev.vr_overlay_center_enabled # If they want to inherit tint from the previous activity. if activity.inherits_tint and gprev is not None: glb.tint = gprev.tint glb.vignette_outer = gprev.vignette_outer glb.vignette_inner = gprev.vignette_inner # Let the activity do its thing. activity.start_transition_in() self._next_activity = activity # If we have a current activity, tell it it's transitioning out; # the next one will become current once this one dies. if prev_activity is not None: # pylint: disable=protected-access prev_activity._transitioning_out = True # pylint: enable=protected-access # Activity will be None until the next one begins. with _ba.Context(prev_activity): prev_activity.on_transition_out() # Setting this to None should free up the old activity to die, # which will call begin_next_activity. # We can still access our old activity through # self._activity_weak() to keep it up to date on player # joins/departures/etc until it dies. self._activity_retained = None # There's no existing activity; lets just go ahead with the begin call. else: self.begin_next_activity() # Tell the C layer that this new activity is now 'foregrounded'. # This means that its globals node controls global stuff and stuff # like console operations, keyboard shortcuts, etc will run in it. # pylint: disable=protected-access # noinspection PyProtectedMember activity._activity_data.make_foreground() # pylint: enable=protected-access # We want to call _destroy() for the previous activity once it should # tear itself down, clear out any self-refs, etc. If the new activity # has a transition-time, set it up to be called after that passes; # otherwise call it immediately. After this call the activity should # have no refs left to it and should die (which will trigger the next # activity to run). if prev_activity is not None: if activity.transition_time > 0.0: # FIXME: We should tweak the activity to not allow # node-creation/etc when we call _destroy (or after). with _ba.Context('ui'): # pylint: disable=protected-access # noinspection PyProtectedMember _ba.timer(activity.transition_time, prev_activity._destroy, timetype=TimeType.REAL) # Just run immediately. else: # noinspection PyProtectedMember prev_activity._destroy() # pylint: disable=protected-access self._in_set_activity = False def getactivity(self) -> Optional[ba.Activity]: """Return the current foreground activity for this session.""" return self._activity_weak() def get_custom_menu_entries(self) -> List[Dict[str, Any]]: """Subclasses can override this to provide custom menu entries. The returned value should be a list of dicts, each containing a 'label' and 'call' entry, with 'label' being the text for the entry and 'call' being the callable to trigger if the entry is pressed. """ return [] def _request_player(self, player: ba.Player) -> bool: # If we're ending, allow no new players. if self._ending: return False # Ask the user. try: with _ba.Context(self): result = self.on_player_request(player) except Exception: from ba import _error _error.print_exception('error in on_player_request call for', self) result = False # If the user said yes, add the player to the session list. if result: self.players.append(player) # If we have a current activity with a lobby, # ask it to bring up a chooser for this player. # otherwise they'll have to wait around for the next activity. with _ba.Context(self): try: self.lobby.add_chooser(player) except Exception: from ba import _error _error.print_exception('exception in lobby.add_chooser()') return result def on_activity_end(self, activity: ba.Activity, results: Any) -> None: """Called when the current ba.Activity has ended. The ba.Session should look at the results and start another ba.Activity. """ def begin_next_activity(self) -> None: """Called once the previous activity has been totally torn down. This means we're ready to begin the next one """ if self._next_activity is not None: # We store both a weak and a strong ref to the new activity; # the strong is to keep it alive and the weak is so we can access # it even after we've released the strong-ref to allow it to die. self._activity_retained = self._next_activity self._activity_weak = weakref.ref(self._next_activity) self._next_activity = None # Lets kick out any players sitting in the lobby since # new activities such as score screens could cover them up; # better to have them rejoin. self.lobby.remove_all_choosers_and_kick_players() activity = self._activity_weak() assert activity is not None activity.begin(self) def _on_player_ready(self, chooser: ba.Chooser) -> None: """Called when a ba.Player has checked themself ready.""" from ba._lang import Lstr lobby = chooser.lobby activity = self._activity_weak() # In joining activities, we wait till all choosers are ready # and then create all players at once. if activity is not None and activity.is_joining_activity: if lobby.check_all_ready(): choosers = lobby.get_choosers() min_players = self.min_players if len(choosers) >= min_players: for lch in lobby.get_choosers(): self._add_chosen_player(lch) lobby.remove_all_choosers() # Get our next activity going. self._complete_end_activity(activity, {}) else: _ba.screenmessage(Lstr(resource='notEnoughPlayersText', subs=[('${COUNT}', str(min_players)) ]), color=(1, 1, 0)) _ba.playsound(_ba.getsound('error')) else: return # Otherwise just add players on the fly. else: self._add_chosen_player(chooser) lobby.remove_chooser(chooser.getplayer()) def _add_chosen_player(self, chooser: ba.Chooser) -> ba.Player: # pylint: disable=too-many-statements # pylint: disable=too-many-branches from ba import _error from ba._lang import Lstr from ba._team import Team from ba import _freeforallsession player = chooser.getplayer() if player not in self.players: _error.print_error('player not found in session ' 'player-list after chooser selection') activity = self._activity_weak() assert activity is not None # We need to reset the player's input here, as it is currently # referencing the chooser which could inadvertently keep it alive. player.reset_input() # Pass it to the current activity if it has already begun # (otherwise it'll get passed once begin is called). pass_to_activity = (activity.has_begun() and not activity.is_joining_activity) # If we're not allowing mid-game joins, don't pass; just announce # the arrival. if pass_to_activity: if not self._allow_mid_activity_joins: pass_to_activity = False with _ba.Context(self): _ba.screenmessage(Lstr(resource='playerDelayedJoinText', subs=[('${PLAYER}', player.get_name(full=True)) ]), color=(0, 1, 0)) # If we're a non-team game, each player gets their own team # (keeps mini-game coding simpler if we can always deal with teams). if self._use_teams: team = chooser.get_team() else: our_team_id = self._next_team_id team = Team(team_id=our_team_id, name=chooser.getplayer().get_name(full=True, icon=False), color=chooser.get_color()) self.teams.append(team) self._next_team_id += 1 try: with _ba.Context(self): self.on_team_join(team) except Exception: _error.print_exception(f'exception in on_team_join for {self}') if pass_to_activity: if team in activity.teams: _error.print_error( 'Duplicate team ID in ba.Session._add_chosen_player') activity.teams.append(team) try: with _ba.Context(activity): activity.on_team_join(team) except Exception: _error.print_exception( f'ERROR: exception in on_team_join for {activity}') player.set_data(team=team, character=chooser.get_character_name(), color=chooser.get_color(), highlight=chooser.get_highlight()) self.stats.register_player(player) if pass_to_activity: if isinstance(self, _freeforallsession.FreeForAllSession): if player.team.players: _error.print_error('expected 0 players in FFA team') # Don't actually add the player to their team list if we're not # in an activity. (players get (re)added to their team lists # when the activity begins). player.team.players.append(player) if player in activity.players: _error.print_exception( f'Dup player in ba.Session._add_chosen_player: {player}') else: activity.players.append(player) player.set_activity(activity) pnode = activity.create_player_node(player) player.set_node(pnode) try: with _ba.Context(activity): activity.on_player_join(player) except Exception: _error.print_exception( f'Error on on_player_join for {activity}') return player
class Session: """Defines a high level series of activities with a common purpose. category: Gameplay Classes Examples of sessions are ba.FreeForAllSession, ba.DualTeamSession, and ba.CoopSession. A Session is responsible for wrangling and transitioning between various ba.Activity instances such as mini-games and score-screens, and for maintaining state between them (players, teams, score tallies, etc). Attributes: sessionteams All the ba.SessionTeams in the Session. Most things should use the list of ba.Teams in ba.Activity; not this. sessionplayers All ba.SessionPlayers in the Session. Most things should use the list of ba.Players in ba.Activity; not this. Some players, such as those who have not yet selected a character, will only be found on this list. min_players The minimum number of players who must be present for the Session to proceed past the initial joining screen. max_players The maximum number of players allowed in the Session. lobby The ba.Lobby instance where new ba.Players go to select a Profile/Team/etc. before being added to games. Be aware this value may be None if a Session does not allow any such selection. use_teams Whether this session groups players into an explicit set of teams. If this is off, a unique team is generated for each player that joins. use_team_colors Whether players on a team should all adopt the colors of that team instead of their own profile colors. This only applies if use_teams is enabled. allow_mid_activity_joins Whether players should be allowed to join in the middle of activities. customdata A shared dictionary for objects to use as storage on this session. Ensure that keys here are unique to avoid collisions. """ use_teams: bool = False use_team_colors: bool = True allow_mid_activity_joins: bool = True # Note: even though these are instance vars, we annotate them at the # class level so that docs generation can access their types. lobby: ba.Lobby max_players: int min_players: int sessionplayers: List[ba.SessionPlayer] customdata: dict sessionteams: List[ba.SessionTeam] def __init__(self, depsets: Sequence[ba.DependencySet], team_names: Sequence[str] = None, team_colors: Sequence[Sequence[float]] = None, min_players: int = 1, max_players: int = 8): """Instantiate a session. depsets should be a sequence of successfully resolved ba.DependencySet instances; one for each ba.Activity the session may potentially run. """ # pylint: disable=too-many-statements # pylint: disable=too-many-locals # pylint: disable=cyclic-import from ba._lobby import Lobby from ba._stats import Stats from ba._gameactivity import GameActivity from ba._activity import Activity from ba._team import SessionTeam from ba._error import DependencyError from ba._dependency import Dependency, AssetPackage from efro.util import empty_weakref # First off, resolve all dependency-sets we were passed. # If things are missing, we'll try to gather them into a single # missing-deps exception if possible to give the caller a clean # path to download missing stuff and try again. missing_asset_packages: Set[str] = set() for depset in depsets: try: depset.resolve() except DependencyError as exc: # Gather/report missing assets only; barf on anything else. if all(issubclass(d.cls, AssetPackage) for d in exc.deps): for dep in exc.deps: assert isinstance(dep.config, str) missing_asset_packages.add(dep.config) else: missing_info = [(d.cls, d.config) for d in exc.deps] raise RuntimeError( f'Missing non-asset dependencies: {missing_info}' ) from exc # Throw a combined exception if we found anything missing. if missing_asset_packages: raise DependencyError([ Dependency(AssetPackage, set_id) for set_id in missing_asset_packages ]) # Ok; looks like our dependencies check out. # Now give the engine a list of asset-set-ids to pass along to clients. required_asset_packages: Set[str] = set() for depset in depsets: required_asset_packages.update(depset.get_asset_package_ids()) # print('Would set host-session asset-reqs to:', # required_asset_packages) # Init our C++ layer data. self._sessiondata = _ba.register_session(self) # Should remove this if possible. self.tournament_id: Optional[str] = None self.sessionteams = [] self.sessionplayers = [] self.min_players = min_players self.max_players = max_players self.customdata = {} self._in_set_activity = False self._next_team_id = 0 self._activity_retained: Optional[ba.Activity] = None self._launch_end_session_activity_time: Optional[float] = None self._activity_end_timer: Optional[ba.Timer] = None self._activity_weak = empty_weakref(Activity) self._next_activity: Optional[ba.Activity] = None self._wants_to_end = False self._ending = False self._activity_should_end_immediately = False self._activity_should_end_immediately_results: ( Optional[ba.GameResults]) = None self._activity_should_end_immediately_delay = 0.0 # Create static teams if we're using them. if self.use_teams: assert team_names is not None assert team_colors is not None for i, color in enumerate(team_colors): team = SessionTeam(team_id=self._next_team_id, name=GameActivity.get_team_display_string( team_names[i]), color=color) self.sessionteams.append(team) self._next_team_id += 1 try: with _ba.Context(self): self.on_team_join(team) except Exception: print_exception(f'Error in on_team_join for {self}.') self.lobby = Lobby() self.stats = Stats() # Instantiate our session globals node which will apply its settings. self._sessionglobalsnode = _ba.newnode('sessionglobals') @property def sessionglobalsnode(self) -> ba.Node: """The sessionglobals ba.Node for the session.""" node = self._sessionglobalsnode if not node: raise NodeNotFoundError() return node def on_player_request(self, player: ba.SessionPlayer) -> bool: """Called when a new ba.Player wants to join the Session. This should return True or False to accept/reject. """ # Limit player counts *unless* we're in a stress test. if _ba.app.stress_test_reset_timer is None: if len(self.sessionplayers) >= self.max_players: # Print a rejection message *only* to the client trying to # join (prevents spamming everyone else in the game). _ba.playsound(_ba.getsound('error')) _ba.screenmessage(Lstr(resource='playerLimitReachedText', subs=[('${COUNT}', str(self.max_players))]), color=(0.8, 0.0, 0.0), clients=[player.inputdevice.client_id], transient=True) return False _ba.playsound(_ba.getsound('dripity')) return True def on_player_leave(self, sessionplayer: ba.SessionPlayer) -> None: """Called when a previously-accepted ba.SessionPlayer leaves.""" if sessionplayer not in self.sessionplayers: print('ERROR: Session.on_player_leave called' ' for player not in our list.') return _ba.playsound(_ba.getsound('playerLeft')) activity = self._activity_weak() if not sessionplayer.in_game: # Ok, the player is still in the lobby; simply remove them. with _ba.Context(self): try: self.lobby.remove_chooser(sessionplayer) except Exception: print_exception('Error in Lobby.remove_chooser().') else: # Ok, they've already entered the game. Remove them from # teams/activities/etc. sessionteam = sessionplayer.sessionteam assert sessionteam is not None _ba.screenmessage( Lstr(resource='playerLeftText', subs=[('${PLAYER}', sessionplayer.getname(full=True))])) # Remove them from their SessionTeam. if sessionplayer in sessionteam.players: sessionteam.players.remove(sessionplayer) else: print('SessionPlayer not found in SessionTeam' ' in on_player_leave.') # Grab their activity-specific player instance. player = sessionplayer.activityplayer assert isinstance(player, (Player, type(None))) # Remove them from any current Activity. if activity is not None: if player in activity.players: activity.remove_player(sessionplayer) else: print('Player not found in Activity in on_player_leave.') # If we're a non-team session, remove their team too. if not self.use_teams: self._remove_player_team(sessionteam, activity) # Now remove them from the session list. self.sessionplayers.remove(sessionplayer) def _remove_player_team(self, sessionteam: ba.SessionTeam, activity: Optional[ba.Activity]) -> None: """Remove the player-specific team in non-teams mode.""" # They should have been the only one on their team. assert not sessionteam.players # Remove their Team from the Activity. if activity is not None: if sessionteam.activityteam in activity.teams: activity.remove_team(sessionteam) else: print('Team not found in Activity in on_player_leave.') # And then from the Session. with _ba.Context(self): if sessionteam in self.sessionteams: try: self.sessionteams.remove(sessionteam) self.on_team_leave(sessionteam) except Exception: print_exception( f'Error in on_team_leave for Session {self}.') else: print('Team no in Session teams in on_player_leave.') try: sessionteam.leave() except Exception: print_exception(f'Error clearing sessiondata' f' for team {sessionteam} in session {self}.') def end(self) -> None: """Initiates an end to the session and a return to the main menu. Note that this happens asynchronously, allowing the session and its activities to shut down gracefully. """ self._wants_to_end = True if self._next_activity is None: self._launch_end_session_activity() def _launch_end_session_activity(self) -> None: """(internal)""" from ba._activitytypes import EndSessionActivity from ba._enums import TimeType with _ba.Context(self): curtime = _ba.time(TimeType.REAL) if self._ending: # Ignore repeats unless its been a while. assert self._launch_end_session_activity_time is not None since_last = (curtime - self._launch_end_session_activity_time) if since_last < 30.0: return print_error( '_launch_end_session_activity called twice (since_last=' + str(since_last) + ')') self._launch_end_session_activity_time = curtime self.setactivity(_ba.newactivity(EndSessionActivity)) self._wants_to_end = False self._ending = True # Prevent further actions. def on_team_join(self, team: ba.SessionTeam) -> None: """Called when a new ba.Team joins the session.""" def on_team_leave(self, team: ba.SessionTeam) -> None: """Called when a ba.Team is leaving the session.""" def end_activity(self, activity: ba.Activity, results: Any, delay: float, force: bool) -> None: """Commence shutdown of a ba.Activity (if not already occurring). 'delay' is the time delay before the Activity actually ends (in seconds). Further calls to end() will be ignored up until this time, unless 'force' is True, in which case the new results will replace the old. """ from ba._general import Call from ba._enums import TimeType # Only pay attention if this is coming from our current activity. if activity is not self._activity_retained: return # If this activity hasn't begun yet, just set it up to end immediately # once it does. if not activity.has_begun(): # activity.set_immediate_end(results, delay, force) if not self._activity_should_end_immediately or force: self._activity_should_end_immediately = True self._activity_should_end_immediately_results = results self._activity_should_end_immediately_delay = delay # The activity has already begun; get ready to end it. else: if (not activity.has_ended()) or force: activity.set_has_ended(True) # Set a timer to set in motion this activity's demise. self._activity_end_timer = _ba.Timer( delay, Call(self._complete_end_activity, activity, results), timetype=TimeType.BASE) def handlemessage(self, msg: Any) -> Any: """General message handling; can be passed any message object.""" from ba._lobby import PlayerReadyMessage from ba._messages import PlayerProfilesChangedMessage, UNHANDLED if isinstance(msg, PlayerReadyMessage): self._on_player_ready(msg.chooser) elif isinstance(msg, PlayerProfilesChangedMessage): # If we have a current activity with a lobby, ask it to reload # profiles. with _ba.Context(self): self.lobby.reload_profiles() return None else: return UNHANDLED return None class _SetActivityScopedLock: def __init__(self, session: ba.Session) -> None: self._session = session if session._in_set_activity: raise RuntimeError('Session.setactivity() called recursively.') self._session._in_set_activity = True def __del__(self) -> None: self._session._in_set_activity = False def setactivity(self, activity: ba.Activity) -> None: """Assign a new current ba.Activity for the session. Note that this will not change the current context to the new Activity's. Code must be run in the new activity's methods (on_transition_in, etc) to get it. (so you can't do session.setactivity(foo) and then ba.newnode() to add a node to foo) """ from ba._enums import TimeType # Make sure we don't get called recursively. _rlock = self._SetActivityScopedLock(self) if activity.session is not _ba.getsession(): raise RuntimeError("Provided Activity's Session is not current.") # Quietly ignore this if the whole session is going down. if self._ending: return if activity is self._activity_retained: print_error('Activity set to already-current activity.') return if self._next_activity is not None: raise RuntimeError('Activity switch already in progress (to ' + str(self._next_activity) + ')') prev_activity = self._activity_retained prev_globals = (prev_activity.globalsnode if prev_activity is not None else None) # Let the activity do its thing. activity.transition_in(prev_globals) self._next_activity = activity # If we have a current activity, tell it it's transitioning out; # the next one will become current once this one dies. if prev_activity is not None: prev_activity.transition_out() # Setting this to None should free up the old activity to die, # which will call begin_next_activity. # We can still access our old activity through # self._activity_weak() to keep it up to date on player # joins/departures/etc until it dies. self._activity_retained = None # There's no existing activity; lets just go ahead with the begin call. else: self.begin_next_activity() # We want to call destroy() for the previous activity once it should # tear itself down, clear out any self-refs, etc. After this call # the activity should have no refs left to it and should die (which # will trigger the next activity to run). if prev_activity is not None: with _ba.Context('ui'): _ba.timer(max(0.0, activity.transition_time), prev_activity.expire, timetype=TimeType.REAL) self._in_set_activity = False def getactivity(self) -> Optional[ba.Activity]: """Return the current foreground activity for this session.""" return self._activity_weak() def get_custom_menu_entries(self) -> List[Dict[str, Any]]: """Subclasses can override this to provide custom menu entries. The returned value should be a list of dicts, each containing a 'label' and 'call' entry, with 'label' being the text for the entry and 'call' being the callable to trigger if the entry is pressed. """ return [] def _complete_end_activity(self, activity: ba.Activity, results: Any) -> None: # Run the subclass callback in the session context. try: with _ba.Context(self): self.on_activity_end(activity, results) except Exception: print_exception(f'Error in on_activity_end() for session {self}' f' activity {activity} with results {results}') def _request_player(self, sessionplayer: ba.SessionPlayer) -> bool: """Called by the native layer when a player wants to join.""" # If we're ending, allow no new players. if self._ending: return False # Ask the ba.Session subclass to approve/deny this request. try: with _ba.Context(self): result = self.on_player_request(sessionplayer) except Exception: print_exception(f'Error in on_player_request for {self}') result = False # If they said yes, add the player to the lobby. if result: self.sessionplayers.append(sessionplayer) with _ba.Context(self): try: self.lobby.add_chooser(sessionplayer) except Exception: print_exception('Error in lobby.add_chooser().') return result def on_activity_end(self, activity: ba.Activity, results: Any) -> None: """Called when the current ba.Activity has ended. The ba.Session should look at the results and start another ba.Activity. """ def begin_next_activity(self) -> None: """Called once the previous activity has been totally torn down. This means we're ready to begin the next one """ if self._next_activity is None: # Should this ever happen? print_error('begin_next_activity() called with no _next_activity') return # We store both a weak and a strong ref to the new activity; # the strong is to keep it alive and the weak is so we can access # it even after we've released the strong-ref to allow it to die. self._activity_retained = self._next_activity self._activity_weak = weakref.ref(self._next_activity) self._next_activity = None self._activity_should_end_immediately = False # Kick out anyone loitering in the lobby. self.lobby.remove_all_choosers_and_kick_players() # Kick off the activity. self._activity_retained.begin(self) # If we want to completely end the session, we can now kick that off. if self._wants_to_end: self._launch_end_session_activity() else: # Otherwise, if the activity has already been told to end, # do so now. if self._activity_should_end_immediately: self._activity_retained.end( self._activity_should_end_immediately_results, self._activity_should_end_immediately_delay) def _on_player_ready(self, chooser: ba.Chooser) -> None: """Called when a ba.Player has checked themself ready.""" lobby = chooser.lobby activity = self._activity_weak() # This happens sometimes. That seems like it shouldn't be happening; # when would we have a session and a chooser with players but no # active activity? if activity is None: print('_on_player_ready called with no activity.') return # In joining-activities, we wait till all choosers are ready # and then create all players at once. if activity.is_joining_activity: if not lobby.check_all_ready(): return choosers = lobby.get_choosers() min_players = self.min_players if len(choosers) >= min_players: for lch in lobby.get_choosers(): self._add_chosen_player(lch) lobby.remove_all_choosers() # Get our next activity going. self._complete_end_activity(activity, {}) else: _ba.screenmessage( Lstr(resource='notEnoughPlayersText', subs=[('${COUNT}', str(min_players))]), color=(1, 1, 0), ) _ba.playsound(_ba.getsound('error')) # Otherwise just add players on the fly. else: self._add_chosen_player(chooser) lobby.remove_chooser(chooser.getplayer()) def transitioning_out_activity_was_freed( self, can_show_ad_on_death: bool) -> None: """(internal)""" from ba._apputils import garbage_collect # Since things should be generally still right now, it's a good time # to run garbage collection to clear out any circular dependency # loops. We keep this disabled normally to avoid non-deterministic # hitches. garbage_collect() with _ba.Context(self): if can_show_ad_on_death: _ba.app.ads.call_after_ad(self.begin_next_activity) else: _ba.pushcall(self.begin_next_activity) def _add_chosen_player(self, chooser: ba.Chooser) -> ba.SessionPlayer: from ba._team import SessionTeam sessionplayer = chooser.getplayer() assert sessionplayer in self.sessionplayers, ( 'SessionPlayer not found in session ' 'player-list after chooser selection.') activity = self._activity_weak() assert activity is not None # Reset the player's input here, as it is probably # referencing the chooser which could inadvertently keep it alive. sessionplayer.resetinput() # We can pass it to the current activity if it has already begun # (otherwise it'll get passed once begin is called). pass_to_activity = (activity.has_begun() and not activity.is_joining_activity) # However, if we're not allowing mid-game joins, don't actually pass; # just announce the arrival and say they'll partake next round. if pass_to_activity: if not self.allow_mid_activity_joins: pass_to_activity = False with _ba.Context(self): _ba.screenmessage( Lstr(resource='playerDelayedJoinText', subs=[('${PLAYER}', sessionplayer.getname(full=True))]), color=(0, 1, 0), ) # If we're a non-team session, each player gets their own team. # (keeps mini-game coding simpler if we can always deal with teams). if self.use_teams: sessionteam = chooser.sessionteam else: our_team_id = self._next_team_id self._next_team_id += 1 sessionteam = SessionTeam( team_id=our_team_id, color=chooser.get_color(), name=chooser.getplayer().getname(full=True, icon=False), ) # Add player's team to the Session. self.sessionteams.append(sessionteam) with _ba.Context(self): try: self.on_team_join(sessionteam) except Exception: print_exception(f'Error in on_team_join for {self}.') # Add player's team to the Activity. if pass_to_activity: activity.add_team(sessionteam) assert sessionplayer not in sessionteam.players sessionteam.players.append(sessionplayer) sessionplayer.setdata(team=sessionteam, character=chooser.get_character_name(), color=chooser.get_color(), highlight=chooser.get_highlight()) self.stats.register_sessionplayer(sessionplayer) if pass_to_activity: activity.add_player(sessionplayer) return sessionplayer