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 Update(self, chid, type, uid, laptime, replay, events, cardata, name, image, lang, version): """ Parameters: chid - Challenge Id type - type of update, 'CHALLENGE' or 'ACCEPT' uid - user id, could be fbid or uuid replay - racing data score - button replay """ my_building = None logging.debug("Challenge Update with replay length " + str(len(replay))) challenge = memcache.get(config.db['challengedb_name'] + '.' + chid) if challenge is None: logging.debug("Challenge not found in memcache") challenges = Challenge.all().filter('id =', chid) \ .filter('state !=', CHALLENGE_TYPE.BOTH_PLAYERS_FINISH) \ .filter('state !=', CHALLENGE_TYPE.GAME_OVER) \ .ancestor(db.Key.from_path('Challenge',config.db['challengedb_name'])) \ .fetch(1) if len(challenges) > 0: challenge = challenges[0] logging.debug("Challenge found in data") if not memcache.add(config.db['challengedb_name'] + '.' + chid, challenge, config.memcache['holdtime']): logging.warning( 'Challenge - Set memcache for challenge by Id failed (Update)!' ) if challenge is not None: logging.debug("Challenge is not none") #logging.debug("challenge update :" + challenge.data) #TODO: remove the replay data from the .data to prevent it being serialzed and back game = json.loads(challenge.data) _upd = False if challenge.state != CHALLENGE_TYPE.BOTH_PLAYERS_FINISH and challenge.state != CHALLENGE_TYPE.GAME_OVER: logging.info("challenge not over. state = " + challenge.state + " type = " + type) start_time = time.time() # flag to prevent Player saving outside this function and loosing the changes challenge.manual_update = False #CHALLENGE_TYPE _player = 'player1' if type != CHALLENGE_MODE.CHALLENGE: _player = 'player2' logging.info("updating _player " + _player) # find the key in the challenge data for the correct player and update the new state game[_player] = { 'player': { 'id': uid }, 'laptime': float(laptime), 'replay': replay, 'events': events, 'created': start_time, 'cardata': cardata, 'name': name, 'image': image } # update challenge state by looking at participants if not 'replay' in game['player1'] and not 'replay' in game[ 'player2']: challenge.state = CHALLENGE_TYPE.OPEN_GAME elif 'replay' in game['player1']: challenge.state = CHALLENGE_TYPE.PLAYER1_FINISH elif 'replay' in game['player2']: challenge.state = CHALLENGE_TYPE.PLAYER2_FINISH logging.info("challenge updating. state = " + challenge.state + " type = " + type) # see if we can finish the challenge if game['player1'] is not None and game['player2'] is not None: if 'replay' in game['player1'] and 'replay' in game[ 'player2']: challenge.state = CHALLENGE_TYPE.BOTH_PLAYERS_FINISH # Update players with earnings player1 = None player2 = None opponents = None racewinnings = None winner = 'draw' player1 = Player.getplayerByFbid(self, challenge.uid1) if player1 is None: player1 = Player.getplayer(self, challenge.uid1) if player1 is not None: player2 = Player.getplayerByFbid( self, challenge.uid2) if player2 is None: player2 = Player.getplayer( self, challenge.uid2) if player2 is not None: racewinnings = Data.getDataAsObj( self, 'racewinnings', config.data_version['racewinnings']) if racewinnings is not None: opponents = Data.getDataAsObj( self, 'opponent_en', config.data_version['opponent']) # everything is good - we have 2 player models and the winnings data if opponents is not None: prize1 = 0 prize2 = 0 # only use the first one for multiplayer challenges win_prize = opponents.obj[ challenge.track][0]['win_prize'] lose_prize = opponents.obj[ challenge.track][0]['lose_prize'] if game['player1']['laptime'] < game['player2'][ 'laptime']: # player1 wins winner = player1.uuid prize1 = win_prize prize2 = lose_prize player1.state_obj['total_wins'] += 1 elif game['player1']['laptime'] > game['player2'][ 'laptime']: winner = player2.uuid prize1 = lose_prize prize2 = win_prize player2.state_obj['total_wins'] += 1 else: winner = 'draw' prize1 = lose_prize prize2 = lose_prize """ player2.state_obj['cash'] += prize1 player2.state_obj['cash'] += prize2 """ player1_building = Building.save_resource_to_building( self, lang, version, player1.uuid, challenge.track, prize1) player2_building = Building.save_resource_to_building( self, lang, version, player2.uuid, challenge.track, prize2) if uid == challenge.uid1: my_building = player1_building else: player2.info_obj['updated'] = start_time my_building = player2_building if Player.setplayer(self, player2): logging.info('player2 saved') player1.state_obj['total_races'] += 1 player2.state_obj['total_races'] += 1 game['result'] = { 'winner': winner, 'player1': challenge.uid1, 'player2': challenge.uid2, 'player1_prize': prize1, 'player2_prize': prize2, 'player1_seen': uid == challenge.uid1, 'player2_seen': uid == challenge.uid2, 'player1_laptime': game['player1']['laptime'], 'player2_laptime': game['player2']['laptime'] } _upd = True # this can't be used - the player cannot do a challengeUpdate unless they finish a race? elif game['result']['player1_seen'] is False or game['result'][ 'player2_seen'] is False: if uid == challenge.uid1: game['result']['player1_seen'] = True _upd = True if uid == challenge.uid2: game['result']['player2_seen'] = True _upd = True challenge.manual_update = True if game['result']['player1_seen'] and game['result'][ 'player2_seen']: challenge.state = CHALLENGE_TYPE.GAME_OVER logging.debug("Update finished with state " + challenge.state + " type = " + type) if _upd is True: challenge.data = json.dumps(game) if challenge.put(): # TODO : memcache replace memcache.delete(config.db['challengedb_name'] + '.' + challenge.id) if not memcache.add( config.db['challengedb_name'] + '.' + challenge.id, challenge): logging.warning( 'Challenge - Set memcache for challenge by Id failed!' ) self.error += 'Challenge saving failed :(' else: self.error += 'Challengeupdate failed :(' else: self.error = 'Challenge ID=' + chid + ' could not be found.' logging.debug(self.error) return challenge, my_building