예제 #1
0
    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))
예제 #2
0
    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