예제 #1
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def game_session_collect_locations(sio: ServerApp, session_id: int,
                                   pickup_locations: Tuple[int, ...]):
    current_user = sio.get_current_user()
    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(current_user.id, session_id)

    if session.state != GameSessionState.IN_PROGRESS:
        raise InvalidAction(
            "Unable to collect locations of sessions that aren't in progress")

    if membership.is_observer:
        raise InvalidAction("Observers can't collect locations")

    description = session.layout_description

    receiver_players = set()
    for location in pickup_locations:
        receiver_player = _collect_location(session, membership, description,
                                            location)
        if receiver_player is not None:
            receiver_players.add(receiver_player)

    if not receiver_players:
        return

    for receiver_player in receiver_players:
        try:
            receiver_membership = GameSessionMembership.get_by_session_position(
                session, row=receiver_player)
            flask_socketio.emit(
                "game_has_update", {
                    "session": session_id,
                    "row": receiver_player,
                },
                room=
                f"game-session-{receiver_membership.session.id}-{receiver_membership.user.id}"
            )
        except peewee.DoesNotExist:
            pass
    _emit_session_update(session)
예제 #2
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def _change_row(sio: ServerApp, session: GameSession, arg: Tuple[int, dict]):
    if len(arg) != 2:
        raise InvalidAction("Missing arguments.")
    row_id, preset_json = arg
    _verify_has_admin(sio, session.id, sio.get_current_user().id)
    _verify_in_setup(session)
    _verify_no_layout_description(session)
    preset = _get_preset(preset_json)
    if preset.game != RandovaniaGame.PRIME2:
        raise InvalidAction("Only Prime 2 presets allowed.")

    try:
        with database.db.atomic():
            preset_row = GameSessionPreset.get(
                GameSessionPreset.session == session,
                GameSessionPreset.row == row_id)
            preset_row.preset = json.dumps(preset.as_json)
            logger().info(f"Session {session.id}: Changing row {row_id}.")
            preset_row.save()

    except peewee.DoesNotExist:
        raise InvalidAction(f"invalid row: {row_id}")
예제 #3
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def game_session_collect_locations(sio: ServerApp, session_id: int,
                                   pickup_locations: Tuple[int, ...]):
    current_user = sio.get_current_user()
    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(current_user.id, session_id)

    if session.state != GameSessionState.IN_PROGRESS:
        raise InvalidAction(
            "Unable to collect locations of sessions that aren't in progress")

    if membership.is_observer:
        raise InvalidAction("Observers can't collect locations")

    logger().info(
        f"{_describe_session(session, membership)} found items {pickup_locations}"
    )
    description = session.layout_description

    receiver_players = set()
    for location in pickup_locations:
        receiver_player = _collect_location(session, membership, description,
                                            location)
        if receiver_player is not None:
            receiver_players.add(receiver_player)

    if not receiver_players:
        return

    for receiver_player in receiver_players:
        try:
            receiver_membership = GameSessionMembership.get_by_session_position(
                session, row=receiver_player)
            _emit_game_session_pickups_update(sio, receiver_membership)
        except peewee.DoesNotExist:
            pass
    _emit_session_actions_update(session)
예제 #4
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def _update_layout_generation(sio: ServerApp, session: GameSession,
                              active: bool):
    _verify_has_admin(sio, session.id, None)
    _verify_in_setup(session)

    if active:
        if session.generation_in_progress is None:
            session.generation_in_progress = sio.get_current_user()
        else:
            raise InvalidAction(
                f"Generation already in progress by {session.generation_in_progress.name}."
            )
    else:
        session.generation_in_progress = None

    session.save()
예제 #5
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def game_session_admin_player(sio: ServerApp, session_id: int, user_id: int,
                              action: str, arg):
    _verify_has_admin(sio, session_id, user_id)
    action: SessionAdminUserAction = SessionAdminUserAction(action)

    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(user_id, session_id)

    if action == SessionAdminUserAction.KICK:
        _add_audit_entry(
            sio, session, f"Kicked {membership.effective_name}"
            if membership.user != sio.get_current_user() else "Left session")
        membership.delete_instance()
        if not list(session.players):
            session.delete_instance(recursive=True)
            logger().info(
                f"{_describe_session(session)}. Kicking user {user_id} and deleting session."
            )
        else:
            logger().info(
                f"{_describe_session(session)}. Kicking user {user_id}.")

    elif action == SessionAdminUserAction.MOVE:
        offset: int = arg
        if membership.is_observer is None:
            raise InvalidAction("Player is an observer")

        new_row = membership.row + offset
        if new_row < 0:
            raise InvalidAction("New position is negative")
        if new_row >= session.num_rows:
            raise InvalidAction("New position is beyond num of rows")

        team_members = [None] * session.num_rows
        for member in GameSessionMembership.non_observer_members(session):
            team_members[member.row] = member

        while (0 <= new_row <
               session.num_rows) and team_members[new_row] is not None:
            new_row += offset

        if new_row < 0 or new_row >= session.num_rows:
            raise InvalidAction("No empty slots found in this direction")

        with database.db.atomic():
            logger().info(
                f"{_describe_session(session)}, User {user_id}. "
                f"Performing {action}, new row is {new_row}, from {membership.row}."
            )
            membership.row = new_row
            membership.save()

    elif action == SessionAdminUserAction.SWITCH_IS_OBSERVER:
        if membership.is_observer:
            membership.row = _find_empty_row(session)
        else:
            membership.row = None
        logger().info(
            f"{_describe_session(session)}, User {user_id}. Performing {action}, "
            f"new row is {membership.row}.")
        membership.save()

    elif action == SessionAdminUserAction.SWITCH_ADMIN:
        # Must be admin for this
        _verify_has_admin(sio, session_id, None, allow_when_no_admins=True)
        num_admins = GameSessionMembership.select().where(
            GameSessionMembership.session == session_id,
            GameSessionMembership.admin == True).count()

        if membership.admin and num_admins <= 1:
            raise InvalidAction("can't demote the only admin")

        membership.admin = not membership.admin
        _add_audit_entry(
            sio, session,
            f"Made {membership.effective_name} {'' if membership.admin else 'not '}an admin"
        )
        logger().info(
            f"{_describe_session(session)}, User {user_id}. Performing {action}, "
            f"new status is {membership.admin}.")
        membership.save()

    elif action == SessionAdminUserAction.CREATE_PATCHER_FILE:
        player_names = {i: f"Player {i + 1}" for i in range(session.num_rows)}

        for member in GameSessionMembership.non_observer_members(session):
            player_names[member.row] = member.effective_name

        layout_description = session.layout_description
        players_config = PlayersConfiguration(
            player_index=membership.row,
            player_names=player_names,
        )
        preset = layout_description.get_preset(players_config.player_index)
        cosmetic_patches = preset.game.data.layout.cosmetic_patches.from_json(
            arg)

        _add_audit_entry(sio, session,
                         f"Made an ISO for row {membership.row + 1}")

        data_factory = preset.game.patch_data_factory(layout_description,
                                                      players_config,
                                                      cosmetic_patches)
        try:
            return data_factory.create_data()
        except Exception as e:
            logger().exception("Error when creating patch data")
            raise InvalidAction(f"Unable to export game: {e}")

    elif action == SessionAdminUserAction.ABANDON:
        # FIXME
        raise InvalidAction("Abandon is NYI")

    _emit_session_meta_update(session)
예제 #6
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def _reset_session(sio: ServerApp, session: GameSession):
    raise InvalidAction("Restart session is not yet implemented.")
예제 #7
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def _verify_no_layout_description(session: GameSession):
    if session.layout_description_json is not None:
        raise InvalidAction("Session has a generated game")
예제 #8
0
def _verify_in_setup(session: GameSession):
    if session.state != GameSessionState.SETUP:
        raise InvalidAction("Session is not in setup")
예제 #9
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def game_session_admin_player(sio: ServerApp, session_id: int, user_id: int,
                              action: str, arg):
    _verify_has_admin(sio, session_id, user_id)
    action: SessionAdminUserAction = SessionAdminUserAction(action)

    session: GameSession = database.GameSession.get_by_id(session_id)
    membership = GameSessionMembership.get_by_ids(user_id, session_id)

    if action == SessionAdminUserAction.KICK:
        membership.delete_instance()
        if not list(session.players):
            session.delete_instance(recursive=True)
            logger().info(
                f"Session {session_id}. Kicking user {user_id} and deleting session."
            )
        else:
            logger().info(f"Session {session_id}. Kicking user {user_id}.")

    elif action == SessionAdminUserAction.MOVE:
        offset: int = arg
        if membership.is_observer is None:
            raise InvalidAction("Player is an observer")

        new_row = membership.row + offset
        if new_row < 0:
            raise InvalidAction("New position is negative")
        if new_row >= session.num_rows:
            raise InvalidAction("New position is beyond num of rows")

        team_members = [None] * session.num_rows
        for member in GameSessionMembership.non_observer_members(session):
            team_members[member.row] = member

        while (0 <= new_row <
               session.num_rows) and team_members[new_row] is not None:
            new_row += offset

        if new_row < 0 or new_row >= session.num_rows:
            raise InvalidAction("No empty slots found in this direction")

        with database.db.atomic():
            logger().info(
                f"Session {session_id}, User {user_id}. "
                f"Performing {action}, new row is {new_row}, from {membership.row}."
            )
            membership.row = new_row
            membership.save()

    elif action == SessionAdminUserAction.SWITCH_IS_OBSERVER:
        if membership.is_observer:
            membership.row = _find_empty_row(session)
        else:
            membership.row = None
        logger().info(
            f"Session {session_id}, User {user_id}. Performing {action}, new row is {membership.row}."
        )
        membership.save()

    elif action == SessionAdminUserAction.SWITCH_ADMIN:
        # Must be admin for this
        _verify_has_admin(sio, session_id, None, allow_when_no_admins=True)
        num_admins = GameSessionMembership.select().where(
            GameSessionMembership.session == session_id,
            GameSessionMembership.admin == True).count()

        if membership.admin and num_admins <= 1:
            raise InvalidAction("can't demote the only admin")

        membership.admin = not membership.admin
        logger().info(
            f"Session {session_id}, User {user_id}. Performing {action}, new status is {membership.admin}."
        )
        membership.save()

    elif action == SessionAdminUserAction.CREATE_PATCHER_FILE:
        cosmetic_patches = CosmeticPatches.from_json_dict(arg)
        player_names = {i: f"Player {i + 1}" for i in range(session.num_rows)}

        for member in GameSessionMembership.non_observer_members(session):
            player_names[member.row] = member.effective_name

        players_config = PlayersConfiguration(
            player_index=membership.row,
            player_names=player_names,
        )
        return patcher_file.create_patcher_file(session.layout_description,
                                                players_config,
                                                cosmetic_patches)

    elif action == SessionAdminUserAction.ABANDON:
        # FIXME
        raise InvalidAction("Abandon is NYI")

    _emit_session_update(session)
async def test_handle_network_errors_success(skip_qtbot, qapp):
    callee = AsyncMock()
    callee.return_value = MagicMock()
    data = MagicMock()

    # Run
    wrapped = qt_network_client.handle_network_errors(callee)
    result = await wrapped(qapp, "foo", data)

    # Assert
    callee.assert_awaited_once_with(qapp, "foo", data)
    assert result is callee.return_value


@pytest.mark.parametrize(["exception", "title", "message"], [
    (InvalidAction("something"), "Invalid action",
     "Invalid Action: something"),
    (ServerError(), "Server error",
     "An error occurred on the server while processing your request."),
    (NotAuthorizedForAction(), "Unauthorized",
     "You're not authorized to perform that action."),
    (NotLoggedIn(), "Unauthenticated", "You must be logged in."),
    (RequestTimeout("5s timeout"), "Connection Error",
     "<b>Timeout while communicating with the server:</b><br /><br />Request timed out: 5s timeout<br />"
     "Further attempts will wait for longer."),
])
async def test_handle_network_errors_exception(skip_qtbot, qapp, mocker,
                                               exception, title, message):
    mock_dialog = mocker.patch("randovania.gui.lib.async_dialog.warning",
                               new_callable=AsyncMock)
    callee = AsyncMock()