Add hand-end scoring summary screen with acknowledgement
After each hand of an unfinished match the game now pauses in a new
hand_end phase instead of dealing immediately:
- engine: hand_points gains an 'award' map (which team won each category),
_end_hand stops at hand_end with a deadline, new acknowledge_hand deals
the next hand once all four players have acked; plays are rejected while
the summary is up
- state: acked seats, hand_end_deadline and hand_ack_timeout are persisted
and exposed in the personalized view (also on the finished state, so the
final hand is explained before the result)
- ws: new {"action": "ack"}; a per-hand timer force-deals the next hand
after HAND_ACK_TIMEOUT_SECONDS (new env var, default 30s) so an away
player cannot stall the match
- web: modal explaining each category in plain language with icons (card
images for denara/settebello/primiera), team-coloured rows, running
totals with progress bars, an 'Understood — next hand' button that turns
into 'Waiting for …' plus an auto-continue countdown; the final screen
shows the last hand's breakdown too
Verified in the browser against the compose stack: hand played to
completion, summary rendered (including a carte tie), ack from all four
players dealt the next hand live, and the auto-continue path fired when
nobody acked. 60 backend tests + mypy + cargo tests green.
This commit is contained in:
+59
-2
@@ -16,11 +16,14 @@ Client -> server messages are JSON objects::
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{"action": "play", "card": "07D", "capture": ["02D", "05C"]}
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{"action": "play", "card": "07D"}
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{"action": "ack"}
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{"action": "state"}
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``capture`` lists the table cards to take and must be a legal capture when
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one exists (see :func:`scopa.game.engine.legal_captures`); it is omitted
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when the played card cannot capture.
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when the played card cannot capture. ``ack`` acknowledges the hand-end
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scoring summary; the next hand is dealt when all four players have
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acknowledged or the timeout fires.
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Mutations run under the per-game lock; after a successful move the new
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state is saved to Redis and a change signal is published. Every connected
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@@ -40,7 +43,7 @@ from . import auth
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from .app import app, game_store
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from .game import engine
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from .game.errors import GameError
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from .game.state import PHASE_FINISHED, GameState
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from .game.state import PHASE_FINISHED, PHASE_HAND_END, GameState
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from .stats import save_match_result
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Send = Callable[[Dict[str, Any]], Awaitable[None]]
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@@ -132,6 +135,8 @@ async def _handle_message(send: Send, game_id: str, sub: str, raw: str) -> None:
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action = data.get("action")
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if action == "play":
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await _handle_play(send, game_id, sub, data)
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elif action == "ack":
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await _handle_ack(send, game_id, sub)
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elif action in ("state", "sync"):
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state = await game_store.load(game_id)
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if state is not None:
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@@ -140,6 +145,56 @@ async def _handle_message(send: Send, game_id: str, sub: str, raw: str) -> None:
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await send(_error(f"unknown action: {action!r}"))
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# --- hand-end acknowledgement ------------------------------------------------
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# Running auto-continue timers, keyed by (game_id, hand_number), so a hand's
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# timeout is scheduled only once even when several clients are connected.
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_hand_end_timers: Dict[tuple, asyncio.Task] = {}
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async def _handle_ack(send: Send, game_id: str, sub: str) -> None:
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async with game_store.lock(game_id):
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state = await game_store.load(game_id)
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if state is None:
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await send(_error("game not found", code="not_found"))
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return
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try:
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engine.acknowledge_hand(state, sub)
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except GameError as exc:
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await send(_error(str(exc), code="illegal_move"))
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return
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await game_store.save(state)
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await game_store.publish(game_id)
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def schedule_hand_end_timer(game_id: str, hand_number: int, timeout: int) -> None:
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"""Deal the next hand after the acknowledgement timeout, even if not
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everyone has clicked. Fizzles if the hand already advanced."""
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key = (game_id, hand_number)
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if key in _hand_end_timers:
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return
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async def _auto_advance() -> None:
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try:
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await asyncio.sleep(timeout)
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async with game_store.lock(game_id):
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state = await game_store.load(game_id)
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if (
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state is None
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or state.phase != engine.PHASE_HAND_END
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or state.hand_number != hand_number
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):
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return
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for player in state.players:
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engine.acknowledge_hand(state, player.sub)
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await game_store.save(state)
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await game_store.publish(game_id)
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finally:
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_hand_end_timers.pop(key, None)
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_hand_end_timers[key] = asyncio.create_task(_auto_advance())
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async def _handle_play(
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send: Send, game_id: str, sub: str, data: Dict[str, Any]
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) -> None:
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@@ -171,5 +226,7 @@ async def _handle_play(
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if state.phase == PHASE_FINISHED:
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await save_match_result(state)
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elif state.phase == PHASE_HAND_END:
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schedule_hand_end_timer(game_id, state.hand_number, state.hand_ack_timeout)
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await game_store.save(state)
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await game_store.publish(game_id)
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