Auto-play a random legal card when the turn timeout expires
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+81
-7
@@ -29,12 +29,19 @@ 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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websocket is subscribed to that signal and re-renders the state, so all
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players see the move immediately (and consistently across workers).
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If a player does not move before the per-game ``turn_timeout``, the server
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plays a random card (with a random legal capture when one is required) for
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them, so a disconnected or idle player cannot stall the match. The timer is
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re-armed by every client connection and state broadcast, and fires
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immediately when a reconnect finds the deadline already past.
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"""
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from __future__ import annotations
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import asyncio
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import json
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from contextlib import suppress
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from datetime import datetime, timezone
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from typing import Any, Awaitable, Callable, Dict, Optional
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from kaya.core import WebSocket
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@@ -43,7 +50,7 @@ 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, PHASE_HAND_END, GameState
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from .game.state import PHASE_FINISHED, PHASE_HAND_END, PHASE_PLAYING, 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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@@ -81,6 +88,7 @@ async def game_socket(ws: WebSocket, game_id: str) -> None:
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await ws.send_text(json.dumps(payload))
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await send(_state_message(state, user.sub))
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schedule_turn_timer(game_id, state)
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async with game_store.subscribe(game_id) as events:
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forward = asyncio.create_task(
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@@ -110,6 +118,7 @@ async def _forward(
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state = await game_store.load(game_id)
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if state is None:
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return
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schedule_turn_timer(game_id, state)
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await send(_state_message(state, sub))
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if state.phase == PHASE_FINISHED:
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await send(
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@@ -195,6 +204,76 @@ def schedule_hand_end_timer(game_id: str, hand_number: int, timeout: int) -> Non
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_hand_end_timers[key] = asyncio.create_task(_auto_advance())
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# --- auto-play on turn timeout ------------------------------------------------
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# Running turn timers, keyed by (game_id, hand_number, turn, deadline), so a
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# turn's timeout is scheduled only once even when several clients are
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# connected. Including the deadline means a re-arm after a reconnect cannot
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# duplicate a timer for a turn that was already auto-played.
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_turn_timers: Dict[tuple, asyncio.Task] = {}
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def schedule_turn_timer(game_id: str, state: GameState) -> None:
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"""Auto-play a random legal card if the player on turn misses the
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deadline. Fizzles if the turn already advanced."""
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if state.phase != PHASE_PLAYING or not state.turn_deadline:
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return
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key = (game_id, state.hand_number, state.turn, state.turn_deadline)
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if key in _turn_timers:
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return
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hand_number = state.hand_number
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turn = state.turn
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deadline_raw = state.turn_deadline
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try:
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deadline = datetime.fromisoformat(deadline_raw)
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except ValueError:
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return
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async def _auto_play() -> None:
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try:
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delay = (deadline - datetime.now(timezone.utc)).total_seconds()
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await asyncio.sleep(max(delay, 0))
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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 != PHASE_PLAYING
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or state.hand_number != hand_number
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or state.turn != turn
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or state.turn_deadline != deadline_raw
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):
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# The turn moved on (or the game ended) without this
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# timer firing: make sure the current turn is armed.
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if state is not None:
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schedule_turn_timer(game_id, state)
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return
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try:
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engine.auto_play(state)
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except GameError:
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return
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await _after_play(state, game_id)
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finally:
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_turn_timers.pop(key, None)
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_turn_timers[key] = asyncio.create_task(_auto_play())
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async def _after_play(state: GameState, game_id: str) -> None:
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"""Persist a successful move and notify every connected player.
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Callers must hold the per-game lock. Handles the two terminal
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transitions: the match result is written to Postgres once, and a
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hand-end summary schedules the auto-continue timeout.
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"""
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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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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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@@ -224,9 +303,4 @@ async def _handle_play(
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await send(_error("invalid card code", code="illegal_move"))
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return
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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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await _after_play(state, game_id)
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