Auto-play a random legal card when the turn timeout expires

This commit is contained in:
2026-09-16 21:46:06 +08:00
parent d9cdba33a1
commit 89cf0a4c96
14 changed files with 285 additions and 8 deletions
+7
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@@ -37,6 +37,13 @@ must click "Understood" before the next hand is dealt. If someone is away
the next hand is dealt automatically after `HAND_ACK_TIMEOUT_SECONDS`
(default 30s). The match-ending hand is explained on the final screen.
## On your turn
Every turn shows a countdown (`TURN_TIMEOUT_SECONDS`, default 30s). If a
player does not move — disconnected or fallen asleep — the server plays a
random legal card for them (randomizing among the legal captures when the
rules require a capture), so one absent player cannot stall the table.
## Development
Backend (from `server/`):
+1
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@@ -101,6 +101,7 @@ services:
OIDC_REDIRECT_URI: ${OIDC_REDIRECT_URI:-http://localhost:8080/auth/callback}
REDIS_URL: redis://redis:6379/0
HAND_ACK_TIMEOUT_SECONDS: ${HAND_ACK_TIMEOUT_SECONDS:-30}
TURN_TIMEOUT_SECONDS: ${TURN_TIMEOUT_SECONDS:-30}
ports:
- "127.0.0.1:${APP_PORT:-8080}:8080"
+4
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@@ -24,6 +24,10 @@ GAME_TTL_SECONDS=86400
# before dealing the next hand anyway.
HAND_ACK_TIMEOUT_SECONDS=30
# Seconds a player has to play before the server plays a random legal card
# for them (covers disconnects and idle players).
TURN_TIMEOUT_SECONDS=30
# App server
APP_HOST=0.0.0.0
APP_PORT=8080
+10
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@@ -51,6 +51,7 @@ All configuration comes from environment variables (see `.env.example`):
| `OIDC_REDIRECT_URI` | `http://localhost:8080/auth/callback` | Login callback URL |
| `GAME_TTL_SECONDS` | `86400` | Sliding TTL of a live game in Redis |
| `HAND_ACK_TIMEOUT_SECONDS` | `30` | Seconds the between-hands scoring summary waits for acknowledgements |
| `TURN_TIMEOUT_SECONDS` | `30` | Seconds a player has to play before the server plays a random legal card for them |
| `APP_HOST` / `APP_PORT` | `0.0.0.0` / `8080` | Bind address |
## Data model
@@ -126,6 +127,15 @@ Client → server messages:
After every accepted move the new state is broadcast to all four players.
### Turn timeout
The state carries a `turn_deadline` while a hand is being played. If the
player on turn does not move before it, the server plays a random legal
card for them (picking one of the legal captures at random when a capture
is required), so a disconnected or idle player cannot stall the match. The
timeout is `TURN_TIMEOUT_SECONDS` (default 30); the auto-played move is
broadcast like any other.
### Hand-end summary
When a hand finishes but the match continues, the game enters the
+4
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@@ -43,6 +43,9 @@ class Settings:
# Seconds the between-hands scoring summary waits for acknowledgements
# before dealing the next hand anyway.
hand_ack_timeout_seconds: int
# Seconds a player has to play before the server plays a random legal
# card for them (covering disconnects and idle players).
turn_timeout_seconds: int
@staticmethod
def from_env() -> "Settings":
@@ -63,6 +66,7 @@ class Settings:
game_ttl_seconds=int(_env("GAME_TTL_SECONDS", "86400")),
static_dir=_env("STATIC_DIR", "web/dist"),
hand_ack_timeout_seconds=int(_env("HAND_ACK_TIMEOUT_SECONDS", "30")),
turn_timeout_seconds=int(_env("TURN_TIMEOUT_SECONDS", "30")),
)
+43
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@@ -64,6 +64,11 @@ PLAYERS = 4
# the HAND_ACK_TIMEOUT_SECONDS environment variable).
DEFAULT_HAND_ACK_TIMEOUT_SECONDS = 30
# Default seconds a player has to play before the server plays a random
# legal card for them. Games carry their own copy in
# ``GameState.turn_timeout`` (configurable via TURN_TIMEOUT_SECONDS).
DEFAULT_TURN_TIMEOUT_SECONDS = 30
# Primiera card values: sevens are best, then sixes, then aces, then the
# remaining ranks in descending order. All of 8/9/10 are worth 10.
PRIMIERA_VALUES: Dict[int, int] = {
@@ -124,6 +129,7 @@ def create_game(
creator_name: str,
target_score: int = DEFAULT_TARGET_SCORE,
hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
) -> GameState:
"""Create a lobby game with the creator seated first."""
if target_score < 1 or target_score > 100:
@@ -136,6 +142,7 @@ def create_game(
phase=PHASE_LOBBY,
players=[PlayerState(sub=creator_sub, name=creator_name, seat=0)],
hand_ack_timeout=hand_ack_timeout,
turn_timeout=turn_timeout,
created_at=datetime.now(timezone.utc).isoformat(),
)
@@ -162,6 +169,12 @@ def start_game(state: GameState) -> None:
_deal_hand(state)
def _set_turn_deadline(state: GameState) -> None:
"""Arm the auto-play deadline for whoever is on turn."""
deadline = datetime.now(timezone.utc) + timedelta(seconds=state.turn_timeout)
state.turn_deadline = deadline.isoformat()
def _deal_hand(state: GameState) -> None:
deck = shuffled_deck()
for player in state.players:
@@ -173,6 +186,7 @@ def _deal_hand(state: GameState) -> None:
# Dealer rotates each hand; the first card is played by the player to
# the dealer's left.
state.turn = (state.dealer + 1) % PLAYERS
_set_turn_deadline(state)
for offset in range(HAND_SIZE):
for seat in range(PLAYERS):
player = _player_at(state, (state.dealer + 1 + seat) % PLAYERS)
@@ -254,6 +268,7 @@ def play(
_end_hand(state)
else:
state.turn = (state.turn + 1) % PLAYERS
_set_turn_deadline(state)
def _match_option(
@@ -269,6 +284,32 @@ def _match_option(
return None
def auto_play(state: GameState, rng: Optional[random.Random] = None) -> None:
"""Play a random legal move for the player currently on turn.
A card is drawn at random from that player's hand; if it can capture,
one of the legal captures is chosen at random (the rules require a
capture when one exists). Delegates to :func:`play`, so the move is
fully validated and can end the hand or the match. Pass ``rng`` for
deterministic tests.
"""
if state.phase != PHASE_PLAYING:
raise GameNotStarted("the game has not started yet")
player = _player_at(state, state.turn)
if not player.hand:
raise IllegalMove("the player on turn has no cards")
chooser = rng or _rng
card = chooser.choice(player.hand)
options = legal_captures(state.table, card)
capture = chooser.choice(options) if options else None
play(
state,
player.sub,
card.code,
[c.code for c in capture] if capture else None,
)
def _end_hand(state: GameState) -> None:
"""Sweep the table and score the hand.
@@ -278,6 +319,7 @@ def _end_hand(state: GameState) -> None:
the hand-end timeout in the websocket layer). If the match is over the
game goes to ``finished`` immediately.
"""
state.turn_deadline = None
if state.table and state.last_taker is not None:
taker = _player_at(state, state.last_taker)
taker.captured.extend(state.table)
@@ -444,6 +486,7 @@ def state_for_player(state: GameState, sub: str) -> Dict[str, object]:
"last_move": state.last_move.to_json() if state.last_move else None,
"acknowledged": list(state.acked),
"hand_end_deadline": state.hand_end_deadline,
"turn_deadline": state.turn_deadline,
}
if viewer is not None and state.phase == PHASE_PLAYING and viewer.seat == state.turn:
payload["your_turn"] = True
+8
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@@ -172,6 +172,10 @@ class GameState:
hand_end_deadline: Optional[str] = None
# Seconds the hand-end summary waits before dealing anyway.
hand_ack_timeout: int = 30
# While phase == "playing": when the server plays a random legal card
# for the player on turn. Copied from settings at creation.
turn_deadline: Optional[str] = None
turn_timeout: int = 30
# -- serialization ----------------------------------------------------
@@ -198,6 +202,8 @@ class GameState:
"acked": list(self.acked),
"hand_end_deadline": self.hand_end_deadline,
"hand_ack_timeout": self.hand_ack_timeout,
"turn_deadline": self.turn_deadline,
"turn_timeout": self.turn_timeout,
}
@staticmethod
@@ -224,6 +230,8 @@ class GameState:
acked=[int(s) for s in data.get("acked", [])],
hand_end_deadline=data.get("hand_end_deadline"),
hand_ack_timeout=int(data.get("hand_ack_timeout", 30)),
turn_deadline=data.get("turn_deadline"),
turn_timeout=int(data.get("turn_timeout", 30)),
)
# -- helpers ----------------------------------------------------------
+1
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@@ -105,6 +105,7 @@ async def create_game(ctx: HttpContext) -> None:
creator_name=auth.display_name(user),
target_score=target_score,
hand_ack_timeout=settings.hand_ack_timeout_seconds,
turn_timeout=settings.turn_timeout_seconds,
)
except GameError as exc:
await send_error(ctx, 400, str(exc))
+81 -7
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@@ -29,12 +29,19 @@ Mutations run under the per-game lock; after a successful move the new
state is saved to Redis and a change signal is published. Every connected
websocket is subscribed to that signal and re-renders the state, so all
players see the move immediately (and consistently across workers).
If a player does not move before the per-game ``turn_timeout``, the server
plays a random card (with a random legal capture when one is required) for
them, so a disconnected or idle player cannot stall the match. The timer is
re-armed by every client connection and state broadcast, and fires
immediately when a reconnect finds the deadline already past.
"""
from __future__ import annotations
import asyncio
import json
from contextlib import suppress
from datetime import datetime, timezone
from typing import Any, Awaitable, Callable, Dict, Optional
from kaya.core import WebSocket
@@ -43,7 +50,7 @@ from . import auth
from .app import app, game_store
from .game import engine
from .game.errors import GameError
from .game.state import PHASE_FINISHED, PHASE_HAND_END, GameState
from .game.state import PHASE_FINISHED, PHASE_HAND_END, PHASE_PLAYING, GameState
from .stats import save_match_result
Send = Callable[[Dict[str, Any]], Awaitable[None]]
@@ -81,6 +88,7 @@ async def game_socket(ws: WebSocket, game_id: str) -> None:
await ws.send_text(json.dumps(payload))
await send(_state_message(state, user.sub))
schedule_turn_timer(game_id, state)
async with game_store.subscribe(game_id) as events:
forward = asyncio.create_task(
@@ -110,6 +118,7 @@ async def _forward(
state = await game_store.load(game_id)
if state is None:
return
schedule_turn_timer(game_id, state)
await send(_state_message(state, sub))
if state.phase == PHASE_FINISHED:
await send(
@@ -195,6 +204,76 @@ def schedule_hand_end_timer(game_id: str, hand_number: int, timeout: int) -> Non
_hand_end_timers[key] = asyncio.create_task(_auto_advance())
# --- auto-play on turn timeout ------------------------------------------------
# Running turn timers, keyed by (game_id, hand_number, turn, deadline), so a
# turn's timeout is scheduled only once even when several clients are
# connected. Including the deadline means a re-arm after a reconnect cannot
# duplicate a timer for a turn that was already auto-played.
_turn_timers: Dict[tuple, asyncio.Task] = {}
def schedule_turn_timer(game_id: str, state: GameState) -> None:
"""Auto-play a random legal card if the player on turn misses the
deadline. Fizzles if the turn already advanced."""
if state.phase != PHASE_PLAYING or not state.turn_deadline:
return
key = (game_id, state.hand_number, state.turn, state.turn_deadline)
if key in _turn_timers:
return
hand_number = state.hand_number
turn = state.turn
deadline_raw = state.turn_deadline
try:
deadline = datetime.fromisoformat(deadline_raw)
except ValueError:
return
async def _auto_play() -> None:
try:
delay = (deadline - datetime.now(timezone.utc)).total_seconds()
await asyncio.sleep(max(delay, 0))
async with game_store.lock(game_id):
state = await game_store.load(game_id)
if (
state is None
or state.phase != PHASE_PLAYING
or state.hand_number != hand_number
or state.turn != turn
or state.turn_deadline != deadline_raw
):
# The turn moved on (or the game ended) without this
# timer firing: make sure the current turn is armed.
if state is not None:
schedule_turn_timer(game_id, state)
return
try:
engine.auto_play(state)
except GameError:
return
await _after_play(state, game_id)
finally:
_turn_timers.pop(key, None)
_turn_timers[key] = asyncio.create_task(_auto_play())
async def _after_play(state: GameState, game_id: str) -> None:
"""Persist a successful move and notify every connected player.
Callers must hold the per-game lock. Handles the two terminal
transitions: the match result is written to Postgres once, and a
hand-end summary schedules the auto-continue timeout.
"""
if state.phase == PHASE_FINISHED:
await save_match_result(state)
elif state.phase == PHASE_HAND_END:
schedule_hand_end_timer(game_id, state.hand_number, state.hand_ack_timeout)
await game_store.save(state)
await game_store.publish(game_id)
async def _handle_play(
send: Send, game_id: str, sub: str, data: Dict[str, Any]
) -> None:
@@ -224,9 +303,4 @@ async def _handle_play(
await send(_error("invalid card code", code="illegal_move"))
return
if state.phase == PHASE_FINISHED:
await save_match_result(state)
elif state.phase == PHASE_HAND_END:
schedule_hand_end_timer(game_id, state.hand_number, state.hand_ack_timeout)
await game_store.save(state)
await game_store.publish(game_id)
await _after_play(state, game_id)
+56
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@@ -1,12 +1,14 @@
"""Rule engine tests: captures, scope, scoring and full-match simulation."""
from __future__ import annotations
import random
import unittest
from scopa.game import engine
from scopa.game.errors import (
CardNotInHand,
GameFinished,
GameNotStarted,
IllegalMove,
NotYourTurn,
)
@@ -390,5 +392,59 @@ class HandEndAckTest(unittest.TestCase):
self.assertIn("award", view["last_hand"])
class AutoPlayTest(unittest.TestCase):
def test_auto_play_plays_a_card_and_advances_turn(self) -> None:
state = make_state([["02D", "03C"], ["04D"], ["05D"], ["06D"]],
table=["09B"])
state.turn_deadline = "2000-01-01T00:00:00+00:00"
engine.auto_play(state, random.Random(7))
self.assertEqual(1, state.turn)
self.assertEqual(1, len(state.players[0].hand))
# The played card could not capture the nine, so the table grew.
self.assertEqual(2, len(state.table))
self.assertIsNotNone(state.last_move)
assert state.last_move is not None
self.assertEqual(0, state.last_move.seat)
self.assertNotEqual("2000-01-01T00:00:00+00:00", state.turn_deadline)
def test_auto_play_takes_a_mandatory_capture(self) -> None:
# p0 holds only the five of denari, which must capture the equal
# five of coppe instead of the unrelated nine on the table.
state = make_state([["05D"], ["04D"], ["05D"], ["06D"]],
table=["05C", "09B"])
engine.auto_play(state)
self.assertIsNotNone(state.last_move)
assert state.last_move is not None
self.assertEqual("05D", state.last_move.card)
self.assertEqual(["05C"], state.last_move.captured)
self.assertEqual(["09B"], [c.code for c in state.table])
self.assertEqual(["05C", "05D"],
[c.code for c in state.players[0].captured])
def test_auto_play_can_end_the_hand_and_clears_deadline(self) -> None:
state = make_state([["02D"], [], [], []], table=["02C"])
state.turn_deadline = "2000-01-01T00:00:00+00:00"
engine.auto_play(state)
self.assertEqual("hand_end", state.phase)
self.assertIsNone(state.turn_deadline)
self.assertTrue(state.hand_end_deadline)
def test_auto_play_requires_playing_phase(self) -> None:
state = make_state([["02D"], ["04D"], ["05D"], ["06D"]], table=[])
state.phase = "hand_end"
with self.assertRaises(GameNotStarted):
engine.auto_play(state)
def test_create_game_copies_turn_timeout_and_arms_deadline(self) -> None:
state = engine.create_game("g", "CODE98", "p0", "p0", turn_timeout=7)
self.assertEqual(7, state.turn_timeout)
for i in range(1, 4):
engine.join_game(state, f"p{i}", f"p{i}")
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertTrue(state.turn_deadline)
view = engine.state_for_player(state, "p0")
self.assertTrue(view["turn_deadline"])
if __name__ == "__main__":
unittest.main()
+45
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@@ -238,5 +238,50 @@ class HandEndWebSocketTest(unittest.TestCase):
self.assertEqual(2, update["game"]["hand_number"])
class TurnTimeoutWebSocketTest(unittest.TestCase):
@async_test
async def test_turn_timeout_auto_plays_a_card(self) -> None:
state = engine.create_game(
"turn-timeout-1", "TT0001", "alice", "Alice",
target_score=11, turn_timeout=1,
)
for name in PLAYERS[1:]:
engine.join_game(state, name, name.capitalize())
await game_store.save(state)
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("alice")]):
async with aconnect_ws(f"/ws/games/{state.id}", ws_client) as ws:
first = await ws.receive_json()
# Bob (seat 1) is first to act and never connects.
self.assertEqual(1, first["game"]["turn"])
deadline = first["game"]["turn_deadline"]
self.assertIsNotNone(deadline)
# Nobody plays: the timer must play a random card for Bob.
update = None
for _ in range(20):
try:
update = await asyncio.wait_for(
ws.receive_json(), timeout=2
)
except asyncio.TimeoutError:
break
if (
update.get("type") == "state"
and update["game"]["turn"] == 2
):
break
self.assertIsNotNone(update)
assert update is not None
self.assertEqual(2, update["game"]["turn"])
self.assertEqual(1, update["game"]["last_move"]["seat"])
self.assertEqual(
9, update["game"]["players"][1]["cards_left"]
)
self.assertNotEqual(deadline, update["game"]["turn_deadline"])
if __name__ == "__main__":
unittest.main()
+4
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@@ -132,6 +132,10 @@ pub struct GameView {
/// ISO-8601 instant at which the next hand is dealt automatically.
#[serde(default)]
pub hand_end_deadline: Option<String>,
/// ISO-8601 instant at which the server plays a random legal card for
/// the player on turn.
#[serde(default)]
pub turn_deadline: Option<String>,
#[serde(default)]
pub your_turn: Option<bool>,
/// Legal captures per hand card; present only for the player on turn.
+16 -1
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@@ -139,7 +139,7 @@ pub fn GamePage(id: String) -> View {
}
}
Some(g) if g.phase == "lobby" => lobby_view(g),
Some(g) => table_view(g, on_hand_card, selected),
Some(g) => table_view(g, on_hand_card, selected, now),
})
(move || capture_choice.get_clone().map(|(card, options)| {
capture_picker(card, options, socket, capture_choice)
@@ -193,6 +193,7 @@ fn table_view(
game: GameView,
on_hand_card: impl Fn(String) + Copy + 'static,
selected: Signal<Option<String>>,
now: Signal<f64>,
) -> View {
// Own seat: the only player entry carrying a hand.
let viewer_seat = game
@@ -218,6 +219,19 @@ fn table_view(
format!("{name}'s turn")
};
let turn_cls = if my_turn { "turn-note you" } else { "turn-note" };
let countdown = game.turn_deadline.as_ref().map(|deadline| {
// A dynamic closure so only the ticking number re-renders.
let deadline_ms = js_sys::Date::parse(deadline);
view! {
span(class="turn-timer") {
"Auto-play in "
(move || {
((deadline_ms - now.get_clone()) / 1000.0).ceil().max(0.0) as i32
})
"s"
}
}
});
let scores = game.scores.unwrap_or(Scores { a: 0, b: 0 });
let table_cards = game
@@ -272,6 +286,7 @@ fn table_view(
(target_score) ")"
}
span(class=turn_cls) { (turn_note) }
(countdown)
}
div(class="table-grid") {
(top)
+5
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@@ -212,6 +212,11 @@ table.matches td.lost {
font-weight: 700;
}
.turn-timer {
color: var(--muted);
font-variant-numeric: tabular-nums;
}
.table-wrap {
display: flex;
flex-direction: column;