Auto-play a random legal card when the turn timeout expires
This commit is contained in:
@@ -37,6 +37,13 @@ must click "Understood" before the next hand is dealt. If someone is away
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the next hand is dealt automatically after `HAND_ACK_TIMEOUT_SECONDS`
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(default 30s). The match-ending hand is explained on the final screen.
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## On your turn
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Every turn shows a countdown (`TURN_TIMEOUT_SECONDS`, default 30s). If a
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player does not move — disconnected or fallen asleep — the server plays a
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random legal card for them (randomizing among the legal captures when the
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rules require a capture), so one absent player cannot stall the table.
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## Development
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Backend (from `server/`):
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@@ -101,6 +101,7 @@ services:
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OIDC_REDIRECT_URI: ${OIDC_REDIRECT_URI:-http://localhost:8080/auth/callback}
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REDIS_URL: redis://redis:6379/0
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HAND_ACK_TIMEOUT_SECONDS: ${HAND_ACK_TIMEOUT_SECONDS:-30}
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TURN_TIMEOUT_SECONDS: ${TURN_TIMEOUT_SECONDS:-30}
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ports:
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- "127.0.0.1:${APP_PORT:-8080}:8080"
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@@ -24,6 +24,10 @@ GAME_TTL_SECONDS=86400
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# before dealing the next hand anyway.
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HAND_ACK_TIMEOUT_SECONDS=30
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# Seconds a player has to play before the server plays a random legal card
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# for them (covers disconnects and idle players).
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TURN_TIMEOUT_SECONDS=30
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# App server
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APP_HOST=0.0.0.0
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APP_PORT=8080
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@@ -51,6 +51,7 @@ All configuration comes from environment variables (see `.env.example`):
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| `OIDC_REDIRECT_URI` | `http://localhost:8080/auth/callback` | Login callback URL |
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| `GAME_TTL_SECONDS` | `86400` | Sliding TTL of a live game in Redis |
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| `HAND_ACK_TIMEOUT_SECONDS` | `30` | Seconds the between-hands scoring summary waits for acknowledgements |
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| `TURN_TIMEOUT_SECONDS` | `30` | Seconds a player has to play before the server plays a random legal card for them |
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| `APP_HOST` / `APP_PORT` | `0.0.0.0` / `8080` | Bind address |
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## Data model
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@@ -126,6 +127,15 @@ Client → server messages:
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After every accepted move the new state is broadcast to all four players.
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### Turn timeout
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The state carries a `turn_deadline` while a hand is being played. If the
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player on turn does not move before it, the server plays a random legal
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card for them (picking one of the legal captures at random when a capture
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is required), so a disconnected or idle player cannot stall the match. The
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timeout is `TURN_TIMEOUT_SECONDS` (default 30); the auto-played move is
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broadcast like any other.
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### Hand-end summary
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When a hand finishes but the match continues, the game enters the
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@@ -43,6 +43,9 @@ class Settings:
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# Seconds the between-hands scoring summary waits for acknowledgements
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# before dealing the next hand anyway.
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hand_ack_timeout_seconds: int
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# Seconds a player has to play before the server plays a random legal
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# card for them (covering disconnects and idle players).
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turn_timeout_seconds: int
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@staticmethod
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def from_env() -> "Settings":
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@@ -63,6 +66,7 @@ class Settings:
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game_ttl_seconds=int(_env("GAME_TTL_SECONDS", "86400")),
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static_dir=_env("STATIC_DIR", "web/dist"),
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hand_ack_timeout_seconds=int(_env("HAND_ACK_TIMEOUT_SECONDS", "30")),
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turn_timeout_seconds=int(_env("TURN_TIMEOUT_SECONDS", "30")),
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)
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@@ -64,6 +64,11 @@ PLAYERS = 4
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# the HAND_ACK_TIMEOUT_SECONDS environment variable).
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DEFAULT_HAND_ACK_TIMEOUT_SECONDS = 30
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# Default seconds a player has to play before the server plays a random
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# legal card for them. Games carry their own copy in
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# ``GameState.turn_timeout`` (configurable via TURN_TIMEOUT_SECONDS).
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DEFAULT_TURN_TIMEOUT_SECONDS = 30
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# Primiera card values: sevens are best, then sixes, then aces, then the
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# remaining ranks in descending order. All of 8/9/10 are worth 10.
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PRIMIERA_VALUES: Dict[int, int] = {
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@@ -124,6 +129,7 @@ def create_game(
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creator_name: str,
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target_score: int = DEFAULT_TARGET_SCORE,
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hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
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turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
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) -> GameState:
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"""Create a lobby game with the creator seated first."""
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if target_score < 1 or target_score > 100:
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@@ -136,6 +142,7 @@ def create_game(
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phase=PHASE_LOBBY,
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players=[PlayerState(sub=creator_sub, name=creator_name, seat=0)],
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hand_ack_timeout=hand_ack_timeout,
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turn_timeout=turn_timeout,
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created_at=datetime.now(timezone.utc).isoformat(),
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)
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@@ -162,6 +169,12 @@ def start_game(state: GameState) -> None:
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_deal_hand(state)
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def _set_turn_deadline(state: GameState) -> None:
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"""Arm the auto-play deadline for whoever is on turn."""
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deadline = datetime.now(timezone.utc) + timedelta(seconds=state.turn_timeout)
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state.turn_deadline = deadline.isoformat()
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def _deal_hand(state: GameState) -> None:
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deck = shuffled_deck()
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for player in state.players:
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@@ -173,6 +186,7 @@ def _deal_hand(state: GameState) -> None:
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# Dealer rotates each hand; the first card is played by the player to
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# the dealer's left.
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state.turn = (state.dealer + 1) % PLAYERS
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_set_turn_deadline(state)
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for offset in range(HAND_SIZE):
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for seat in range(PLAYERS):
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player = _player_at(state, (state.dealer + 1 + seat) % PLAYERS)
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@@ -254,6 +268,7 @@ def play(
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_end_hand(state)
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else:
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state.turn = (state.turn + 1) % PLAYERS
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_set_turn_deadline(state)
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def _match_option(
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@@ -269,6 +284,32 @@ def _match_option(
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return None
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def auto_play(state: GameState, rng: Optional[random.Random] = None) -> None:
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"""Play a random legal move for the player currently on turn.
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A card is drawn at random from that player's hand; if it can capture,
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one of the legal captures is chosen at random (the rules require a
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capture when one exists). Delegates to :func:`play`, so the move is
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fully validated and can end the hand or the match. Pass ``rng`` for
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deterministic tests.
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"""
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if state.phase != PHASE_PLAYING:
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raise GameNotStarted("the game has not started yet")
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player = _player_at(state, state.turn)
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if not player.hand:
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raise IllegalMove("the player on turn has no cards")
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chooser = rng or _rng
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card = chooser.choice(player.hand)
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options = legal_captures(state.table, card)
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capture = chooser.choice(options) if options else None
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play(
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state,
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player.sub,
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card.code,
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[c.code for c in capture] if capture else None,
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)
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def _end_hand(state: GameState) -> None:
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"""Sweep the table and score the hand.
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@@ -278,6 +319,7 @@ def _end_hand(state: GameState) -> None:
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the hand-end timeout in the websocket layer). If the match is over the
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game goes to ``finished`` immediately.
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"""
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state.turn_deadline = None
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if state.table and state.last_taker is not None:
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taker = _player_at(state, state.last_taker)
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taker.captured.extend(state.table)
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@@ -444,6 +486,7 @@ def state_for_player(state: GameState, sub: str) -> Dict[str, object]:
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"last_move": state.last_move.to_json() if state.last_move else None,
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"acknowledged": list(state.acked),
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"hand_end_deadline": state.hand_end_deadline,
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"turn_deadline": state.turn_deadline,
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}
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if viewer is not None and state.phase == PHASE_PLAYING and viewer.seat == state.turn:
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payload["your_turn"] = True
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@@ -172,6 +172,10 @@ class GameState:
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hand_end_deadline: Optional[str] = None
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# Seconds the hand-end summary waits before dealing anyway.
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hand_ack_timeout: int = 30
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# While phase == "playing": when the server plays a random legal card
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# for the player on turn. Copied from settings at creation.
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turn_deadline: Optional[str] = None
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turn_timeout: int = 30
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# -- serialization ----------------------------------------------------
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@@ -198,6 +202,8 @@ class GameState:
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"acked": list(self.acked),
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"hand_end_deadline": self.hand_end_deadline,
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"hand_ack_timeout": self.hand_ack_timeout,
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"turn_deadline": self.turn_deadline,
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"turn_timeout": self.turn_timeout,
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}
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@staticmethod
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@@ -224,6 +230,8 @@ class GameState:
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acked=[int(s) for s in data.get("acked", [])],
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hand_end_deadline=data.get("hand_end_deadline"),
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hand_ack_timeout=int(data.get("hand_ack_timeout", 30)),
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turn_deadline=data.get("turn_deadline"),
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turn_timeout=int(data.get("turn_timeout", 30)),
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)
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# -- helpers ----------------------------------------------------------
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@@ -105,6 +105,7 @@ async def create_game(ctx: HttpContext) -> None:
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creator_name=auth.display_name(user),
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target_score=target_score,
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hand_ack_timeout=settings.hand_ack_timeout_seconds,
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turn_timeout=settings.turn_timeout_seconds,
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)
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except GameError as exc:
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await send_error(ctx, 400, str(exc))
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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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@@ -1,12 +1,14 @@
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"""Rule engine tests: captures, scope, scoring and full-match simulation."""
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from __future__ import annotations
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import random
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import unittest
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from scopa.game import engine
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from scopa.game.errors import (
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CardNotInHand,
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GameFinished,
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GameNotStarted,
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IllegalMove,
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NotYourTurn,
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)
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@@ -390,5 +392,59 @@ class HandEndAckTest(unittest.TestCase):
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self.assertIn("award", view["last_hand"])
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class AutoPlayTest(unittest.TestCase):
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def test_auto_play_plays_a_card_and_advances_turn(self) -> None:
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state = make_state([["02D", "03C"], ["04D"], ["05D"], ["06D"]],
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table=["09B"])
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state.turn_deadline = "2000-01-01T00:00:00+00:00"
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engine.auto_play(state, random.Random(7))
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self.assertEqual(1, state.turn)
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self.assertEqual(1, len(state.players[0].hand))
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# The played card could not capture the nine, so the table grew.
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self.assertEqual(2, len(state.table))
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self.assertIsNotNone(state.last_move)
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assert state.last_move is not None
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self.assertEqual(0, state.last_move.seat)
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self.assertNotEqual("2000-01-01T00:00:00+00:00", state.turn_deadline)
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def test_auto_play_takes_a_mandatory_capture(self) -> None:
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# p0 holds only the five of denari, which must capture the equal
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# five of coppe instead of the unrelated nine on the table.
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state = make_state([["05D"], ["04D"], ["05D"], ["06D"]],
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table=["05C", "09B"])
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engine.auto_play(state)
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self.assertIsNotNone(state.last_move)
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assert state.last_move is not None
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self.assertEqual("05D", state.last_move.card)
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self.assertEqual(["05C"], state.last_move.captured)
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self.assertEqual(["09B"], [c.code for c in state.table])
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self.assertEqual(["05C", "05D"],
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[c.code for c in state.players[0].captured])
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def test_auto_play_can_end_the_hand_and_clears_deadline(self) -> None:
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state = make_state([["02D"], [], [], []], table=["02C"])
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state.turn_deadline = "2000-01-01T00:00:00+00:00"
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engine.auto_play(state)
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self.assertEqual("hand_end", state.phase)
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self.assertIsNone(state.turn_deadline)
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self.assertTrue(state.hand_end_deadline)
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def test_auto_play_requires_playing_phase(self) -> None:
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state = make_state([["02D"], ["04D"], ["05D"], ["06D"]], table=[])
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state.phase = "hand_end"
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with self.assertRaises(GameNotStarted):
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engine.auto_play(state)
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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()
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user