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:
@@ -20,6 +20,10 @@ REDIS_URL=redis://localhost:6379/0
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# How long a live game survives in Redis without activity.
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GAME_TTL_SECONDS=86400
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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=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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@@ -50,6 +50,7 @@ All configuration comes from environment variables (see `.env.example`):
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| `OIDC_CLIENT_SECRET` | unset | OIDC client secret |
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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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| `APP_HOST` / `APP_PORT` | `0.0.0.0` / `8080` | Bind address |
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## Data model
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@@ -109,6 +110,7 @@ Client → server messages:
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```json
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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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```
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@@ -117,10 +119,23 @@ Client → server messages:
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settebello).
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- `capture` lists the table cards to take. When a capture is legal it is
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mandatory to provide one; when no capture exists it must be omitted.
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- `ack` acknowledges the hand-end scoring summary (see below). The next
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hand is dealt once all four players have acknowledged, or automatically
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after `HAND_ACK_TIMEOUT_SECONDS`.
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- `state` asks for a fresh snapshot.
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After every accepted move the new state is broadcast to all four players.
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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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`hand_end` phase instead of dealing immediately: the state carries
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`last_hand` (a full scoring breakdown with an `award` map naming the team
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that won each category), the `acknowledged` seats and a
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`hand_end_deadline`. The frontend renders this as a screen every player
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must dismiss. A play attempted in this phase is rejected with an
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`illegal_move` error.
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## Rules implemented
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- 40-card Italian deck, ten cards per player, empty table at hand start.
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@@ -40,6 +40,9 @@ class Settings:
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# Directory holding the compiled frontend (trunk's dist output),
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# served for every path that is not under /api or /auth.
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static_dir: str
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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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@staticmethod
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def from_env() -> "Settings":
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@@ -59,6 +62,7 @@ class Settings:
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redis_url=os.environ.get("REDIS_URL"),
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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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)
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@@ -27,7 +27,7 @@ Rules implemented
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from __future__ import annotations
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import random
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from datetime import datetime, timezone
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from datetime import datetime, timedelta, timezone
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from itertools import combinations
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from typing import Dict, List, Optional, Sequence, Tuple
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@@ -43,6 +43,7 @@ from .errors import (
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from .state import (
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DEFAULT_TARGET_SCORE,
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PHASE_FINISHED,
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PHASE_HAND_END,
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PHASE_LOBBY,
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PHASE_PLAYING,
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SUITS,
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@@ -58,6 +59,11 @@ from .state import (
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HAND_SIZE = 10
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PLAYERS = 4
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# Default seconds the hand-end summary waits before dealing anyway. Games
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# carry their own copy in ``GameState.hand_ack_timeout`` (configurable via
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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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# 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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@@ -117,6 +123,7 @@ def create_game(
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creator_sub: str,
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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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) -> 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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@@ -128,6 +135,7 @@ def create_game(
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target_score=target_score,
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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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created_at=datetime.now(timezone.utc).isoformat(),
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)
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@@ -193,6 +201,8 @@ def play(
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"""
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if state.phase == PHASE_FINISHED:
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raise GameFinished("the match is over")
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if state.phase == PHASE_HAND_END:
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raise IllegalMove("the hand is over; acknowledge the summary to continue")
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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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@@ -260,7 +270,14 @@ def _match_option(
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def _end_hand(state: GameState) -> None:
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"""Sweep the table, score the hand and either deal again or finish."""
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"""Sweep the table and score the hand.
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If the match continues, the game pauses in the ``hand_end`` phase so
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every player can read the scoring summary; the next hand is dealt by
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:func:`acknowledge_hand` once all four players have acknowledged (or by
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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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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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@@ -282,8 +299,37 @@ def _end_hand(state: GameState) -> None:
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state.finished_at = datetime.now(timezone.utc).isoformat()
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return
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# Pause for the scoring summary instead of dealing immediately.
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state.phase = PHASE_HAND_END
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state.acked = []
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deadline = datetime.now(timezone.utc) + timedelta(seconds=state.hand_ack_timeout)
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state.hand_end_deadline = deadline.isoformat()
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def acknowledge_hand(state: GameState, sub: str) -> None:
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"""Record that ``sub`` has read the hand-end summary.
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When all four players have acknowledged, the next hand is dealt.
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Acknowledging twice is a no-op; acknowledging outside the ``hand_end``
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phase raises an error.
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"""
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if state.phase != PHASE_HAND_END:
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raise IllegalMove("no hand summary is waiting for acknowledgement")
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player = state.player_for(sub)
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if player is None:
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raise NotYourTurn("you are not seated in this game")
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if player.seat in state.acked:
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return
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state.acked.append(player.seat)
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if len(state.acked) < PLAYERS:
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return
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state.hand_number += 1
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state.dealer = (state.dealer + 1) % PLAYERS
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state.acked = []
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state.hand_end_deadline = None
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state.last_move = None
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state.phase = PHASE_PLAYING
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_deal_hand(state)
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@@ -308,26 +354,41 @@ def hand_points(state: GameState) -> Tuple[List[int], Dict[str, object]]:
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scope[player.team] += player.scope
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points = [0, 0]
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award: Dict[str, Optional[str]] = {}
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# Carte: most captured cards. Ties award nothing.
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cards = [len(piles[0]), len(piles[1])]
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if cards[0] != cards[1]:
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points[0 if cards[0] > cards[1] else 1] += 1
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winner = 0 if cards[0] > cards[1] else 1
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points[winner] += 1
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award["carte"] = TEAM_NAMES[winner]
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else:
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award["carte"] = None
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# Denara: most diamond cards. Ties award nothing.
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coins = [
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sum(1 for c in piles[t] if c.suit == "D") for t in (0, 1)
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]
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if coins[0] != coins[1]:
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points[0 if coins[0] > coins[1] else 1] += 1
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# Settebello: the 7 of diamonds.
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winner = 0 if coins[0] > coins[1] else 1
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points[winner] += 1
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award["denara"] = TEAM_NAMES[winner]
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else:
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award["denara"] = None
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# Settebello: the 7 of diamonds always belongs to someone.
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settebello = [
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any(c.rank == 7 and c.suit == "D" for c in piles[t]) for t in (0, 1)
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]
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if settebello[0] != settebello[1]:
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points[0 if settebello[0] else 1] += 1
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winner = 0 if settebello[0] else 1
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points[winner] += 1
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award["settebello"] = TEAM_NAMES[winner]
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# Primiera: highest value, only if the team holds all four suits.
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primiera = [primiera_score(piles[t]) for t in (0, 1)]
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if primiera[0] != primiera[1]:
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points[0 if primiera[0] > primiera[1] else 1] += 1
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winner = 0 if primiera[0] > primiera[1] else 1
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points[winner] += 1
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award["primiera"] = TEAM_NAMES[winner]
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else:
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award["primiera"] = None
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# Scope: one point each.
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points[0] += scope[0]
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points[1] += scope[1]
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@@ -338,6 +399,7 @@ def hand_points(state: GameState) -> Tuple[List[int], Dict[str, object]]:
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"settebello": {"A": settebello[0], "B": settebello[1]},
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"primiera": {"A": primiera[0], "B": primiera[1]},
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"scope": {"A": scope[0], "B": scope[1]},
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"award": award,
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}
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return points, details
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@@ -380,6 +442,8 @@ def state_for_player(state: GameState, sub: str) -> Dict[str, object]:
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"players": players,
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"last_hand": state.hand_scores[-1] if state.hand_scores else None,
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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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}
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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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@@ -26,6 +26,10 @@ TEAM_NAMES = ("A", "B")
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PHASE_LOBBY = "lobby"
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PHASE_PLAYING = "playing"
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# Between hands of an unfinished match: scoring summary shown to every
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# player; the next hand is dealt once all four acknowledge (or the
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# hand-end timeout elapses).
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PHASE_HAND_END = "hand_end"
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PHASE_FINISHED = "finished"
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DEFAULT_TARGET_SCORE = 11
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@@ -162,6 +166,12 @@ class GameState:
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finished_at: Optional[str] = None
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# The most recent play in the current hand, for move announcements.
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last_move: Optional[Move] = None
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# While phase == "hand_end": seats that acknowledged the summary, and
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# when the auto-continue timeout fires.
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acked: List[int] = field(default_factory=list)
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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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# -- serialization ----------------------------------------------------
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@@ -185,6 +195,9 @@ class GameState:
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"created_at": self.created_at,
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"finished_at": self.finished_at,
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"last_move": self.last_move.to_json() if self.last_move else None,
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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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}
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@staticmethod
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@@ -208,6 +221,9 @@ class GameState:
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created_at=data.get("created_at"),
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finished_at=data.get("finished_at"),
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last_move=Move.from_json(data["last_move"]) if data.get("last_move") else None,
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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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)
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# -- helpers ----------------------------------------------------------
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@@ -18,6 +18,7 @@ from kaya.openapi import operation
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from .. import auth
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from ..app import app, game_store, oidc_mixin
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from ..auth import require_auth
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from ..config import settings
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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 DEFAULT_TARGET_SCORE, PHASE_LOBBY, GameState
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@@ -103,6 +104,7 @@ async def create_game(ctx: HttpContext) -> None:
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creator_sub=user.sub,
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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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)
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except GameError as exc:
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await send_error(ctx, 400, str(exc))
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+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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|
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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)
|
||||
await game_store.publish(game_id)
|
||||
|
||||
@@ -297,6 +297,10 @@ class MatchFlowTest(unittest.TestCase):
|
||||
|
||||
moves = 0
|
||||
while state.phase != PHASE_FINISHED and moves < 200000:
|
||||
if state.phase == "hand_end":
|
||||
for p in state.players:
|
||||
engine.acknowledge_hand(state, p.sub)
|
||||
continue
|
||||
player = next(p for p in state.players if p.seat == state.turn)
|
||||
played = player.hand[0]
|
||||
options = engine.legal_captures(state.table, played)
|
||||
@@ -313,5 +317,78 @@ class MatchFlowTest(unittest.TestCase):
|
||||
self.assertTrue(state.finished_at)
|
||||
|
||||
|
||||
class HandEndAckTest(unittest.TestCase):
|
||||
def _hand_end_state(self) -> GameState:
|
||||
"""Drive a game into the hand_end phase with a one-card hand."""
|
||||
state = make_state([["02D"], [], [], []],
|
||||
table=["02C"], target=11)
|
||||
engine.play(state, "p0", "02D", ["02C"])
|
||||
return state
|
||||
|
||||
def test_end_of_hand_pauses_for_acknowledgement(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
self.assertEqual("hand_end", state.phase)
|
||||
# Nobody has acknowledged yet, and no new hand was dealt.
|
||||
self.assertEqual([], state.acked)
|
||||
self.assertEqual(1, state.hand_number)
|
||||
self.assertTrue(state.hand_end_deadline)
|
||||
# Capture piles stay visible during the summary.
|
||||
self.assertEqual(["02C", "02D"],
|
||||
[c.code for c in state.players[0].captured])
|
||||
# The summary carries the award map.
|
||||
summary = state.hand_scores[-1]
|
||||
self.assertEqual(1, summary["hand"])
|
||||
self.assertIn("award", summary)
|
||||
|
||||
def test_play_during_hand_end_is_rejected(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
with self.assertRaises(IllegalMove):
|
||||
engine.play(state, "p0", "02D")
|
||||
|
||||
def test_ack_all_four_deals_next_hand(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
dealer_before = state.dealer
|
||||
for i, sub in enumerate(("p0", "p1", "p2")):
|
||||
engine.acknowledge_hand(state, sub)
|
||||
self.assertEqual(list(range(i + 1)), state.acked)
|
||||
self.assertEqual("hand_end", state.phase)
|
||||
engine.acknowledge_hand(state, "p3")
|
||||
self.assertEqual("playing", state.phase)
|
||||
self.assertEqual(2, state.hand_number)
|
||||
self.assertEqual((dealer_before + 1) % 4, state.dealer)
|
||||
self.assertEqual([], state.acked)
|
||||
self.assertIsNone(state.hand_end_deadline)
|
||||
self.assertIsNone(state.last_move)
|
||||
for player in state.players:
|
||||
self.assertEqual(10, len(player.hand))
|
||||
self.assertEqual([], player.captured)
|
||||
self.assertEqual((dealer_before + 2) % 4, state.turn)
|
||||
|
||||
def test_double_ack_is_idempotent(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
engine.acknowledge_hand(state, "p0")
|
||||
engine.acknowledge_hand(state, "p0")
|
||||
self.assertEqual([0], state.acked)
|
||||
|
||||
def test_ack_outside_hand_end_is_rejected(self) -> None:
|
||||
state = make_state([["02D"], ["03D"], ["04D"], ["05D"]], table=[])
|
||||
with self.assertRaises(IllegalMove):
|
||||
engine.acknowledge_hand(state, "p0")
|
||||
|
||||
def test_ack_by_non_player_is_rejected(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
with self.assertRaises(NotYourTurn):
|
||||
engine.acknowledge_hand(state, "mallory")
|
||||
|
||||
def test_state_exposes_ack_progress(self) -> None:
|
||||
state = self._hand_end_state()
|
||||
engine.acknowledge_hand(state, "p1")
|
||||
view = engine.state_for_player(state, "p0")
|
||||
self.assertEqual([1], view["acknowledged"])
|
||||
self.assertTrue(view["hand_end_deadline"])
|
||||
self.assertIsNotNone(view["last_hand"])
|
||||
self.assertIn("award", view["last_hand"])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
"""WebSocket live-play tests via kaya's ASGI websocket transport."""
|
||||
from __future__ import annotations
|
||||
|
||||
import asyncio
|
||||
import unittest
|
||||
|
||||
from httpx import ASGITransport, AsyncClient
|
||||
@@ -8,7 +9,9 @@ from httpx_ws import WebSocketDisconnect, aconnect_ws
|
||||
from httpx_ws.transport import ASGIWebSocketTransport
|
||||
from pwo import async_test
|
||||
|
||||
from scopa.app import app
|
||||
from scopa.app import app, game_store
|
||||
from scopa.game import engine
|
||||
from scopa.game.state import Card, GameState, PlayerState
|
||||
from tests.helpers import make_user, oidc_user, ws_users
|
||||
|
||||
PLAYERS = ("alice", "bob", "carol", "dave")
|
||||
@@ -127,5 +130,113 @@ class WebSocketTest(unittest.TestCase):
|
||||
self.assertEqual(4401, caught.exception.code)
|
||||
|
||||
|
||||
async def _seed_last_play_state(hand_ack_timeout: int = 30) -> str:
|
||||
"""Seed a game where a single play ends the hand: p0 holds the only
|
||||
card left and can capture the only table card."""
|
||||
state = GameState(
|
||||
id="hand-end-1",
|
||||
join_code="HEND01",
|
||||
creator_sub="alice",
|
||||
target_score=11,
|
||||
phase="playing",
|
||||
turn=0,
|
||||
table=[Card.parse("02C")],
|
||||
)
|
||||
state.players = [
|
||||
PlayerState(sub="alice", name="Alice", seat=0, hand=[Card.parse("02D")]),
|
||||
PlayerState(sub="bob", name="Bob", seat=1),
|
||||
PlayerState(sub="carol", name="Carol", seat=2),
|
||||
PlayerState(sub="dave", name="Dave", seat=3),
|
||||
]
|
||||
state.hand_ack_timeout = hand_ack_timeout
|
||||
await game_store.save(state)
|
||||
return state.id
|
||||
|
||||
|
||||
class HandEndWebSocketTest(unittest.TestCase):
|
||||
@async_test
|
||||
async def test_hand_end_ack_flow(self) -> None:
|
||||
import contextlib
|
||||
|
||||
game_id = await _seed_last_play_state()
|
||||
ws_transport = ASGIWebSocketTransport(app=app)
|
||||
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
|
||||
async with contextlib.AsyncExitStack() as stack:
|
||||
with ws_users([make_user(name) for name in PLAYERS]):
|
||||
sockets = [
|
||||
await stack.enter_async_context(
|
||||
aconnect_ws(f"/ws/games/{game_id}", ws_client)
|
||||
)
|
||||
for _ in PLAYERS
|
||||
]
|
||||
for ws in sockets:
|
||||
await ws.receive_json() # initial state
|
||||
|
||||
# Alice plays the last card: the hand ends and the game
|
||||
# pauses for acknowledgements.
|
||||
await sockets[0].send_json(
|
||||
{"action": "play", "card": "02D", "capture": ["02C"]}
|
||||
)
|
||||
summaries = [await ws.receive_json() for ws in sockets]
|
||||
for summary in summaries:
|
||||
self.assertEqual("state", summary["type"])
|
||||
self.assertEqual("hand_end", summary["game"]["phase"])
|
||||
self.assertEqual([], summary["game"]["acknowledged"])
|
||||
self.assertIsNotNone(summary["game"]["hand_end_deadline"])
|
||||
award = summary["game"]["last_hand"]["award"]
|
||||
self.assertEqual("A", award["carte"])
|
||||
self.assertEqual("A", award["denara"])
|
||||
|
||||
# Everyone acknowledges; the fourth ack deals the next hand.
|
||||
for i, ws in enumerate(sockets):
|
||||
await ws.send_json({"action": "ack"})
|
||||
updates = [await other.receive_json() for other in sockets]
|
||||
for update in updates:
|
||||
if i < 3:
|
||||
self.assertEqual("hand_end", update["game"]["phase"])
|
||||
self.assertEqual(
|
||||
list(range(i + 1)),
|
||||
update["game"]["acknowledged"],
|
||||
)
|
||||
else:
|
||||
self.assertEqual("playing", update["game"]["phase"])
|
||||
self.assertEqual(2, update["game"]["hand_number"])
|
||||
self.assertEqual(
|
||||
10, update["game"]["players"][i]["cards_left"]
|
||||
)
|
||||
|
||||
@async_test
|
||||
async def test_hand_end_timeout_deals_next_hand(self) -> None:
|
||||
game_id = await _seed_last_play_state(hand_ack_timeout=1)
|
||||
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/{game_id}", ws_client) as ws:
|
||||
await ws.receive_json() # initial state
|
||||
await ws.send_json(
|
||||
{"action": "play", "card": "02D", "capture": ["02C"]}
|
||||
)
|
||||
summary = await ws.receive_json()
|
||||
self.assertEqual("hand_end", summary["game"]["phase"])
|
||||
# Nobody acks: the timer must deal the next hand.
|
||||
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"]["phase"] == "playing"
|
||||
):
|
||||
break
|
||||
self.assertIsNotNone(update)
|
||||
assert update is not None
|
||||
self.assertEqual("playing", update["game"]["phase"])
|
||||
self.assertEqual(2, update["game"]["hand_number"])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
Reference in New Issue
Block a user