Commit Graph
3 Commits
Author SHA1 Message Date
woggioni 5a73601ddf Split backend into tavolo-platform, tavolo-scopone and tavolo-app packages
Move the game-independent machinery (lobby, live-game store, websocket,
deadline scheduler, match history, leaderboards) into a new
tavolo-platform distribution behind a GameEngine contract, the scopone
scientifico rules plus a platform adapter into tavolo-scopone, and keep
only the composition root in tavolo-app. The three distributions share
the tavolo namespace (PEP 420, kaya-style monorepo).

Match history becomes fully generic: Match carries the engine's result
JSON and MatchPlayer points/details instead of scopone-shaped team
columns (migration 3 backfills existing rows). Lobby creation takes an
opaque per-game options object and websocket actions dispatch to the
session's engine.

Tests: platform suite runs against a DummyEngine toy game, scopone
keeps the rules tests plus new adapter tests, server/tests covers the
wired stack end to end (194 tests, was 143).
2026-09-19 07:28:58 +00:00
woggioni 031d933204 Fix hanging test suite by closing per-loop Tortoise contexts
pwo.async_test runs every test in a fresh event loop and TortoiseMixin
builds one TortoiseContext per loop. Dropping the previous context when
the loop changed orphaned its aiosqlite connections; their non-daemon
worker threads then blocked threading._shutdown forever, so the suite
printed OK but the interpreter never exited.

Add TortoiseMixin.aclose() and a tests.helpers.async_test wrapper that
closes the context in a finally on the test's own loop, and switch the
test modules over to it.
2026-09-19 03:20:24 +00:00
woggioni 2d1a13f663 Drive timeouts from a shared Redis deadline queue
Turn auto-play and hand-end auto-continue were process-local asyncio
tasks armed only by client connects and state broadcasts: with no
sockets connected the next turn's timer was never armed, a hand-end
timer died with its worker, and neither survived a pod restart.

Deadlines are now driven by the absolute timestamps persisted on the
game state and enqueued in a shared Redis sorted set. Every worker runs
a consumer that fires due entries under the per-game lock after
revalidating them against the live state, so timeouts no longer depend
on any player being connected and survive the death of any worker.
Delivery is at-least-once: entries are removed only after processing,
and revalidation makes duplicate deliveries no-ops.

Queue entries carry the deadline as integer epoch milliseconds, which
also serves as the revalidation token, and the score derives from the
same value.
2026-09-18 19:16:07 +08:00