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.
200 lines
6.9 KiB
Python
200 lines
6.9 KiB
Python
"""Game lobby endpoints.
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A game starts as a lobby: the creator is seated first and shares the
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six-character ``join_code``. When the fourth player joins, the engine deals
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the first hand and the match begins. Live play then happens over the
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``/ws/games/{id}`` websocket (see :mod:`scopa.ws`); these endpoints cover
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creation, joining and snapshotting state.
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"""
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from __future__ import annotations
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import secrets
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import uuid
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from typing import Any, Dict, Optional
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from kaya.core import HttpContext
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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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from ..http import JsonRequestError, read_json, read_json_optional, send_error, send_json
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# Join codes avoid characters that are easy to confuse when read aloud.
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_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789"
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_CODE_LENGTH = 6
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_MAX_CODE_ATTEMPTS = 20
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def _now_code() -> str:
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return "".join(secrets.choice(_CODE_ALPHABET) for _ in range(_CODE_LENGTH))
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async def _unique_code() -> str:
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for _ in range(_MAX_CODE_ATTEMPTS):
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code = _now_code()
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if await game_store.find_by_code(code) is None:
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return code
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raise RuntimeError("could not allocate a unique join code")
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def _lobby_payload(state: GameState) -> Dict[str, Any]:
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return {
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"id": state.id,
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"join_code": state.join_code,
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"target_score": state.target_score,
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"phase": state.phase,
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"players": [
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{"sub": p.sub, "name": p.name, "seat": p.seat, "team": "A" if p.seat % 2 == 0 else "B"}
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for p in state.players
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],
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"seats_open": 4 - len(state.players),
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}
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@app.POST("/api/games")
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@operation(summary="Create a game",
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description="Creates a lobby game and seats the caller in seat 0. "
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"Share the returned join_code with three other players.",
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tags=["games"],
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request_body={
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"required": False,
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"content": {
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"application/json": {
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"schema": {
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"type": "object",
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"properties": {
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"target_score": {"type": "integer", "minimum": 1, "maximum": 100},
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},
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}
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}
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},
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},
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responses={
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201: {"description": "The created lobby"},
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400: {"description": "Invalid target_score or body"},
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401: {"description": "Authentication required"},
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})
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@require_auth
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async def create_game(ctx: HttpContext) -> None:
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body: dict = {}
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try:
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body = await read_json_optional(ctx)
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except JsonRequestError as exc:
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await send_error(ctx, 400, str(exc))
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return
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target_score: Any = body.get("target_score", DEFAULT_TARGET_SCORE)
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if isinstance(target_score, bool) or not isinstance(target_score, int):
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await send_error(ctx, 400, "target_score must be an integer")
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return
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user = oidc_mixin.get_user(ctx)
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assert user is not None # enforced by @require_auth
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game_id = str(uuid.uuid4())
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join_code = await _unique_code()
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try:
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state = engine.create_game(
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game_id=game_id,
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join_code=join_code,
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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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return
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await game_store.save(state)
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await send_json(ctx, 201, _lobby_payload(state))
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@app.POST("/api/games/join")
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@operation(summary="Join a game by code",
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description="Seats the caller in the next free chair. Joining as the "
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"fourth player starts the match.",
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tags=["games"],
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request_body={
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"required": True,
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"content": {
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"application/json": {
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"schema": {
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"type": "object",
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"properties": {"code": {"type": "string"}},
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"required": ["code"],
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}
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}
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},
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},
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responses={
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200: {"description": "Seated; game state (may be playing)"},
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400: {"description": "Missing code"},
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401: {"description": "Authentication required"},
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404: {"description": "Unknown join code"},
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409: {"description": "Already joined or lobby full"},
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})
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@require_auth
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async def join_game(ctx: HttpContext) -> None:
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try:
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body = await read_json(ctx)
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except JsonRequestError as exc:
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await send_error(ctx, 400, str(exc))
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return
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code = body.get("code")
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if not isinstance(code, str) or not code:
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await send_error(ctx, 400, "code is required")
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return
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user = oidc_mixin.get_user(ctx)
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assert user is not None
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existing = await game_store.find_by_code(code)
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if existing is None:
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await send_error(ctx, 404, "unknown join code")
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return
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async with game_store.lock(existing.id):
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state = await game_store.load(existing.id)
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if state is None:
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await send_error(ctx, 404, "unknown join code")
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return
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try:
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engine.join_game(state, user.sub, auth.display_name(user))
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except GameError as exc:
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await send_error(ctx, 409, str(exc))
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return
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await game_store.save(state)
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await game_store.publish(state.id)
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if state.phase == PHASE_LOBBY:
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await send_json(ctx, 200, _lobby_payload(state))
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else:
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await send_json(ctx, 200, engine.state_for_player(state, user.sub))
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@app.GET("/api/games/${game_id}")
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@operation(summary="Get a game snapshot",
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description="Only seated players may read a game; other players' "
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"hands are hidden.",
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tags=["games"],
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responses={
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200: {"description": "The personalized game state"},
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401: {"description": "Authentication required"},
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403: {"description": "Not a player in this game"},
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404: {"description": "Game not found"},
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})
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@require_auth
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async def get_game(ctx: HttpContext, game_id: str) -> None:
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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(ctx, 404, "game not found")
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return
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user = oidc_mixin.get_user(ctx)
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assert user is not None
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if not state.seated(user.sub):
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await send_error(ctx, 403, "forbidden")
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return
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await send_json(ctx, 200, engine.state_for_player(state, user.sub))
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