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+80
-43
@@ -1,12 +1,16 @@
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from typing import Callable, Any
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"""Handles communication between one WebSocket tunnel and the game"""
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from typing import Callable, Any, TYPE_CHECKING
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from pydantic import ValidationError
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from websockets.server import WebSocketServerProtocol
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from controller import GameControllerInterface, ClientControllerInterface
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from netcode.models import Message, LoginMessage
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from model import Player, Team
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from model import Player
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if TYPE_CHECKING:
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from controller import GameController
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def vibe_check(t):
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@@ -26,10 +30,12 @@ def vibe_check(t):
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return decorator
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class ClientController(ClientControllerInterface):
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class ClientController:
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"""Handles communication between one WebSocket tunnel and the game"""
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websocket: WebSocketServerProtocol
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game_controller: GameControllerInterface
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game_controller: "GameController"
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player: Player
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@@ -37,7 +43,7 @@ class ClientController(ClientControllerInterface):
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def __init__(
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self,
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game_controller: GameControllerInterface,
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game_controller: "GameController",
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websocket: WebSocketServerProtocol,
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):
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self.websocket = websocket
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@@ -45,7 +51,8 @@ class ClientController(ClientControllerInterface):
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self.game_controller = game_controller
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async def listen(self):
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async def listen(self) -> None:
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"""Hooks the client to the correct listen callbacks"""
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await self.send(
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Message(
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type="context",
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@@ -59,10 +66,12 @@ class ClientController(ClientControllerInterface):
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async for message in self.websocket:
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await self.on_message(message)
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async def send(self, message: Message):
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async def send(self, message: Message) -> None:
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"""Send a Message object to the connected client"""
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await self.websocket.send(message.model_dump_json())
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async def send_error(self, error: str):
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async def send_error(self, error: str) -> None:
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"""Send an error string to the connected client"""
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await self.send(Message(type="error", data_type="error", data=error))
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async def send_announce_dict(
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@@ -71,55 +80,83 @@ class ClientController(ClientControllerInterface):
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data: dict,
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player_filter: Callable[[Player], Any] = lambda x: True,
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):
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"""Send a, Object dict to the connected client
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player_filter is a filter which is called using the connected player
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"""
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if hasattr(self, "player") is False or player_filter(self.player):
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await self.send(
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Message(type=notification_type, data_type="object", data=data)
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)
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@vibe_check(Message)
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async def game_context(self, message: Message):
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if self.player.team != self.game_controller.game.turn:
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async def game_context(self, message: Message) -> None:
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"""Handles all messages related to when the current client is logged in
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and connected to a running game"""
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if message.type == "temp_action":
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if message.data_type == "set_health":
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self.player.team.health = message.data
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return await self.game_controller.game.notify_controller(
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"update", self.player.team.serialize_guest()
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)
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if self.player.team != self.game_controller.game.current_turn:
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return await self.send_error("it is not your turn to play!")
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if message.type == "action":
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if message.data_type == "buy":
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## TODO : pydantic type check for message.data
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await self.player.buy_cards(message.data)
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elif message.data_type == "play_cards":
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await self.player.play_cards(message.data)
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elif message.data_type == "discard":
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await self.player.discard_cards(message.data)
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elif message.data_type == "draw":
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await self.player.draw(message.data)
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elif message.data_type == "end_turn":
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# TODO : pydantic type check for message.data
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match message.data_type:
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case "play_card":
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return await self.player.play_card(message.data)
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await self.player.end_turn()
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case "discard":
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return await self.player.turn.discard_card(message.data)
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case "lock_card":
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return await self.player.turn.lock_card(message.data)
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case "use_effect":
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return await self.player.turn.use_effect(
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message.data.effect_id, message.data.target
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)
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case "buy":
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return await self.player.turn.buy_card(message.data)
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case "end_turn":
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return await self.player.turn.end_turn()
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return await self.send_error(
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"Couldn't process action with data_type : " + message.data_type
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)
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@vibe_check(LoginMessage)
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async def login_context(self, message: LoginMessage):
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async def login_context(self, message: LoginMessage) -> None:
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"""Handles all messages related to when the current client isn't yet logged in"""
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username = message.data
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if self.game_controller.game.started:
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return await self.send_error(
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"you cannot interact with a game that has already started"
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)
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if message.type == "register":
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if len(username) < 3:
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await self.send_error("username must be longer than 3 characters")
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return
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return await self.send_error(
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"username must be longer than 3 characters"
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)
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if self.game_controller.game.get_player(username) is not None:
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await self.send_error("username already exists")
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return
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return await self.send_error("username already exists")
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player = await self.game_controller.game.create_player(username)
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elif message.type == "login":
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player2 = self.game_controller.game.get_player(username)
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if player2 is None:
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await self.send_error("player doesn't exists")
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return
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return await self.send_error("player doesn't exists")
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player = player2
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else:
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await self.send_error("invalid message type for context")
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return
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return await self.send_error("invalid message type for context")
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self.player = player
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self.player.team.listeners.append(self.send_announce_dict)
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@@ -141,18 +178,18 @@ class ClientController(ClientControllerInterface):
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)
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)
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# for player in self.game_controller.game.players:
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# if player.team != self.player.team:
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# continue
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# await self.send(
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# Message(type="update", data_type="object", data=player.serialize_team())
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# )
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@vibe_check(Message)
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async def pregame_context(self, message: Message):
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async def pregame_context(self, message: Message) -> None:
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"""Handles all messages related to when the current client is logged in
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but the game isn't yet started"""
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if message.type == "ready":
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self.player.ready = bool(message.data)
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if all(p.ready for p in self.game_controller.game.players):
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await self.game_controller.start_game()
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elif message.type == "temp_action":
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if message.data_type == "set_health":
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self.player.team.health = message.data
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await self.game_controller.game.notify_controller(
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"update", self.player.team.serialize_guest()
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)
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