This commit is contained in:
2020-01-13 21:43:47 -05:00
parent 20abc7e978
commit d467bf0702
7 changed files with 858 additions and 108 deletions

210
app.py
View File

@@ -1,97 +1,175 @@
from threading import Lock
import logging
from flask import Flask, request, session
from flask_socketio import Namespace, join_room, leave_room, SocketIO, emit, rooms, close_room, disconnect
from flask import Flask, request, send_file, session, Response
from flask_socketio import Namespace, SocketIO, emit, join_room
from common import config
from common import config, db
from models import BingoGame, GameState, GameMode, User
app = Flask(__name__)
app.config['SECRET_KEY'] = 'secret!'
app.config['SECRET_KEY'] = config["FLASK_SECRET"]
# TODO: test mode mode "threading", "eventlet" or "gevent"
socketio = SocketIO(app, async_mode=None)
socketio = SocketIO(app, async_mode="eventlet")
logger = logging.getLogger("default")
# TODO: alphanum room
# TODO: alphanum name w/max len
# TODO: wth is that?!
thread = None
thread_lock = Lock()
@app.route("/")
def page_index():
return "Hello, world"
return send_file("web/index.html")
def background_thread():
"""Example of how to send server generated events to clients."""
count = 0
while True:
socketio.sleep(10)
count += 1
socketio.emit('my_response',
{'data': 'Server generated event', 'count': count},
namespace='/test')
@app.route("/<room>")
def play(room):
return send_file("web/room.html")
# When class-based namespaces are used, any events received by the server are dispatched to a method named as the
# event name with the on_ prefix. For example, event my_event will be handled by a method named on_my_event
def log(message, contents, room=None):
if config["VERBOSE"]:
logger.info("<%s|%s> [%s] %s:%s" % (
request.remote_addr, request.user_agent, room if room else "~", message, str(contents)))
else:
logger.info("[%s] %s:%s" % (room if room else "~", message, str(contents)))
class BingoNamespace(Namespace):
def __init__(self):
super().__init__("/socket")
def on_my_event(self, message):
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': message['data'], 'count': session['receive_count']})
def on_get_end_message(self):
log("get_end_message", {})
emit("end_message", {
"text": "Game has ended, replay?"
})
def on_my_broadcast_event(self, message):
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': message['data'], 'count': session['receive_count']},
broadcast=True)
def on_cell_click(self, message):
room = message["room"]
log("cell_click", message, room)
user = db.get_user(message["oid"])
card = db.get_card(message["card"])
cell = card.cells[message["cidx"]]
if not cell.checked or card.last_cell == message["cidx"]:
cell.checked = not cell.checked
card.last_cell = message["cidx"]
db.save_card(card)
emit("card_state", {
"card": card.serialize()
}, room=room)
if card.moves_until_win() == 0:
game = db.get_game(room)
game.winners.append(user.oid)
if game.should_end():
game.state = GameState.ENDED
emit("game_state", {"state": game.state.name})
db.save_game(game)
def on_get_card(self, message):
room = message["room"]
log("get_card", message, room)
user = db.get_user(message["oid"])
game = db.get_game(room)
if room in user.cards:
card = db.get_card(user.cards[room])
else:
card = game.generate_card()
user.cards[room] = card.oid
db.save_card(card)
db.save_user(user)
emit("card_state", {
"card": card.serialize(),
"parent": user.name
}, room=room)
emit("get_card_rsp", {
"card": card.serialize(),
"parent": user.name
})
for player in game.players:
if player != user.oid:
other_user = db.get_user(player)
if room in other_user.cards:
other_card = db.get_card(other_user.cards[room])
emit("card_state", {"card": other_card.serialize(), "parent": other_user.name})
def on_create_game(self, message):
room = message["room"]
log("create_game", message, room)
game = db.get_game(room)
if game.state is GameState.CREATING:
game.state = GameState.PLAYING
game.mode = GameMode[message["mode"]]
game.pool = message["pool"]
db.save_game(game)
emit("game_state", {
"state": game.state.name,
}, room=room)
emit("create_game_rsp", {
"created": True,
})
def on_join(self, message):
join_room(message['room'])
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': 'In rooms: ' + ', '.join(rooms()),
'count': session['receive_count']})
log("join", message)
def on_leave(self, message):
leave_room(message['room'])
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': 'In rooms: ' + ', '.join(rooms()),
'count': session['receive_count']})
room = message["room"]
def on_close_room(self, message):
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response', {'data': 'Room ' + message['room'] + ' is closing.',
'count': session['receive_count']},
room=message['room'])
close_room(message['room'])
user = None
if "oid" in message:
user = db.get_user(message["oid"])
if not user:
emit("join_rsp", {
"ok": False
})
return
def on_my_room_event(self, message):
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': message['data'], 'count': session['receive_count']},
room=message['room'])
if not user:
user = User(name=message["name"])
db.save_user(user)
session["user"] = user.oid
def on_disconnect_request(self):
session['receive_count'] = session.get('receive_count', 0) + 1
emit('my_response',
{'data': 'Disconnected!', 'count': session['receive_count']})
disconnect()
game = db.get_game(message["room"])
if not game:
game = BingoGame(room, user.oid)
def on_my_ping(self):
emit('my_pong')
join_room(room)
game.players.add(user.oid)
db.save_game(game)
# TODO: Is this useful?
emit("room_join", {
"name": user.name
}, room=room)
emit("join_rsp", {
"ok": True,
"state": game.state.name,
"oid": user.oid
})
def on_connect(self):
global thread
with thread_lock:
if thread is None:
thread = socketio.start_background_task(background_thread)
emit('my_response', {'data': 'Connected', 'count': 0})
pass
def on_disconnect(self):
print('Client disconnected', request.sid)
pass
socketio.on_namespace(BingoNamespace())
db.flush()
if __name__ == "__main__":
socketio.run(