Initial Game Logic

This commit is contained in:
Juhn-Vitus Saß
2025-04-06 15:57:27 +02:00
parent cd2e138f66
commit 3637edce33
11 changed files with 1225 additions and 0 deletions

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from .game import GameConsumer
__all__ = ['GameConsumer']

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import json
import asyncio
from channels.generic.websocket import AsyncWebsocketConsumer
from channels.db import database_sync_to_async
from django.utils import timezone
from django.urls import reverse
from django.db import models
from datetime import timedelta
from play.models import QuizGame, QuizGameParticipant, QuizAnswer
# Dictionary to track inactive check tasks per game
game_check_tasks = {}
class GameConsumer(AsyncWebsocketConsumer):
@classmethod
async def start_inactive_check(cls, join_code, channel_layer):
"""Start the inactive player check for a game if not already running."""
if join_code not in game_check_tasks or game_check_tasks[join_code].done():
async def check_inactive_players():
game_group_name = f'game_{join_code}'
while True:
try:
await asyncio.sleep(30) # Check every 30 seconds
try:
game = await database_sync_to_async(QuizGame.objects.get)(join_code=join_code)
cutoff_time = timezone.now() - timedelta(minutes=1)
# Get active and inactive participants
all_participants = await database_sync_to_async(lambda: list(
game.participants.all().values('participant_id', 'display_name', 'last_heartbeat')
))()
# Konvertiere datetime zu ISO Format String
for p in all_participants:
if p['last_heartbeat']:
p['last_heartbeat'] = p['last_heartbeat'].isoformat()
active_participants = [p for p in all_participants if p['last_heartbeat'] and timezone.datetime.fromisoformat(p['last_heartbeat']) >= cutoff_time]
inactive_participants = [p for p in all_participants if not p['last_heartbeat'] or timezone.datetime.fromisoformat(p['last_heartbeat']) < cutoff_time]
# Remove inactive participants
if inactive_participants:
for p in inactive_participants:
# Benachrichtige andere über den gekickten Spieler
await channel_layer.group_send(
game_group_name,
{
'type': 'player_left',
'player_name': p['display_name'],
'was_kicked': True
}
)
# Lösche den inaktiven Teilnehmer
await database_sync_to_async(QuizGameParticipant.objects.filter(
participant_id=p['participant_id']
).delete)()
# Broadcast update to all clients
if active_participants or inactive_participants:
await channel_layer.group_send(
game_group_name,
{
'type': 'participant_list_update',
'participants': active_participants
}
)
except QuizGame.DoesNotExist:
break # Stop checking if game no longer exists
except Exception as e:
print(f'Error checking inactive players in game: {e}')
await asyncio.sleep(5) # Wait before retry
except asyncio.CancelledError:
break
except Exception as e:
print(f'Error in game inactive check loop: {e}')
await asyncio.sleep(5)
game_check_tasks[join_code] = asyncio.create_task(check_inactive_players())
async def connect(self):
self.join_code = self.scope['url_route']['kwargs']['join_code']
self.game_group_name = f'game_{self.join_code}'
# Join game group
await self.channel_layer.group_add(
self.game_group_name,
self.channel_name
)
await self.accept()
# Ensure inactive check is running for this game
await self.start_inactive_check(self.join_code, self.channel_layer)
async def disconnect(self, close_code):
# Leave game group
await self.channel_layer.group_discard(
self.game_group_name,
self.channel_name
)
# Check if game should be deleted
await self.cleanup_game()
async def receive(self, text_data):
text_data_json = json.loads(text_data)
message_type = text_data_json['type']
if message_type == 'ping':
# Respond with pong to keep connection alive
await self.send(text_data=json.dumps({
'type': 'pong'
}))
return
if message_type == 'leave_game':
participant_id = text_data_json.get('participant_id')
if participant_id:
try:
# Get participant info before deletion
participant = await database_sync_to_async(QuizGameParticipant.objects.get)(participant_id=participant_id)
display_name = participant.display_name
join_code = self.join_code
# Delete participant
await database_sync_to_async(participant.delete)()
# Update participants list
participants = await self.get_participants()
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'participant_list_update',
'participants': participants
}
)
# Send redirect to home
await self.send(text_data=json.dumps({
'type': 'redirect',
'url': '/'
}))
except QuizGameParticipant.DoesNotExist:
pass
return
if message_type == 'heartbeat':
participant_id = text_data_json.get('participant_id')
if participant_id:
await self.update_participant_heartbeat(participant_id)
# Update participants list after heartbeat
participants = await self.get_participants()
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'participant_list_update',
'participants': participants
}
)
return
if message_type == 'submit_rating':
participant_id = text_data_json['participant_id']
rating = text_data_json['rating']
success = await self.save_rating(participant_id, rating)
if success:
await self.send(text_data=json.dumps({
'type': 'rating_confirmed'
}))
elif message_type == 'submit_answer':
participant_id = text_data_json['participant_id']
answer = text_data_json['answer']
time_remaining = text_data_json.get('time_remaining', 0)
# Save answer and update participant score
await self.save_answer(participant_id, answer, time_remaining)
# Notify host about the new answer
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'participant_answer',
'answer': answer
}
)
elif message_type == 'start_game':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.advance_to_next_question()
elif message_type == 'get_answer_stats':
stats = await self.get_answer_stats()
await self.send(text_data=json.dumps({
'type': 'answer_stats',
'stats': stats
}))
elif message_type == 'update_participants':
participants = await self.get_participants()
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'participant_list_update',
'participants': participants
}
)
elif message_type == 'next_question':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.advance_to_next_question()
elif message_type == 'finish_game':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.finish_game()
elif message_type == 'advance_to_scores':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.show_scores()
async def participant_answer(self, event):
await self.send(text_data=json.dumps({
'type': 'participant_answer',
'answer': event['answer']
}))
async def participant_list_update(self, event):
await self.send(text_data=json.dumps({
'type': 'participant_list_update',
'participants': event['participants']
}))
async def player_left(self, event):
await self.send(text_data=json.dumps({
'type': 'player_left',
'player_name': event['player_name'],
'was_kicked': event.get('was_kicked', False)
}))
async def game_state_update(self, event):
await self.send(text_data=json.dumps({
'type': 'game_state_update',
'action': event['action'],
'redirect_url': event.get('redirect_url')
}))
async def update_participant_heartbeat(self, participant_id):
"""Update the last heartbeat timestamp for a participant."""
try:
participant = await database_sync_to_async(QuizGameParticipant.objects.get)(
participant_id=participant_id
)
participant.last_heartbeat = timezone.now()
await database_sync_to_async(participant.save)()
except QuizGameParticipant.DoesNotExist:
pass
@database_sync_to_async
def verify_host(self, host_id):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
return quiz_game.host_id == host_id
except QuizGame.DoesNotExist:
return False
@database_sync_to_async
def save_answer(self, participant_id, answer_index, time_remaining):
try:
participant = QuizGameParticipant.objects.get(
quiz_game__join_code=self.join_code,
participant_id=participant_id
)
quiz_game = participant.quiz_game
current_question = quiz_game.quiz_id.questions.all()[quiz_game.current_question_index]
# Check if answer is correct
is_correct = False
if answer_index >= 0: # -1 means timeout
question_data = json.loads(current_question.data)
is_correct = question_data['options'][answer_index]['is_correct']
# Calculate score based on correctness and time
score = 0
if is_correct:
base_score = 1000
time_factor = time_remaining / 30000 # 30 seconds max
score = int(base_score * (0.5 + 0.5 * time_factor))
# Update or create answer in QuizAnswer table
answer_obj, created = QuizAnswer.objects.get_or_create(
participant=participant,
question_index=quiz_game.current_question_index,
defaults={
'answer_index': answer_index,
'is_correct': is_correct,
'score': score,
'time_remaining': time_remaining
}
)
if not created:
answer_obj.answer_index = answer_index
answer_obj.is_correct = is_correct
answer_obj.score = score
answer_obj.time_remaining = time_remaining
answer_obj.save()
participant.score += score
participant.last_answer_correct = is_correct
participant.save()
return True
except (QuizGameParticipant.DoesNotExist, IndexError):
return False
@database_sync_to_async
def get_answer_stats(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
# Count answers for each option in the current question
stats = {}
answers = QuizAnswer.objects.filter(
participant__quiz_game=quiz_game,
question_index=quiz_game.current_question_index
)
for answer in answers:
if answer.answer_index >= 0: # Ignore timeouts (-1)
stats[answer.answer_index] = stats.get(answer.answer_index, 0) + 1
return stats
except QuizGame.DoesNotExist:
return {}
@database_sync_to_async
def save_rating(self, participant_id, rating):
from library.models import QuizRating
try:
game = QuizGame.objects.get(join_code=self.join_code)
participant = QuizGameParticipant.objects.get(
quiz_game=game,
participant_id=participant_id
)
# Update or create rating
rating_obj, created = QuizRating.objects.get_or_create(
quiz=game.quiz_id,
participant_id=participant_id,
defaults={'rating': rating}
)
if not created:
rating_obj.rating = rating
rating_obj.save()
return True
except (QuizGame.DoesNotExist, QuizGameParticipant.DoesNotExist):
return False
@database_sync_to_async
def cleanup_game(self):
try:
game = QuizGame.objects.get(join_code=self.join_code)
# Get all active participants (heartbeat within last minute)
from django.utils import timezone
active_participants = QuizGameParticipant.objects.filter(
quiz_game=game,
last_heartbeat__gte=timezone.now() - timezone.timedelta(minutes=1)
).count()
# If no active participants and game is finished for more than 5 minutes, delete it
if active_participants == 0 and game.current_state == 'finished':
if game.question_start_time and (timezone.now() - game.question_start_time).total_seconds() > 300:
game.delete()
except QuizGame.DoesNotExist:
pass
@database_sync_to_async
def get_participants(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
participants = QuizGameParticipant.objects.filter(quiz_game=quiz_game)
return [
{
'id': p.participant_id,
'display_name': p.display_name,
'score': p.score
}
for p in participants
]
except QuizGame.DoesNotExist:
return []
@database_sync_to_async
def _advance_to_next_question(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
quiz = quiz_game.quiz_id
# Move to next question
quiz_game.current_question_index += 1
# Check if we've reached the end
if quiz_game.current_question_index >= quiz.questions.count():
quiz_game.current_state = 'finished'
quiz_game.save()
return 'finished'
else:
# Update game state and start time
quiz_game.current_state = 'question'
quiz_game.question_start_time = timezone.now()
quiz_game.save()
return 'question'
except QuizGame.DoesNotExist:
return None
async def advance_to_next_question(self):
result = await self._advance_to_next_question()
if result == 'finished':
# Notify clients to redirect to finished page
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'finish_game',
'redirect_url': reverse('play:finished', kwargs={'join_code': self.join_code})
}
)
elif result == 'question':
# Notify clients to redirect to next question
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'next_question',
'redirect_url': reverse('play:question', kwargs={'join_code': self.join_code})
}
)
@database_sync_to_async
def _show_scores(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
quiz_game.current_state = 'scores'
quiz_game.save()
return True
except QuizGame.DoesNotExist:
return False
async def show_scores(self):
success = await self._show_scores()
if success:
# Notify clients to redirect to scores page
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'show_scores',
'redirect_url': reverse('play:scores', kwargs={'join_code': self.join_code})
}
)
@database_sync_to_async
def _finish_game(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
quiz_game.current_state = 'finished'
quiz_game.save()
return True
except QuizGame.DoesNotExist:
return False
async def finish_game(self):
success = await self._finish_game()
if success:
# Notify clients to redirect to finished page
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'finish_game',
'redirect_url': reverse('play:finished', kwargs={'join_code': self.join_code})
}
)

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from channels.generic.websocket import AsyncWebsocketConsumer
import json
import asyncio
from ..models import QuizGame, QuizGameParticipant
from channels.db import database_sync_to_async
# Dictionary to track inactive check tasks per game
game_check_tasks = {}
class LobbyConsumer(AsyncWebsocketConsumer):
@classmethod
async def start_inactive_check(cls, join_code, channel_layer):
"""Start the inactive player check for a game if not already running."""
if join_code not in game_check_tasks or game_check_tasks[join_code].done():
async def check_inactive_players():
room_group_name = f'lobby_{join_code}'
while True:
try:
await asyncio.sleep(30) # Check every 30 seconds
# Get participants list and broadcast update
try:
from django.utils import timezone
from datetime import timedelta
game = await database_sync_to_async(QuizGame.objects.get)(join_code=join_code)
cutoff_time = timezone.now() - timedelta(minutes=1)
# Get previous active participants
prev_active = await database_sync_to_async(lambda: set(
game.participants.values_list('display_name', flat=True)
))()
# Get current active participants
active_participants = await database_sync_to_async(lambda: list(
game.participants.filter(last_heartbeat__gte=cutoff_time)
.values_list('display_name', flat=True)
))()
# Find removed participants
removed = set(prev_active) - set(active_participants)
# Send notifications for removed participants
for name in removed:
await channel_layer.group_send(
room_group_name,
{
'type': 'player_left',
'player_name': name,
'was_kicked': True
}
)
# Broadcast update to all clients
await channel_layer.group_send(
room_group_name,
{
'type': 'participants_list_update',
'participants': active_participants
}
)
except QuizGame.DoesNotExist:
break # Stop checking if game no longer exists
except Exception as e:
print(f'Error checking inactive players: {e}')
await asyncio.sleep(5) # Wait before retry
except asyncio.CancelledError:
break
except Exception as e:
print(f'Error in inactive check loop: {e}')
await asyncio.sleep(5)
game_check_tasks[join_code] = asyncio.create_task(check_inactive_players())
async def connect(self):
self.join_code = self.scope['url_route']['kwargs']['join_code']
self.room_group_name = f'lobby_{self.join_code}'
# Get participant ID from session
self.participant_id = self.scope['session'].get('participant_id')
# Join room group
await self.channel_layer.group_add(
self.room_group_name,
self.channel_name
)
await self.accept()
# Send initial participants list
await self.update_participants()
# Ensure inactive check is running for this game
await self.start_inactive_check(self.join_code, self.channel_layer)
async def disconnect(self, close_code):
# Leave room group
await self.channel_layer.group_discard(
self.room_group_name,
self.channel_name
)
async def receive(self, text_data):
data = json.loads(text_data)
message_type = data.get('type')
print(f'Received message type: {message_type}')
if message_type == 'ping':
# Respond with pong to keep connection alive
await self.send(text_data=json.dumps({
'type': 'pong'
}))
return
if message_type == 'heartbeat':
participant_id = data.get('participant_id')
if participant_id:
await self.update_participant_heartbeat(participant_id)
# Update participants list after heartbeat
await self.update_participants()
elif message_type in ['leave_game', 'kick_player']:
participant_id = data.get('participant_id')
if participant_id:
try:
# Get participant info before deletion
participant = await database_sync_to_async(QuizGameParticipant.objects.get)(participant_id=participant_id)
display_name = participant.display_name
# For kick_player, verify that the request comes from the host
if message_type == 'kick_player':
game = await database_sync_to_async(lambda: participant.quiz_game)()
# Get host_id from message
host_id = data.get('host_id')
print(f'Kick attempt - Game host_id: {game.host_id}, Message host_id: {host_id}')
if not host_id:
print('No host_id in message')
return
if str(game.host_id) != str(host_id):
print(f'Host ID mismatch: {game.host_id} != {host_id}')
return
# Also verify against cookie as backup
cookie_host_id = self.scope.get('cookies', {}).get('host_id')
if not cookie_host_id or str(cookie_host_id) != str(host_id):
print(f'Cookie host_id mismatch: {cookie_host_id} != {host_id}')
return
# Delete the participant
await database_sync_to_async(participant.delete)()
# Notify other players
await self.channel_layer.group_send(
self.room_group_name,
{
'type': 'player_left',
'player_name': display_name,
'was_kicked': message_type == 'kick_player',
'participant_id': participant_id
}
)
# Update participants list
await self.update_participants()
# If it's the kicked player's connection, send them home
if participant_id == self.participant_id:
await self.send(text_data=json.dumps({
'type': 'redirect',
'url': '/'
}))
except QuizGameParticipant.DoesNotExist:
pass
elif message_type == 'update_participants':
await self.update_participants()
elif message_type == 'start_game':
host_id = data.get('host_id')
if host_id:
success = await self.start_game(host_id)
if success:
await self.channel_layer.group_send(
self.room_group_name,
{
'type': 'game_state_update',
'action': 'start_game',
'redirect_url': f'/play/game/{self.join_code}/question'
}
)
@database_sync_to_async
def update_participant_heartbeat(self, participant_id):
try:
participant = QuizGameParticipant.objects.get(participant_id=participant_id)
from django.utils import timezone
participant.last_heartbeat = timezone.now()
participant.save()
return True
except QuizGameParticipant.DoesNotExist:
return False
async def get_participants_list(self):
try:
from django.utils import timezone
from datetime import timedelta
game = await database_sync_to_async(QuizGame.objects.get)(join_code=self.join_code)
# Only return participants that have been seen in the last minute
cutoff_time = timezone.now() - timedelta(minutes=1)
participants = await database_sync_to_async(lambda: list(
game.participants.filter(last_heartbeat__gte=cutoff_time)
.values('participant_id', 'display_name')
))()
# Send join notification for new participants
try:
prev_names = set(p['display_name'] for p in self.last_participants) if hasattr(self, 'last_participants') else set()
current_names = set(p['display_name'] for p in participants)
new_participants = current_names - prev_names
for name in new_participants:
await self.channel_layer.group_send(
self.room_group_name,
{
'type': 'player_joined',
'player_name': name
}
)
except Exception as e:
print(f'Error sending join notifications: {e}')
self.last_participants = participants
return participants
except QuizGame.DoesNotExist:
return []
async def update_participants(self):
participants = await self.get_participants_list()
await self.channel_layer.group_send(
self.room_group_name,
{
'type': 'participants_list_update',
'participants': participants
}
)
async def participants_list_update(self, event):
await self.send(text_data=json.dumps({
'type': 'participants_list_update',
'participants': event['participants']
}))
@database_sync_to_async
def start_game(self, host_id):
try:
game = QuizGame.objects.get(join_code=self.join_code)
if str(game.host_id) == str(host_id):
from django.utils import timezone
game.current_state = 'question'
game.question_start_time = timezone.now()
game.save()
return True
except QuizGame.DoesNotExist:
pass
return False
async def game_state_update(self, event):
await self.send(text_data=json.dumps({
'type': 'game_state_update',
'action': event['action'],
'redirect_url': event.get('redirect_url')
}))
async def player_joined(self, event):
await self.send(text_data=json.dumps({
'type': 'player_joined',
'player_name': event['player_name']
}))
async def player_left(self, event):
message = {
'type': 'player_left',
'player_name': event['player_name'],
'was_kicked': event.get('was_kicked', False)
}
if event.get('was_kicked') and event.get('participant_id'):
message['participant_id'] = event['participant_id']
await self.send(text_data=json.dumps(message))