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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# Generated by Django 5.1.7 on 2025-04-05 17:45
import django.db.models.deletion
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('library', '0030_remove_qivipquiz_creator_and_more'),
]
operations = [
migrations.AlterField(
model_name='qivipquestion',
name='quiz_id',
field=models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, related_name='questions', to='library.qivipquiz'),
),
]

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# Generated by Django 5.1.7 on 2025-04-05 19:08
import django.db.models.deletion
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('library', '0031_alter_qivipquestion_quiz_id'),
]
operations = [
migrations.AddField(
model_name='qivipquiz',
name='average_rating',
field=models.FloatField(default=3.0),
),
migrations.AddField(
model_name='qivipquiz',
name='rating_count',
field=models.IntegerField(default=0),
),
migrations.CreateModel(
name='QuizRating',
fields=[
('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')),
('participant_id', models.CharField(max_length=200)),
('rating', models.IntegerField(choices=[(1, '1'), (2, '2'), (3, '3'), (4, '4'), (5, '5')])),
('created_at', models.DateTimeField(auto_now_add=True)),
('quiz', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, related_name='ratings', to='library.qivipquiz')),
],
options={
'unique_together': {('quiz', 'participant_id')},
},
),
]

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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))

View File

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# Generated by Django 5.1.7 on 2025-04-05 17:37
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('play', '0005_quizgameparticipant_last_heartbeat'),
]
operations = [
migrations.AddField(
model_name='quizgame',
name='current_question_index',
field=models.IntegerField(default=0),
),
migrations.AddField(
model_name='quizgame',
name='current_state',
field=models.CharField(choices=[('lobby', 'In Lobby'), ('question', 'Frage läuft'), ('scores', 'Punkteübersicht'), ('finished', 'Beendet')], default='lobby', max_length=20),
),
migrations.AddField(
model_name='quizgame',
name='question_start_time',
field=models.DateTimeField(blank=True, null=True),
),
]

View File

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# Generated by Django 5.1.7 on 2025-04-05 18:27
import django.db.models.deletion
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('play', '0006_quizgame_current_question_index_and_more'),
]
operations = [
migrations.AlterField(
model_name='quizgameparticipant',
name='quiz_game',
field=models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, related_name='participants', to='play.quizgame'),
),
]

View File

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# Generated by Django 5.1.7 on 2025-04-05 18:59
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('play', '0007_alter_quizgameparticipant_quiz_game'),
]
operations = [
migrations.AddField(
model_name='quizgameparticipant',
name='last_answer',
field=models.IntegerField(blank=True, null=True),
),
migrations.AddField(
model_name='quizgameparticipant',
name='last_answer_correct',
field=models.BooleanField(blank=True, null=True),
),
]

View File

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# Generated by Django 5.1.7 on 2025-04-05 20:04
import django.db.models.deletion
from django.db import migrations, models
class Migration(migrations.Migration):
dependencies = [
('play', '0008_quizgameparticipant_last_answer_and_more'),
]
operations = [
migrations.CreateModel(
name='QuizAnswer',
fields=[
('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')),
('question_index', models.IntegerField()),
('answer_index', models.IntegerField()),
('is_correct', models.BooleanField()),
('score', models.IntegerField()),
('time_remaining', models.IntegerField()),
('participant', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, related_name='answers', to='play.quizgameparticipant')),
],
options={
'unique_together': {('participant', 'question_index')},
},
),
]

View File

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{% load static %}
<script>
// Gemeinsame Funktionen für alle Spielseiten
// Toast-Benachrichtigungen und WebSocket-Funktionen werden im globalen Scope definiert
window.toast = {
create(message, type = 'info') {
const toastElement = document.createElement('div');
toastElement.className = `toast toast-${type}`;
toastElement.textContent = message;
document.body.appendChild(toastElement);
// Animation
setTimeout(() => {
toastElement.classList.add('show');
setTimeout(() => {
toastElement.classList.remove('show');
setTimeout(() => toastElement.remove(), 300);
}, 3000);
}, 100);
}
};
// WebSocket-Hilfsfunktionen
window.wsUtil = {
handleClose(e) {
if (e.code !== 1000 && e.code !== 1001) {
console.error('WebSocket closed unexpectedly', e.code);
}
}
};
// WebSocket-Initialisierung
window.initializeGameSocket = function(gameCode) {
const wsScheme = window.location.protocol === 'https:' ? 'wss' : 'ws';
const gameSocket = new WebSocket(
`${wsScheme}://${window.location.host}/ws/game/${gameCode}/`
);
gameSocket.onmessage = (e) => {
const data = JSON.parse(e.data);
if (data.type === 'player_left') {
const message = data.was_kicked
? `${data.player_name} wurde wegen Inaktivität entfernt`
: `${data.player_name} hat das Spiel verlassen`;
toast.create(message, data.was_kicked ? 'error' : 'warning');
}
};
gameSocket.onclose = (e) => wsUtil.handleClose(e);
return gameSocket;
}
</script>
<style>
.toast {
position: fixed;
top: 20px;
right: 20px;
padding: 12px 24px;
border-radius: 4px;
color: white;
opacity: 0;
transition: opacity 0.3s ease-in-out;
z-index: 9999;
max-width: 300px;
}
.toast.show {
opacity: 1;
}
.toast-info {
background-color: #3498db;
}
.toast-success {
background-color: #2ecc71;
}
.toast-warning {
background-color: #f1c40f;
}
.toast-error {
background-color: #e74c3c;
}
</style>

View File

@@ -0,0 +1,201 @@
{% extends 'base.html' %}
{% load static %}
{% block content %}
<div class="container mx-auto px-4">
<div class="max-w-2xl mx-auto">
<div class="bg-white rounded-lg shadow-md p-8 mb-6">
<div class="text-center mb-8">
<h1 class="text-4xl font-bold text-blue-600 mb-4">Quiz beendet!</h1>
<p class="text-xl text-gray-600">Vielen Dank fürs Mitspielen!</p>
</div>
{% if not is_host %}
<div class="bg-blue-50 rounded-lg p-6 mb-8">
<h2 class="text-2xl font-bold text-blue-800 mb-4 text-center">Wie hat dir das Quiz gefallen?</h2>
<div class="stars flex justify-center space-x-4 mb-4">
<i class="fas fa-star text-3xl transition-all duration-200 hover:scale-110" data-rating="1"></i>
<i class="fas fa-star text-3xl transition-all duration-200 hover:scale-110" data-rating="2"></i>
<i class="fas fa-star text-3xl transition-all duration-200 hover:scale-110" data-rating="3"></i>
<i class="fas fa-star text-3xl transition-all duration-200 hover:scale-110" data-rating="4"></i>
<i class="fas fa-star text-3xl transition-all duration-200 hover:scale-110" data-rating="5"></i>
</div>
<p id="rating-message" class="text-center text-blue-600 font-medium"></p>
</div>
{% endif %}
<div class="text-center">
<a href="{% url 'homepage:home' %}"
class="inline-block px-8 py-3 text-lg font-semibold text-white bg-blue-600 rounded-full hover:bg-blue-700 transform transition-all duration-200 hover:scale-105 focus:outline-none focus:ring-2 focus:ring-blue-500 focus:ring-offset-2">
Zurück zur Startseite
</a>
</div>
</div>
</div>
</div>
{% if not is_host %}
{% include 'play/game/common_scripts.html' %}
<script>
document.addEventListener('DOMContentLoaded', function() {
const wsScheme = window.location.protocol === 'https:' ? 'wss' : 'ws';
let gameSocket = null;
let reconnectAttempts = 0;
let pingInterval = null;
const maxReconnectAttempts = 5;
const pingDelay = 30000; // 30 seconds
function startPingInterval() {
if (pingInterval) {
clearInterval(pingInterval);
}
pingInterval = setInterval(() => {
if (gameSocket && gameSocket.readyState === WebSocket.OPEN) {
gameSocket.send(JSON.stringify({ type: 'ping' }));
}
}, pingDelay);
}
function stopPingInterval() {
if (pingInterval) {
clearInterval(pingInterval);
pingInterval = null;
}
}
function connectWebSocket() {
if (gameSocket && (gameSocket.readyState === WebSocket.CONNECTING || gameSocket.readyState === WebSocket.OPEN)) {
return gameSocket; // Already connected or connecting
}
if (reconnectAttempts >= maxReconnectAttempts) {
console.error('Max reconnection attempts reached');
document.getElementById('rating-message').textContent = 'Verbindungsfehler. Bitte Seite neu laden.';
return null;
}
try {
gameSocket = new WebSocket(
`${wsScheme}://${window.location.host}/ws/game/{{ join_code }}/`
);
gameSocket.onopen = function(e) {
console.log('Game socket connected');
reconnectAttempts = 0;
startPingInterval();
document.getElementById('rating-message').textContent = '';
};
gameSocket.onclose = function(e) {
wsUtil.handleClose(e);
stopPingInterval();
gameSocket = null;
reconnectAttempts++;
if (reconnectAttempts < maxReconnectAttempts) {
document.getElementById('rating-message').textContent = 'Verbindung wird wiederhergestellt...';
setTimeout(connectWebSocket, 1000 * Math.min(reconnectAttempts, 3));
}
};
gameSocket.onerror = function(e) {
console.error('Game socket error:', e);
document.getElementById('rating-message').textContent = 'Verbindungsfehler aufgetreten';
};
return gameSocket;
} catch (error) {
console.error('Error creating WebSocket:', error);
document.getElementById('rating-message').textContent = 'Verbindungsfehler aufgetreten';
return null;
}
}
const stars = document.querySelectorAll('.stars i');
let rated = false;
function setRating(rating) {
stars.forEach((star, index) => {
star.style.color = index < rating ? '#ffc107' : '#e4e5e9';
});
}
stars.forEach(star => {
star.addEventListener('mouseover', function() {
if (!rated) {
setRating(this.dataset.rating);
}
});
star.addEventListener('mouseout', function() {
if (!rated) {
setRating(0);
}
});
star.addEventListener('click', function() {
if (!rated) {
const rating = parseInt(this.dataset.rating);
rated = true;
setRating(rating);
if (!gameSocket || gameSocket.readyState !== WebSocket.OPEN) {
console.error('WebSocket is not connected');
document.getElementById('rating-message').textContent = 'Verbindung wird hergestellt...';
gameSocket = connectWebSocket();
if (gameSocket) {
const retryRating = () => {
if (gameSocket.readyState === WebSocket.OPEN) {
star.click();
} else {
setTimeout(retryRating, 500);
}
};
setTimeout(retryRating, 1000);
}
return;
}
try {
gameSocket.send(JSON.stringify({
'type': 'submit_rating',
'participant_id': '{{ participant_id }}',
'rating': rating
}));
document.getElementById('rating-message').textContent = 'Danke für deine Bewertung!';
stars.forEach(s => s.style.cursor = 'default');
} catch (error) {
console.error('Error sending rating:', error);
document.getElementById('rating-message').textContent = 'Fehler beim Senden der Bewertung';
rated = false;
}
}
});
});
// Initial connection
gameSocket = connectWebSocket();
});
</script>
<style>
.stars i {
cursor: pointer;
color: #e4e5e9;
transition: all 0.2s ease-in-out;
}
.stars i:hover ~ i {
color: #e4e5e9;
}
.stars:hover i {
color: #ffc107;
}
.stars i:hover {
transform: scale(1.2);
color: #ffc107;
}
</style>
{% endif %}
{% endblock %}