Files
qivip/django/play/consumers/game.py
2025-10-24 18:24:59 +02:00

655 lines
24 KiB
Python

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 play.models import QuizGame, QuizGameParticipant, QuizAnswer
from django.conf import settings
from geopy.distance import geodesic
class GameConsumer(AsyncWebsocketConsumer):
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()
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()
@database_sync_to_async
def get_question_data(self):
quiz_game = QuizGame.objects.get(join_code=self.join_code)
current_question = quiz_game.quiz_id.questions.all()[quiz_game.current_question_index]
return json.loads(current_question.data)
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 == '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)
question_data = await self.get_question_data()
if question_data['type'] == "map":
await self.save_answer_map(participant_id, answer, time_remaining)
else:
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 == 'winner_podest':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.show_winner_podest()
elif message_type == 'scoreboard':
host_id = text_data_json['host_id']
if await self.verify_host(host_id):
await self.show_scoreboard()
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')
}))
@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_map(self, participant_id, answer_location, time_remaining):
answer_index = -1
try:
# Get all necessary data first
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]
question_data = json.loads(current_question.data)
target_location = question_data['target_location']
tolerance_radius = question_data['tolerance_radius']
print(f"target_location: {target_location}")
print(f"answer_location: {answer_location}")
print(f"tolerance_radius: {tolerance_radius}")
# Configuration - Make these easily adjustable
MAX_DISTANCE_KM = 1000 # Maximum distance for scoring (in km)
DIRECT_HIT_BONUS = 200 # Extra points for direct hit within tolerance
# Calculate base score
distance_km = geodesic(answer_location, target_location).kilometers
tolerance_km = int(tolerance_radius) / 1000 # Convert meters to kilometers
# Calculate base score with non-linear decrease
if distance_km <= tolerance_km:
# Direct hit - full points + bonus
base_score = 1000 + DIRECT_HIT_BONUS # 1000 + 200 bonus
is_correct = True
else:
if distance_km > MAX_DISTANCE_KM:
# Beyond max distance - 0 points
base_score = 0
is_correct = False
else:
# Non-linear decrease using exponential falloff
# This creates a steeper drop-off at the beginning
progress = (distance_km - tolerance_km) / (MAX_DISTANCE_KM - tolerance_km)
# Using a power function to create non-linear falloff
falloff = progress ** 1.5 # 1.5 makes the falloff steeper at the beginning
base_score = 1000 * (1 - falloff)
is_correct = True
base_score = max(0, min(1000, int(base_score)))
# Apply time penalty (reduces score based on time taken)
if is_correct and base_score > 0:
# Calculate time taken as a fraction of total time (0-1)
time_taken_sec = (int(current_question.time_per_question) * 1000 - time_remaining) / 1000
max_time_sec = int(current_question.time_per_question)
time_fraction = min(1.0, time_taken_sec / max_time_sec) if max_time_sec > 0 else 1.0
# Reduce points based on time taken (up to 50% reduction for answering at the last second)
time_penalty = base_score * 0.5 * time_fraction # Up to 50% penalty
final_score = max(1, base_score - time_penalty) # At least 1 point if correct
else:
final_score = base_score # 0 points for incorrect answers
score = int(round(final_score))
# Save the answer
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.last_score = score
participant.score += score
participant.last_answer_correct = is_correct
participant.save()
return True
except (QuizGameParticipant.DoesNotExist, IndexError):
return False
@database_sync_to_async
def save_answer(self, participant_id, answer, 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]
question_data = json.loads(current_question.data)
question_type = question_data.get("type")
is_correct = False
answer_index = None
answers_order = None
answer_text = None
if question_type in ["multiple_choice", "true_false"]:
# answer ist hier eine Integer-Antwort (Index)
answer_index = int(answer)
if answer_index >= 0:
is_correct = question_data['options'][answer_index].get('is_correct', False)
elif question_type == "input":
user_input = str(answer).strip().lower().replace(" ", "")
correct_value = str(question_data['options'][0].get('value', '')).strip().lower().replace(" ", "")
is_correct = (user_input == correct_value)
answer_text = user_input
answer_index = 0 if is_correct else 1
elif question_type == "order":
# answer ist hier eine Liste von Strings mit der Reihenfolge
answers_order = answer
correct_sequence = sorted(question_data["options"], key=lambda x: x["order"])
correct_values = [opt["value"] for opt in correct_sequence]
is_correct = (answers_order == correct_values)
elif question_type == "guess":
try:
user_val = float(answer)
correct_val = float(question_data['options'][0].get('value', 0))
tolerance = float(question_data.get('tolerance', 0))
percentage = min(user_val, correct_val) / (max(user_val, correct_val) + 1e-5)
score_percentage= min(round(percentage, 3), 1.0)
if score_percentage>= abs(tolerance/100):
is_correct=True
else:
is_correct=False
print(score_percentage)
except ValueError:
is_correct = False # falls keine Zahl eingegeben wurde
answer_index = 0 if is_correct else 1
# Score berechnen
try:
if score_percentage==None:
score_percentage=1
except:
score_percentage=1
score = 0
if is_correct:
base_score = 1000
time_factor = time_remaining / int(current_question.time_per_question) / 1000
score = int(base_score * (0.75 + 0.25 * time_factor))*score_percentage
print(score)
# Antwort speichern oder aktualisieren
answer_obj, created = QuizAnswer.objects.get_or_create(
participant=participant,
question_index=quiz_game.current_question_index,
defaults={
'answer_index': answer_index,
'answers_order': answers_order,
'is_correct': is_correct,
'score': score,
'time_remaining': time_remaining
}
)
if not created:
answer_obj.answer_index = answer_index
answer_obj.answers_order = answers_order
answer_obj.is_correct = is_correct
answer_obj.score = score
answer_obj.time_remaining = time_remaining
answer_obj.save()
# Teilnehmer aktualisieren
participant.last_score = score
participant.score += score
participant.last_answer=answer_index
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)
answers = QuizAnswer.objects.filter(
participant__quiz_game=quiz_game,
question_index=quiz_game.current_question_index
)
current_question = quiz_game.quiz_id.questions.all()[quiz_game.current_question_index]
question_data = json.loads(current_question.data)
question_type = question_data.get("type")
stats = {}
for single_answer in answers:
if question_type == "order":
correct_answer=[str(opt["value"]) for opt in sorted(question_data["options"], key=lambda x: x["order"])]
if single_answer.answers_order== correct_answer:
key = 0 # richtig
else:
key = 1 # falsch
stats[key] = stats.get(key, 0) + 1
else:
key = str(single_answer.answer_index if single_answer.answer_index is not None else "unanswered")
stats[key] = stats.get(key, 0) + 1
return stats
except:
pass
@database_sync_to_async
def save_rating(self, participant_id, rating):
from django.db import models
if not settings.QIVIP_CONFIG['ENABLE_RATING_SYSTEM']:
return False
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}
)
"""
rating_obj=QuizRating.objects.create(
quiz=game.quiz_id,
participant_id=participant_id,
rating=rating)
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)
active_participants = QuizGameParticipant.objects.filter(
quiz_game=game
).count()
if active_participants == 0:
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})
}
)
elif result == 'winner_podest':
# Notify clients to redirect to next question
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'show_winner_podest',
'redirect_url': reverse('play:winner_podest', kwargs={'join_code': self.join_code})
}
)
elif result == 'scoreboard':
# Notify clients to redirect to next question
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'show_scoreboard',
'redirect_url': reverse('play:scoreboard', 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})
}
)
@database_sync_to_async
def _show_winner_podest(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
quiz_game.current_state = 'winner_podest'
quiz_game.save()
return True
except QuizGame.DoesNotExist:
return False
async def show_winner_podest(self):
success = await self._show_winner_podest()
if success:
# Notify clients to redirect to finished page
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'show_winner_podest',
'redirect_url': reverse('play:winner_podest', kwargs={'join_code': self.join_code})
}
)
@database_sync_to_async
def _show_scoreboard(self):
try:
quiz_game = QuizGame.objects.get(join_code=self.join_code)
quiz_game.current_state = 'scoreboard'
quiz_game.save()
return True
except QuizGame.DoesNotExist:
return False
async def show_scoreboard(self):
success = await self._show_scoreboard()
if success:
# Notify clients to redirect to finished page
await self.channel_layer.group_send(
self.game_group_name,
{
'type': 'game_state_update',
'action': 'show_scoreboard',
'redirect_url': reverse('play:scoreboard', kwargs={'join_code': self.join_code})
}
)