634 lines
23 KiB
Python
634 lines
23 KiB
Python
from abc import ABC, abstractmethod
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import traceback
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from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Type
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from typing_extensions import Final
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from bemani.common import (
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Model,
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ValidatedDict,
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Profile,
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PlayStatistics,
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GameConstants,
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RegionConstants,
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Time,
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)
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from bemani.data import Config, Data, Arcade, Machine, UserID, RemoteUser
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class ProfileCreationException(Exception):
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pass
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class Status:
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"""
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List of statuses we return to the game for various reasons.
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"""
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SUCCESS: Final[int] = 0
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NO_PROFILE: Final[int] = 109
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NOT_ALLOWED: Final[int] = 110
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NOT_REGISTERED: Final[int] = 112
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INVALID_PIN: Final[int] = 116
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class Factory(ABC):
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"""
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The base class every game factory inherits from. Defines a create method
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which should return some game class which can handle packets. Game classes
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inherit from Base, and have handle_<call>_requests service methods or
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handle_<call>_<method>_request methods on them that Dispatch will look up
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in order to handle calls.
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"""
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MANAGED_CLASSES: List[Type["Base"]]
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@classmethod
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@abstractmethod
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def register_all(cls) -> None:
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"""
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Subclasses of this class should use this function to register themselves
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with Base, using Base.register(). Factories specify the game code that
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they support, which Base will use when routing requests.
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"""
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raise NotImplementedError("Override this in subclass!")
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@classmethod
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def run_scheduled_work(cls, data: Data, config: Config) -> None:
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"""
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Subclasses of this class should use this function to run any scheduled
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work on classes which it is a factory for. This is usually used for
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out-of-band DB operations such as generating new weekly/daily charts,
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calculating league scores, etc.
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"""
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for game in cls.MANAGED_CLASSES:
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try:
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events = game.run_scheduled_work(data, config)
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except Exception:
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events = []
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stack = traceback.format_exc()
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print(stack)
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data.local.network.put_event(
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"exception",
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{
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"service": "scheduler",
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"traceback": stack,
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},
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)
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for event in events:
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data.local.network.put_event(event[0], event[1])
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@classmethod
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def all_games(cls) -> Iterator[Tuple[GameConstants, int, str]]:
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"""
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Given a particular factory, iterate over all game, version combinations.
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Useful for loading things from the DB without wanting to hardcode values.
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"""
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for game in cls.MANAGED_CLASSES:
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yield (game.game, game.version, game.name)
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@classmethod
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def all_settings(cls) -> Iterator[Tuple[GameConstants, int, Dict[str, Any]]]:
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"""
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Given a particular factory, iterate over all game, version combinations that
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have settings and return those settings.
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"""
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for game in cls.MANAGED_CLASSES:
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yield (game.game, game.version, game.get_settings())
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@classmethod
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@abstractmethod
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def create(
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cls,
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data: Data,
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config: Config,
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model: Model,
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parentmodel: Optional[Model] = None,
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) -> Optional["Base"]:
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"""
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Given a modelstring and an optional parent model, return an instantiated game class that can handle a packet.
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Parameters:
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data - A Data singleton for DB access
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config - Configuration dictionary
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model - A parsed Model, used by game factories to determine which game class to return
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parentmodel - The parent model doing the requesting. In some cases, games request an older
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version game class to migrate profiles. This presents a problem when they don't
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specify version strings, because some game lookups are ambiguous without them.
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This allows a factory to determine which game to return based on the parent
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requesting model, assuming that we want one version back.
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Returns:
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A subclass of Base that hopefully has a handle_<call>_request method on it, for the particular
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call that Dispatch wants to resolve, or None if we can't look up a game.
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"""
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raise NotImplementedError("Override this in subclass!")
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class Base(ABC):
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"""
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The base class every game class inherits from. Incudes handlers for card management, PASELI, most
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non-game startup packets, and simple code for loading/storing profiles.
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"""
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__registered_games: Dict[str, Type[Factory]] = {}
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__registered_handlers: Set[Type[Factory]] = set()
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"""
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Override this in your subclass.
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"""
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game: GameConstants
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"""
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Override this in your subclass.
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"""
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version: int
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"""
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Override this in your subclass.
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"""
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name: str
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@property
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def extra_services(self) -> List[str]:
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"""
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A list of extra services that this game needs to advertise.
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Override in your subclass if you need to advertise extra
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services for a particular game or series.
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"""
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return []
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@property
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def supports_paseli(self) -> bool:
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"""
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An override so that particular games can disable PASELI support
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regardless of the server settings. Some games and some regions
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are buggy with respect to PASELI.
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"""
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return True
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@property
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def supports_expired_profiles(self) -> bool:
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"""
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Override this in your subclass if your game or series requires non-expired profiles
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in order to correctly present migrations to the user.
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"""
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return True
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@property
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def requires_extended_regions(self) -> bool:
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"""
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Override this in your subclass if your game requires an updated region list.
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"""
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return False
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def __init__(self, data: Data, config: Config, model: Model) -> None:
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self.data = data
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self.config = config
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self.model = model
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@classmethod
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def create(
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cls,
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data: Data,
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config: Config,
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model: Model,
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parentmodel: Optional[Model] = None,
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) -> Optional["Base"]:
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"""
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Given a modelstring and an optional parent model, return an instantiated game class that can handle a packet.
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Note that this is provided here as game factories register with Base to advertise that the will
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handle some model string. This allows game code to ask for other game classes by model only.
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Parameters:
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data - A Data singleton for DB access
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config - Configuration dictionary
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model - A parsed Model, used by game factories to determine which game class to return
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parentmodel - The parent model doing the requesting. In some cases, games request an older
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version game class to migrate profiles. This presents a problem when they don't
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specify version strings, because some game lookups are ambiguous without them.
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This allows a factory to determine which game to return based on the parent
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requesting model, assuming that we want one version back.
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Returns:
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A subclass of Base that hopefully has a handle_<call>_request method on it, for the particular
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call that Dispatch wants to resolve, or an instance of Base itself if no game is registered for
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this model. Its possible to return None from this function if a registered game has no way of
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handling this particular modelstring.
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"""
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if model.gamecode not in cls.__registered_games:
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# Return just this base model, which will provide nothing
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return Base(data, config, model)
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else:
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# Return the registered module providing this game
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return cls.__registered_games[model.gamecode].create(
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data, config, model, parentmodel=parentmodel
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)
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@classmethod
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def register(cls, gamecode: str, handler: Type[Factory]) -> None:
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"""
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Register a factory to handle a game. Note that the game should be the game
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code as returned by a game, such as "LDJ" or "MDX".
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Parameters:
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game - 3-character string identifying a game
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handler - A factory which has a create() method that can spawn game classes.
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"""
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cls.__registered_games[gamecode] = handler
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cls.__registered_handlers.add(handler)
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@classmethod
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def run_scheduled_work(
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cls, data: Data, config: Config
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) -> List[Tuple[str, Dict[str, Any]]]:
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"""
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Run any out-of-band scheduled work that is applicable to this game.
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"""
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return []
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@classmethod
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def get_settings(cls) -> Dict[str, Any]:
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"""
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Return any game settings this game wishes a front-end to modify.
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"""
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return {}
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@classmethod
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def all_games(cls) -> Iterator[Tuple[GameConstants, int, str]]:
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"""
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Given all registered factories, iterate over all game, version combinations.
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Useful for loading things from the DB without wanting to hardcode values.
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"""
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for factory in cls.__registered_handlers:
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for game in factory.MANAGED_CLASSES:
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yield (game.game, game.version, game.name)
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@classmethod
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def all_settings(cls) -> Iterator[Tuple[GameConstants, int, Dict[str, Any]]]:
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"""
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Given all registered factories, iterate over all game, version combinations that
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have settings and return those settings.
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"""
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for factory in cls.__registered_handlers:
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for game in factory.MANAGED_CLASSES:
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yield (game.game, game.version, game.get_settings())
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def bind_profile(self, userid: UserID) -> None:
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"""
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Handling binding the user's profile to this version on this server.
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Parameters:
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userid - The user ID we are binding the profile for.
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"""
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def has_profile(self, userid: UserID) -> bool:
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"""
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Return whether a user has a profile for this game/version on this server.
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Parameters:
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userid - The user ID we are binding the profile for.
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Returns:
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True if the profile exists, False if not.
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"""
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return (
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self.data.local.user.get_profile(self.game, self.version, userid)
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is not None
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)
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def get_profile(self, userid: UserID) -> Optional[Profile]:
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"""
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Return the profile for a user given this game/version on any connected server.
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Parameters:
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userid - The user ID we are getting the profile for.
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Returns:
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A dictionary representing the user's profile, or None if it doesn't exist.
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"""
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return self.data.remote.user.get_profile(self.game, self.version, userid)
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def get_any_profile(self, userid: UserID) -> Profile:
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"""
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Return ANY profile for a user in a game series.
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Tries to look up the profile for a userid/game/version on any connected server.
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If that fails, looks for the latest profile that the user has for the current
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game series. This is usually used for fetching profiles to display names for
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scores, as users can earn scores on different mixes of games and on remote
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networks.
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Parameters:
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userid - The user ID we are getting the profile for.
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Returns:
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A dictionary representing the user's profile, or an empty dictionary if
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none was found.
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"""
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profile = self.data.remote.user.get_any_profile(self.game, self.version, userid)
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if profile is None:
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profile = Profile(
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self.game,
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self.version,
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"",
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0,
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)
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return profile
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def get_any_profiles(self, userids: List[UserID]) -> List[Tuple[UserID, Profile]]:
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"""
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Does the identical thing to the above function, but takes a list of user IDs to
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fetch in bulk.
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Parameters:
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userids - List of user IDs we are getting the profile for.
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Returns:
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A list of tuples with the User ID and dictionary representing the user's profile,
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or an empty dictionary if nothing was found.
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"""
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userids = list(set(userids))
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profiles = self.data.remote.user.get_any_profiles(
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self.game, self.version, userids
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)
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return [
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(
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userid,
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profile
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if profile is not None
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else Profile(self.game, self.version, "", 0),
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)
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for (userid, profile) in profiles
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]
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def put_profile(self, userid: UserID, profile: Profile) -> None:
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"""
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Save a new profile for this user given a game/version.
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Parameters:
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userid - The user ID we are saving the profile for.
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profile - A dictionary that should be looked up later using get_profile.
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"""
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if RemoteUser.is_remote(userid):
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raise Exception("Trying to save a remote profile locally!")
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self.data.local.user.put_profile(self.game, self.version, userid, profile)
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def update_play_statistics(
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self, userid: UserID, stats: Optional[PlayStatistics] = None
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) -> None:
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"""
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Given a user ID, calculate new play statistics.
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Handles keeping track of statistics such as consecutive days played, last
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play date, times played today, times played total, etc.
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Parameters:
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userid - The user ID we are binding the profile for.
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stats - A play statistics object we should store extra data from.
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"""
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if RemoteUser.is_remote(userid):
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raise Exception("Trying to save remote statistics locally!")
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# We store the play statistics in a series-wide settings blob so its available
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# across all game versions, since it isn't game-specific.
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settings = self.data.local.game.get_settings(
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self.game, userid
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) or ValidatedDict({})
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if stats is not None:
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for key in stats:
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# Make sure we don't override anything we manage here
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if key in {
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"total_plays",
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"today_plays",
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"total_days",
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"first_play_timestamp",
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"last_play_timestamp",
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"last_play_date",
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"consecutive_days",
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}:
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continue
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# Safe to copy over
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settings[key] = stats[key]
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settings.replace_int("total_plays", settings.get_int("total_plays") + 1)
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settings.replace_int(
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"first_play_timestamp", settings.get_int("first_play_timestamp", Time.now())
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)
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settings.replace_int("last_play_timestamp", Time.now())
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last_play_date = settings.get_int_array("last_play_date", 3)
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today_play_date = Time.todays_date()
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yesterday_play_date = Time.yesterdays_date()
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if (
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last_play_date[0] == today_play_date[0]
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and last_play_date[1] == today_play_date[1]
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and last_play_date[2] == today_play_date[2]
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):
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# We already played today, add one.
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settings.replace_int("today_plays", settings.get_int("today_plays") + 1)
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else:
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# We played on a new day, so count total days up.
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settings.replace_int("total_days", settings.get_int("total_days") + 1)
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# We played only once today (the play we are saving).
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settings.replace_int("today_plays", 1)
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if (
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last_play_date[0] == yesterday_play_date[0]
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and last_play_date[1] == yesterday_play_date[1]
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and last_play_date[2] == yesterday_play_date[2]
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):
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# We played yesterday, add one to consecutive days
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settings.replace_int(
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"consecutive_days", settings.get_int("consecutive_days") + 1
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)
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else:
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# We haven't played yesterday, so we have only one consecutive day.
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settings.replace_int("consecutive_days", 1)
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settings.replace_int_array("last_play_date", 3, today_play_date)
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# Save back
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self.data.local.game.put_settings(self.game, userid, settings)
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def get_machine_id(self) -> int:
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machine = self.data.local.machine.get_machine(self.config.machine.pcbid)
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return machine.id
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def get_machine(self) -> Machine:
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return self.data.local.machine.get_machine(self.config.machine.pcbid)
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def update_machine_name(self, newname: Optional[str]) -> None:
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if newname is None:
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return
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machine = self.get_machine()
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machine.name = newname
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self.data.local.machine.put_machine(machine)
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def update_machine_data(self, newdata: Dict[str, Any]) -> None:
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machine = self.get_machine()
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machine.data.update(newdata)
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self.data.local.machine.put_machine(machine)
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def update_machine(self, newmachine: Machine) -> None:
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machine = self.data.local.machine.get_machine(self.config.machine.pcbid)
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machine.name = newmachine.name
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machine.data = newmachine.data
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self.data.local.machine.put_machine(machine)
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def get_arcade(self) -> Optional[Arcade]:
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machine = self.get_machine()
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if machine.arcade is None:
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return None
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return self.data.local.machine.get_arcade(machine.arcade)
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def get_machine_region(self) -> int:
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arcade = self.get_arcade()
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if arcade is None:
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return RegionConstants.db_to_game_region(
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self.requires_extended_regions, self.config.server.region
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)
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else:
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return RegionConstants.db_to_game_region(
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self.requires_extended_regions, arcade.region
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)
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def get_game_config(self) -> ValidatedDict:
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machine = self.data.local.machine.get_machine(self.config.machine.pcbid)
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# If this machine belongs to an arcade, use its settings. If the settings aren't present,
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# default to the game's defaults.
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if machine.arcade is not None:
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settings = self.data.local.machine.get_settings(
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machine.arcade, self.game, self.version, "game_config"
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)
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if settings is None:
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settings = ValidatedDict()
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return settings
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# If this machine does not belong to an arcade, use the server-wide settings. If the settings
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# aren't present, default ot the game's default.
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else:
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settings = self.data.local.machine.get_settings(
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self.data.local.machine.DEFAULT_SETTINGS_ARCADE,
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self.game,
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self.version,
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"game_config",
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)
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if settings is None:
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settings = ValidatedDict()
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return settings
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def get_play_statistics(self, userid: UserID) -> PlayStatistics:
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"""
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Given a user ID, get the play statistics.
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Note that games wishing to use this when generating profiles to send to
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a game should call update_play_statistics when parsing a profile save.
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Parameters:
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userid - The user ID we are binding the profile for.
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Returns a dictionary optionally containing the following attributes:
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total_plays - Integer count of total plays for this game series
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first_play_timestamp - Unix timestamp of first play time
|
|
last_play_timestamp - Unix timestamp of last play time
|
|
last_play_date - List of ints in the form of [YYYY, MM, DD] of last play date
|
|
today_plays - Number of times played today
|
|
total_days - Total individual days played
|
|
consecutive_days - Number of consecutive days played at this time.
|
|
"""
|
|
if RemoteUser.is_remote(userid):
|
|
return PlayStatistics(
|
|
self.game,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
Time.now(),
|
|
Time.now(),
|
|
)
|
|
|
|
# Grab the last saved settings and today's date.
|
|
settings = self.data.local.game.get_settings(self.game, userid)
|
|
today_play_date = Time.todays_date()
|
|
yesterday_play_date = Time.yesterdays_date()
|
|
if settings is None:
|
|
return PlayStatistics(
|
|
self.game,
|
|
1,
|
|
1,
|
|
1,
|
|
1,
|
|
Time.now(),
|
|
Time.now(),
|
|
)
|
|
|
|
# Calculate whether we are on our first play of the day or not.
|
|
last_play_date = settings.get_int_array("last_play_date", 3)
|
|
if (
|
|
last_play_date[0] == today_play_date[0]
|
|
and last_play_date[1] == today_play_date[1]
|
|
and last_play_date[2] == today_play_date[2]
|
|
):
|
|
# We last played today, so the total days and today plays are accurate
|
|
# as stored.
|
|
today_count = settings.get_int("today_plays", 0)
|
|
total_days = settings.get_int("total_days", 1)
|
|
consecutive_days = settings.get_int("consecutive_days", 1)
|
|
else:
|
|
if (
|
|
last_play_date[0] != 0
|
|
and last_play_date[1] != 0
|
|
and last_play_date[2] != 0
|
|
):
|
|
# We've played before but not today, so the total days is
|
|
# the stored count plus today.
|
|
total_days = settings.get_int("total_days") + 1
|
|
else:
|
|
# We've never played before, so the total days is just 1.
|
|
total_days = 1
|
|
|
|
if (
|
|
last_play_date[0] == yesterday_play_date[0]
|
|
and last_play_date[1] == yesterday_play_date[1]
|
|
and last_play_date[2] == yesterday_play_date[2]
|
|
):
|
|
# We've played before, and it was yesterday, so today is the
|
|
# next consecutive day. So add the current value and today.
|
|
consecutive_days = settings.get_int("consecutive_days") + 1
|
|
else:
|
|
# This is the first consecutive day, we've either never played
|
|
# or we played a bunch but in the past before yesterday.
|
|
consecutive_days = 1
|
|
|
|
# We haven't played yet today.
|
|
today_count = 0
|
|
|
|
# Grab any extra settings that a game may have stored here.
|
|
extra_settings: Dict[str, Any] = {
|
|
key: value
|
|
for (key, value) in settings.items()
|
|
if key
|
|
not in {
|
|
"total_plays",
|
|
"today_plays",
|
|
"total_days",
|
|
"first_play_timestamp",
|
|
"last_play_timestamp",
|
|
"last_play_date",
|
|
"consecutive_days",
|
|
}
|
|
}
|
|
|
|
return PlayStatistics(
|
|
self.game,
|
|
settings.get_int("total_plays") + 1,
|
|
today_count + 1,
|
|
total_days,
|
|
consecutive_days,
|
|
settings.get_int("first_play_timestamp", Time.now()),
|
|
settings.get_int("last_play_timestamp", Time.now()),
|
|
extra_settings,
|
|
)
|