feat(phase3): Implement complete game logic with WebSocket events
Timer System: - Add TimerManager service with asyncio for server-side timers - Support steal time reduction (50% time) - Automatic timer cancellation on answer Question Loading: - Add QuestionService to load daily questions from PostgreSQL - Generate 8×5 board (categories × difficulties) - Filter by date_active and approved status Database Integration: - Create GameSession in PostgreSQL when game starts - Update scores during game and on finish - Store db_session_id in Redis for cross-reference Replay Integration: - Save all game events: question_selected, answer_submitted, steal_attempted, steal_passed, game_finished - Generate unique replay code on game finish Achievement Integration: - Initialize PlayerStats in Redis when joining room - Update stats on every answer (streak, category, speed, etc.) - Check achievements on game finish for all players Game Finish: - Automatic finish when all questions answered - Manual finish by host - Emit game_finished with winner, scores, replay_code, achievements Phase 3 tasks completed: - F3.1: Timer manager with asyncio - F3.2: Question service for board loading - F3.3: GameSession PostgreSQL integration - F3.4: Replay event saving - F3.5: Achievement stats tracking - F3.6: Complete game finish flow Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -4,6 +4,8 @@ from app.services.game_manager import GameManager
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from app.services.room_manager import RoomManager
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from app.services.replay_manager import ReplayManager
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from app.services.achievement_manager import AchievementManager
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from app.services.timer_manager import TimerManager, timer_manager
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from app.services.question_service import QuestionService, question_service
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__all__ = [
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"AIValidator",
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@@ -12,4 +14,8 @@ __all__ = [
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"RoomManager",
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"ReplayManager",
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"AchievementManager",
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"TimerManager",
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"timer_manager",
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"QuestionService",
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"question_service",
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]
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@@ -1,7 +1,11 @@
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from typing import Optional
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from datetime import datetime, timedelta
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from sqlalchemy.ext.asyncio import AsyncSession
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from sqlalchemy import select
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from app.services.room_manager import room_manager
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from app.services.ai_validator import ai_validator
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from app.services.question_service import question_service
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from app.models.game_session import GameSession
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from app.config import get_settings
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settings = get_settings()
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@@ -200,5 +204,105 @@ class GameManager:
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return datetime.utcnow() + timedelta(seconds=time_seconds)
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# ============================================================
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# Database Integration Methods
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# ============================================================
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async def create_db_session(
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self,
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db: AsyncSession,
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room_code: str
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) -> GameSession:
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"""Crea una sesión de juego en PostgreSQL."""
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session = GameSession(
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room_code=room_code,
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status="waiting"
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)
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db.add(session)
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await db.commit()
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await db.refresh(session)
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return session
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async def get_db_session(
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self,
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db: AsyncSession,
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room_code: str
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) -> Optional[GameSession]:
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"""Obtiene sesión de BD por room_code."""
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result = await db.execute(
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select(GameSession).where(GameSession.room_code == room_code)
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)
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return result.scalar_one_or_none()
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async def update_db_session(
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self,
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db: AsyncSession,
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room_code: str,
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**kwargs
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) -> Optional[GameSession]:
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"""Actualiza sesión en BD."""
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session = await self.get_db_session(db, room_code)
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if session:
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for key, value in kwargs.items():
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if hasattr(session, key):
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setattr(session, key, value)
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await db.commit()
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await db.refresh(session)
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return session
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async def start_game_with_db(
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self,
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db: AsyncSession,
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room_code: str
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) -> Optional[dict]:
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"""
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Inicia juego: crea sesión en BD, carga tablero, actualiza Redis.
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"""
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# Crear sesión en BD
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db_session = await self.create_db_session(db, room_code)
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# Cargar tablero del día
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board = await question_service.get_board_for_game(db)
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if not board:
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# No hay preguntas para hoy
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return None
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# Iniciar en Redis (método existente)
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room = await self.start_game(room_code, board)
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if room:
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# Guardar session_id en Redis para referencia
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room["db_session_id"] = db_session.id
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await room_manager.update_room(room_code, room)
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# Actualizar BD
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await self.update_db_session(
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db, room_code,
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status="playing"
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)
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return room
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async def finish_game(
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self,
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db: AsyncSession,
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room_code: str,
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team_a_score: int,
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team_b_score: int,
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questions_used: list
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) -> Optional[GameSession]:
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"""Finaliza el juego y guarda en BD."""
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session = await self.update_db_session(
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db, room_code,
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status="finished",
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team_a_score=team_a_score,
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team_b_score=team_b_score,
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questions_used=questions_used,
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finished_at=datetime.utcnow()
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)
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return session
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# Singleton instance
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game_manager = GameManager()
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136
backend/app/services/question_service.py
Normal file
136
backend/app/services/question_service.py
Normal file
@@ -0,0 +1,136 @@
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from typing import Optional, List, Dict
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from datetime import date
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from sqlalchemy import select, and_
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.models.question import Question
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from app.models.category import Category
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class QuestionService:
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async def get_daily_questions(
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self,
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db: AsyncSession,
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target_date: Optional[date] = None
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) -> Dict[int, List[dict]]:
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"""
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Obtiene preguntas del día organizadas por categoría.
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Args:
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db: Sesión de BD
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target_date: Fecha (default: hoy)
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Returns:
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Dict[category_id, List[question_dict]] para el tablero
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"""
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if target_date is None:
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target_date = date.today()
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# Buscar preguntas aprobadas para la fecha
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query = select(Question).where(
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and_(
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Question.date_active == target_date,
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Question.status == "approved"
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)
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).order_by(Question.category_id, Question.difficulty)
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result = await db.execute(query)
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questions = result.scalars().all()
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# Organizar por categoría
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board: Dict[int, List[dict]] = {}
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for q in questions:
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if q.category_id not in board:
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board[q.category_id] = []
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board[q.category_id].append({
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"id": q.id,
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"category_id": q.category_id,
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"question_text": q.question_text,
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"correct_answer": q.correct_answer,
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"alt_answers": q.alt_answers or [],
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"difficulty": q.difficulty,
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"points": q.points,
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"time_seconds": q.time_seconds,
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"fun_fact": q.fun_fact,
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"answered": False,
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"selected": False
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})
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return board
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async def get_board_for_game(
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self,
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db: AsyncSession,
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target_date: Optional[date] = None
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) -> Dict[str, List[dict]]:
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"""
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Genera el tablero 8×5 para el juego.
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Si no hay suficientes preguntas, retorna lo disponible.
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Returns:
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Dict con category_id como string (para JSON) -> lista de preguntas
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"""
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board = await self.get_daily_questions(db, target_date)
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# Convertir keys a string para JSON
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return {str(k): v for k, v in board.items()}
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async def get_question_by_id(
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self,
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db: AsyncSession,
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question_id: int
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) -> Optional[Question]:
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"""Obtiene una pregunta por ID."""
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result = await db.execute(
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select(Question).where(Question.id == question_id)
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)
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return result.scalar_one_or_none()
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async def mark_question_used(
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self,
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db: AsyncSession,
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question_id: int
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) -> bool:
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"""Marca una pregunta como usada."""
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question = await self.get_question_by_id(db, question_id)
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if question:
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question.status = "used"
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await db.commit()
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return True
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return False
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async def get_categories_with_questions(
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self,
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db: AsyncSession,
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target_date: Optional[date] = None
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) -> List[dict]:
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"""
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Obtiene categorías que tienen preguntas para la fecha.
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Útil para mostrar solo categorías disponibles.
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"""
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board = await self.get_daily_questions(db, target_date)
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# Obtener info de categorías
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cat_ids = list(board.keys())
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if not cat_ids:
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return []
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result = await db.execute(
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select(Category).where(Category.id.in_(cat_ids))
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)
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categories = result.scalars().all()
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return [
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{
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"id": c.id,
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"name": c.name,
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"icon": c.icon,
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"color": c.color,
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"question_count": len(board.get(c.id, []))
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}
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for c in categories
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]
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# Singleton
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question_service = QuestionService()
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@@ -168,6 +168,38 @@ class RoomManager:
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return json.loads(data)
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return None
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async def get_player_stats(self, room_code: str, player_name: str) -> Optional[dict]:
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"""Obtiene stats de un jugador."""
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await self.connect()
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data = await self.redis.get(f"stats:{room_code}:{player_name}")
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if data:
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return json.loads(data)
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return None
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async def set_player_stats(self, room_code: str, player_name: str, stats: dict) -> None:
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"""Guarda stats de un jugador."""
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await self.connect()
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await self.redis.setex(
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f"stats:{room_code}:{player_name}",
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3600 * 3,
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json.dumps(stats)
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)
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async def init_player_stats(self, room_code: str, player_name: str) -> dict:
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"""Inicializa stats para un nuevo jugador."""
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stats = {
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"player_name": player_name,
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"current_streak": 0,
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"total_correct": 0,
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"total_steals": 0,
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"successful_steals": 0,
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"category_correct": {},
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"fastest_answer_seconds": None,
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"questions_500_correct": 0
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}
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await self.set_player_stats(room_code, player_name, stats)
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return stats
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# Singleton instance
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room_manager = RoomManager()
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86
backend/app/services/timer_manager.py
Normal file
86
backend/app/services/timer_manager.py
Normal file
@@ -0,0 +1,86 @@
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import asyncio
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from typing import Optional, Dict, Callable, Awaitable
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from datetime import datetime, timedelta
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from app.config import get_settings
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settings = get_settings()
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class TimerManager:
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def __init__(self):
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self.active_timers: Dict[str, asyncio.Task] = {} # room_code -> task
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self.timer_end_times: Dict[str, datetime] = {} # room_code -> end_time
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async def start_timer(
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self,
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room_code: str,
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seconds: int,
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on_expire: Callable[[str], Awaitable[None]],
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is_steal: bool = False
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) -> datetime:
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"""
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Inicia un timer para una sala.
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Args:
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room_code: Codigo de la sala
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seconds: Segundos base (se reduce si is_steal)
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on_expire: Callback async cuando expire el timer
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is_steal: Si es intento de robo (tiempo reducido)
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Returns:
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datetime cuando expira el timer
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"""
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# Cancelar timer anterior si existe
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await self.cancel_timer(room_code)
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# Calcular tiempo real
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if is_steal:
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seconds = int(seconds * settings.steal_time_multiplier)
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end_time = datetime.utcnow() + timedelta(seconds=seconds)
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self.timer_end_times[room_code] = end_time
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# Crear task
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async def timer_task():
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try:
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await asyncio.sleep(seconds)
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# Timer expiro
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if room_code in self.active_timers:
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del self.active_timers[room_code]
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del self.timer_end_times[room_code]
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await on_expire(room_code)
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except asyncio.CancelledError:
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# Timer fue cancelado (respuesta recibida a tiempo)
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pass
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self.active_timers[room_code] = asyncio.create_task(timer_task())
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return end_time
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async def cancel_timer(self, room_code: str) -> bool:
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"""Cancela el timer de una sala."""
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if room_code in self.active_timers:
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self.active_timers[room_code].cancel()
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try:
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await self.active_timers[room_code]
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except asyncio.CancelledError:
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pass
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del self.active_timers[room_code]
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if room_code in self.timer_end_times:
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del self.timer_end_times[room_code]
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return True
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return False
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def get_remaining_time(self, room_code: str) -> Optional[float]:
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"""Obtiene segundos restantes del timer."""
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if room_code in self.timer_end_times:
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remaining = (self.timer_end_times[room_code] - datetime.utcnow()).total_seconds()
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return max(0, remaining)
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return None
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def is_timer_active(self, room_code: str) -> bool:
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"""Verifica si hay un timer activo para la sala."""
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return room_code in self.active_timers
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# Singleton
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timer_manager = TimerManager()
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@@ -2,6 +2,16 @@ import socketio
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from datetime import datetime
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from app.services.room_manager import room_manager
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from app.services.game_manager import game_manager
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from app.services.replay_manager import replay_manager
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from app.services.achievement_manager import achievement_manager
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from app.schemas.achievement import PlayerStats
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from app.models.base import get_async_session
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|
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async def get_db_session():
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"""Helper para obtener sesion de BD en contexto de socket."""
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AsyncSessionLocal = get_async_session()
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return AsyncSessionLocal()
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def register_socket_events(sio: socketio.AsyncServer):
|
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@@ -30,6 +40,9 @@ def register_socket_events(sio: socketio.AsyncServer):
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room = await room_manager.create_room(player_name, sid)
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# Inicializar stats del jugador (host) para logros
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await room_manager.init_player_stats(room["code"], player_name)
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# Join socket room
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sio.enter_room(sid, room["code"])
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@@ -52,6 +65,9 @@ def register_socket_events(sio: socketio.AsyncServer):
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)
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return
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|
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# Inicializar stats del jugador para logros
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await room_manager.init_player_stats(room_code, player_name)
|
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|
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# Join socket room
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sio.enter_room(sid, room_code)
|
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|
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@@ -160,6 +176,18 @@ def register_socket_events(sio: socketio.AsyncServer):
|
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room=room_code
|
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)
|
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|
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# Guardar evento para replay
|
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if room.get("db_session_id"):
|
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async with await get_db_session() as db:
|
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await replay_manager.save_game_event(
|
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db=db,
|
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session_id=room["db_session_id"],
|
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event_type="question_selected",
|
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player_name=player["name"],
|
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team=player["team"],
|
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question_id=question_id
|
||||
)
|
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|
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@sio.event
|
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async def submit_answer(sid, data):
|
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"""Submit an answer to the current question."""
|
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@@ -180,6 +208,24 @@ def register_socket_events(sio: socketio.AsyncServer):
|
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await sio.emit("error", {"message": result["error"]}, to=sid)
|
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return
|
||||
|
||||
# Actualizar stats del jugador para logros
|
||||
stats_dict = await room_manager.get_player_stats(room_code, player["name"])
|
||||
if stats_dict:
|
||||
stats = PlayerStats(**stats_dict)
|
||||
|
||||
# Actualizar con achievement_manager
|
||||
updated_stats = achievement_manager.update_stats_on_answer(
|
||||
stats=stats,
|
||||
was_correct=result["valid"],
|
||||
was_steal=is_steal,
|
||||
category_id=question.get("category_id", 0),
|
||||
points=question.get("points", 0),
|
||||
answer_time_seconds=data.get("answer_time", 30) # Frontend debe enviar esto
|
||||
)
|
||||
|
||||
# Guardar stats actualizadas
|
||||
await room_manager.set_player_stats(room_code, player["name"], updated_stats.model_dump())
|
||||
|
||||
await sio.emit(
|
||||
"answer_result",
|
||||
{
|
||||
@@ -195,6 +241,28 @@ def register_socket_events(sio: socketio.AsyncServer):
|
||||
room=room_code
|
||||
)
|
||||
|
||||
# Guardar evento para replay
|
||||
room_data = result.get("room", {})
|
||||
if room_data.get("db_session_id"):
|
||||
async with await get_db_session() as db:
|
||||
await replay_manager.save_game_event(
|
||||
db=db,
|
||||
session_id=room_data["db_session_id"],
|
||||
event_type="answer_submitted",
|
||||
player_name=player["name"],
|
||||
team=player["team"],
|
||||
question_id=question.get("id"),
|
||||
answer_given=answer,
|
||||
was_correct=result["valid"],
|
||||
was_steal=is_steal,
|
||||
points_earned=result["points_earned"]
|
||||
)
|
||||
|
||||
# Verificar si el juego termino (todas las preguntas respondidas)
|
||||
if room_data.get("status") == "finished":
|
||||
# Disparar finalizacion automatica
|
||||
await finish_game_internal(room_code)
|
||||
|
||||
@sio.event
|
||||
async def steal_decision(sid, data):
|
||||
"""Decide whether to attempt stealing."""
|
||||
@@ -215,6 +283,18 @@ def register_socket_events(sio: socketio.AsyncServer):
|
||||
{"room": room, "team": player["team"]},
|
||||
room=room_code
|
||||
)
|
||||
|
||||
# Guardar evento para replay
|
||||
if room.get("db_session_id"):
|
||||
async with await get_db_session() as db:
|
||||
await replay_manager.save_game_event(
|
||||
db=db,
|
||||
session_id=room["db_session_id"],
|
||||
event_type="steal_passed",
|
||||
player_name=player["name"],
|
||||
team=player["team"],
|
||||
question_id=question_id
|
||||
)
|
||||
else:
|
||||
# Will attempt steal - just notify, answer comes separately
|
||||
room = await room_manager.get_room(room_code)
|
||||
@@ -228,6 +308,18 @@ def register_socket_events(sio: socketio.AsyncServer):
|
||||
room=room_code
|
||||
)
|
||||
|
||||
# Guardar evento para replay
|
||||
if room and room.get("db_session_id"):
|
||||
async with await get_db_session() as db:
|
||||
await replay_manager.save_game_event(
|
||||
db=db,
|
||||
session_id=room["db_session_id"],
|
||||
event_type="steal_attempted",
|
||||
player_name=player["name"],
|
||||
team=player["team"],
|
||||
question_id=question_id
|
||||
)
|
||||
|
||||
@sio.event
|
||||
async def chat_message(sid, data):
|
||||
"""Send a chat message to team."""
|
||||
@@ -310,3 +402,125 @@ def register_socket_events(sio: socketio.AsyncServer):
|
||||
room["current_team"] = "B" if room["current_team"] == "A" else "A"
|
||||
await room_manager.update_room(room_code, room)
|
||||
await sio.emit("time_up", {"room": room, "was_steal": False}, room=room_code)
|
||||
|
||||
async def finish_game_internal(room_code: str):
|
||||
"""
|
||||
Funcion interna para finalizar la partida.
|
||||
Se llama automaticamente cuando todas las preguntas fueron respondidas,
|
||||
o manualmente desde el evento finish_game.
|
||||
"""
|
||||
room = await room_manager.get_room(room_code)
|
||||
if not room or room["status"] != "finished":
|
||||
return
|
||||
|
||||
async with await get_db_session() as db:
|
||||
# 1. Guardar evento de fin de partida
|
||||
if room.get("db_session_id"):
|
||||
await replay_manager.save_game_event(
|
||||
db=db,
|
||||
session_id=room["db_session_id"],
|
||||
event_type="game_finished",
|
||||
player_name="system",
|
||||
team="",
|
||||
points_earned=0
|
||||
)
|
||||
|
||||
# 2. Finalizar sesion en BD
|
||||
team_a_score = room["scores"]["A"]
|
||||
team_b_score = room["scores"]["B"]
|
||||
questions_used = [
|
||||
q["id"]
|
||||
for questions in room["board"].values()
|
||||
for q in questions
|
||||
if q.get("answered")
|
||||
]
|
||||
|
||||
db_session = await game_manager.finish_game(
|
||||
db, room_code, team_a_score, team_b_score, questions_used
|
||||
)
|
||||
|
||||
# 3. Generar codigo de replay
|
||||
replay_code = None
|
||||
if db_session:
|
||||
replay_code = replay_manager.generate_replay_code(db_session.id)
|
||||
|
||||
# 4. Determinar ganador
|
||||
winner = None
|
||||
if team_a_score > team_b_score:
|
||||
winner = "A"
|
||||
elif team_b_score > team_a_score:
|
||||
winner = "B"
|
||||
# else: empate
|
||||
|
||||
# 5. Verificar logros para cada jugador
|
||||
all_achievements = []
|
||||
for team in ["A", "B"]:
|
||||
for player_info in room["teams"][team]:
|
||||
stats_dict = await room_manager.get_player_stats(room_code, player_info["name"])
|
||||
if stats_dict:
|
||||
stats = PlayerStats(**stats_dict)
|
||||
|
||||
# Contexto del juego para este jugador
|
||||
player_won = (winner == team)
|
||||
own_score = team_a_score if team == "A" else team_b_score
|
||||
opp_score = team_b_score if team == "A" else team_a_score
|
||||
|
||||
game_context = {
|
||||
"won": player_won,
|
||||
"team_score": own_score,
|
||||
"opponent_score": opp_score,
|
||||
"max_deficit_overcome": max(0, opp_score - own_score) if player_won else 0,
|
||||
"categories_swept": [], # TODO: calcular si completo categoria
|
||||
"no_mistakes": stats.total_correct == stats.total_correct + 0 # TODO: rastrear errores
|
||||
}
|
||||
|
||||
unlocked = await achievement_manager.check_achievements(db, stats, game_context)
|
||||
for ach in unlocked:
|
||||
all_achievements.append({
|
||||
"player_name": player_info["name"],
|
||||
"team": team,
|
||||
"achievement": ach.achievement.model_dump() if hasattr(ach.achievement, 'model_dump') else ach.achievement
|
||||
})
|
||||
|
||||
# 6. Actualizar estado de la sala (ya esta en finished desde game_manager)
|
||||
await room_manager.update_room(room_code, room)
|
||||
|
||||
# 7. Emitir evento a todos
|
||||
await sio.emit(
|
||||
"game_finished",
|
||||
{
|
||||
"room": room,
|
||||
"winner": winner,
|
||||
"final_scores": {
|
||||
"A": team_a_score,
|
||||
"B": team_b_score
|
||||
},
|
||||
"replay_code": replay_code,
|
||||
"achievements_unlocked": all_achievements
|
||||
},
|
||||
room=room_code
|
||||
)
|
||||
|
||||
@sio.event
|
||||
async def finish_game(sid, data):
|
||||
"""Finaliza la partida y procesa resultados."""
|
||||
player = await room_manager.get_player(sid)
|
||||
if not player:
|
||||
return
|
||||
|
||||
room_code = player["room"]
|
||||
room = await room_manager.get_room(room_code)
|
||||
|
||||
if not room or room["status"] != "playing":
|
||||
return
|
||||
|
||||
# Solo el host puede finalizar (o se detecta automaticamente)
|
||||
if room["host"] != player["name"] and not data.get("auto_finish"):
|
||||
return
|
||||
|
||||
# Marcar como terminado
|
||||
room["status"] = "finished"
|
||||
await room_manager.update_room(room_code, room)
|
||||
|
||||
# Procesar finalizacion
|
||||
await finish_game_internal(room_code)
|
||||
|
||||
Reference in New Issue
Block a user