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:
2026-01-26 08:32:22 +00:00
parent 27ac4cb0cf
commit 0141153653
6 changed files with 578 additions and 0 deletions

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@@ -4,6 +4,8 @@ from app.services.game_manager import GameManager
from app.services.room_manager import RoomManager from app.services.room_manager import RoomManager
from app.services.replay_manager import ReplayManager from app.services.replay_manager import ReplayManager
from app.services.achievement_manager import AchievementManager from app.services.achievement_manager import AchievementManager
from app.services.timer_manager import TimerManager, timer_manager
from app.services.question_service import QuestionService, question_service
__all__ = [ __all__ = [
"AIValidator", "AIValidator",
@@ -12,4 +14,8 @@ __all__ = [
"RoomManager", "RoomManager",
"ReplayManager", "ReplayManager",
"AchievementManager", "AchievementManager",
"TimerManager",
"timer_manager",
"QuestionService",
"question_service",
] ]

View File

@@ -1,7 +1,11 @@
from typing import Optional from typing import Optional
from datetime import datetime, timedelta from datetime import datetime, timedelta
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select
from app.services.room_manager import room_manager from app.services.room_manager import room_manager
from app.services.ai_validator import ai_validator from app.services.ai_validator import ai_validator
from app.services.question_service import question_service
from app.models.game_session import GameSession
from app.config import get_settings from app.config import get_settings
settings = get_settings() settings = get_settings()
@@ -200,5 +204,105 @@ class GameManager:
return datetime.utcnow() + timedelta(seconds=time_seconds) return datetime.utcnow() + timedelta(seconds=time_seconds)
# ============================================================
# Database Integration Methods
# ============================================================
async def create_db_session(
self,
db: AsyncSession,
room_code: str
) -> GameSession:
"""Crea una sesión de juego en PostgreSQL."""
session = GameSession(
room_code=room_code,
status="waiting"
)
db.add(session)
await db.commit()
await db.refresh(session)
return session
async def get_db_session(
self,
db: AsyncSession,
room_code: str
) -> Optional[GameSession]:
"""Obtiene sesión de BD por room_code."""
result = await db.execute(
select(GameSession).where(GameSession.room_code == room_code)
)
return result.scalar_one_or_none()
async def update_db_session(
self,
db: AsyncSession,
room_code: str,
**kwargs
) -> Optional[GameSession]:
"""Actualiza sesión en BD."""
session = await self.get_db_session(db, room_code)
if session:
for key, value in kwargs.items():
if hasattr(session, key):
setattr(session, key, value)
await db.commit()
await db.refresh(session)
return session
async def start_game_with_db(
self,
db: AsyncSession,
room_code: str
) -> Optional[dict]:
"""
Inicia juego: crea sesión en BD, carga tablero, actualiza Redis.
"""
# Crear sesión en BD
db_session = await self.create_db_session(db, room_code)
# Cargar tablero del día
board = await question_service.get_board_for_game(db)
if not board:
# No hay preguntas para hoy
return None
# Iniciar en Redis (método existente)
room = await self.start_game(room_code, board)
if room:
# Guardar session_id en Redis para referencia
room["db_session_id"] = db_session.id
await room_manager.update_room(room_code, room)
# Actualizar BD
await self.update_db_session(
db, room_code,
status="playing"
)
return room
async def finish_game(
self,
db: AsyncSession,
room_code: str,
team_a_score: int,
team_b_score: int,
questions_used: list
) -> Optional[GameSession]:
"""Finaliza el juego y guarda en BD."""
session = await self.update_db_session(
db, room_code,
status="finished",
team_a_score=team_a_score,
team_b_score=team_b_score,
questions_used=questions_used,
finished_at=datetime.utcnow()
)
return session
# Singleton instance # Singleton instance
game_manager = GameManager() game_manager = GameManager()

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@@ -0,0 +1,136 @@
from typing import Optional, List, Dict
from datetime import date
from sqlalchemy import select, and_
from sqlalchemy.ext.asyncio import AsyncSession
from app.models.question import Question
from app.models.category import Category
class QuestionService:
async def get_daily_questions(
self,
db: AsyncSession,
target_date: Optional[date] = None
) -> Dict[int, List[dict]]:
"""
Obtiene preguntas del día organizadas por categoría.
Args:
db: Sesión de BD
target_date: Fecha (default: hoy)
Returns:
Dict[category_id, List[question_dict]] para el tablero
"""
if target_date is None:
target_date = date.today()
# Buscar preguntas aprobadas para la fecha
query = select(Question).where(
and_(
Question.date_active == target_date,
Question.status == "approved"
)
).order_by(Question.category_id, Question.difficulty)
result = await db.execute(query)
questions = result.scalars().all()
# Organizar por categoría
board: Dict[int, List[dict]] = {}
for q in questions:
if q.category_id not in board:
board[q.category_id] = []
board[q.category_id].append({
"id": q.id,
"category_id": q.category_id,
"question_text": q.question_text,
"correct_answer": q.correct_answer,
"alt_answers": q.alt_answers or [],
"difficulty": q.difficulty,
"points": q.points,
"time_seconds": q.time_seconds,
"fun_fact": q.fun_fact,
"answered": False,
"selected": False
})
return board
async def get_board_for_game(
self,
db: AsyncSession,
target_date: Optional[date] = None
) -> Dict[str, List[dict]]:
"""
Genera el tablero 8×5 para el juego.
Si no hay suficientes preguntas, retorna lo disponible.
Returns:
Dict con category_id como string (para JSON) -> lista de preguntas
"""
board = await self.get_daily_questions(db, target_date)
# Convertir keys a string para JSON
return {str(k): v for k, v in board.items()}
async def get_question_by_id(
self,
db: AsyncSession,
question_id: int
) -> Optional[Question]:
"""Obtiene una pregunta por ID."""
result = await db.execute(
select(Question).where(Question.id == question_id)
)
return result.scalar_one_or_none()
async def mark_question_used(
self,
db: AsyncSession,
question_id: int
) -> bool:
"""Marca una pregunta como usada."""
question = await self.get_question_by_id(db, question_id)
if question:
question.status = "used"
await db.commit()
return True
return False
async def get_categories_with_questions(
self,
db: AsyncSession,
target_date: Optional[date] = None
) -> List[dict]:
"""
Obtiene categorías que tienen preguntas para la fecha.
Útil para mostrar solo categorías disponibles.
"""
board = await self.get_daily_questions(db, target_date)
# Obtener info de categorías
cat_ids = list(board.keys())
if not cat_ids:
return []
result = await db.execute(
select(Category).where(Category.id.in_(cat_ids))
)
categories = result.scalars().all()
return [
{
"id": c.id,
"name": c.name,
"icon": c.icon,
"color": c.color,
"question_count": len(board.get(c.id, []))
}
for c in categories
]
# Singleton
question_service = QuestionService()

View File

@@ -168,6 +168,38 @@ class RoomManager:
return json.loads(data) return json.loads(data)
return None return None
async def get_player_stats(self, room_code: str, player_name: str) -> Optional[dict]:
"""Obtiene stats de un jugador."""
await self.connect()
data = await self.redis.get(f"stats:{room_code}:{player_name}")
if data:
return json.loads(data)
return None
async def set_player_stats(self, room_code: str, player_name: str, stats: dict) -> None:
"""Guarda stats de un jugador."""
await self.connect()
await self.redis.setex(
f"stats:{room_code}:{player_name}",
3600 * 3,
json.dumps(stats)
)
async def init_player_stats(self, room_code: str, player_name: str) -> dict:
"""Inicializa stats para un nuevo jugador."""
stats = {
"player_name": player_name,
"current_streak": 0,
"total_correct": 0,
"total_steals": 0,
"successful_steals": 0,
"category_correct": {},
"fastest_answer_seconds": None,
"questions_500_correct": 0
}
await self.set_player_stats(room_code, player_name, stats)
return stats
# Singleton instance # Singleton instance
room_manager = RoomManager() room_manager = RoomManager()

View File

@@ -0,0 +1,86 @@
import asyncio
from typing import Optional, Dict, Callable, Awaitable
from datetime import datetime, timedelta
from app.config import get_settings
settings = get_settings()
class TimerManager:
def __init__(self):
self.active_timers: Dict[str, asyncio.Task] = {} # room_code -> task
self.timer_end_times: Dict[str, datetime] = {} # room_code -> end_time
async def start_timer(
self,
room_code: str,
seconds: int,
on_expire: Callable[[str], Awaitable[None]],
is_steal: bool = False
) -> datetime:
"""
Inicia un timer para una sala.
Args:
room_code: Codigo de la sala
seconds: Segundos base (se reduce si is_steal)
on_expire: Callback async cuando expire el timer
is_steal: Si es intento de robo (tiempo reducido)
Returns:
datetime cuando expira el timer
"""
# Cancelar timer anterior si existe
await self.cancel_timer(room_code)
# Calcular tiempo real
if is_steal:
seconds = int(seconds * settings.steal_time_multiplier)
end_time = datetime.utcnow() + timedelta(seconds=seconds)
self.timer_end_times[room_code] = end_time
# Crear task
async def timer_task():
try:
await asyncio.sleep(seconds)
# Timer expiro
if room_code in self.active_timers:
del self.active_timers[room_code]
del self.timer_end_times[room_code]
await on_expire(room_code)
except asyncio.CancelledError:
# Timer fue cancelado (respuesta recibida a tiempo)
pass
self.active_timers[room_code] = asyncio.create_task(timer_task())
return end_time
async def cancel_timer(self, room_code: str) -> bool:
"""Cancela el timer de una sala."""
if room_code in self.active_timers:
self.active_timers[room_code].cancel()
try:
await self.active_timers[room_code]
except asyncio.CancelledError:
pass
del self.active_timers[room_code]
if room_code in self.timer_end_times:
del self.timer_end_times[room_code]
return True
return False
def get_remaining_time(self, room_code: str) -> Optional[float]:
"""Obtiene segundos restantes del timer."""
if room_code in self.timer_end_times:
remaining = (self.timer_end_times[room_code] - datetime.utcnow()).total_seconds()
return max(0, remaining)
return None
def is_timer_active(self, room_code: str) -> bool:
"""Verifica si hay un timer activo para la sala."""
return room_code in self.active_timers
# Singleton
timer_manager = TimerManager()

View File

@@ -2,6 +2,16 @@ import socketio
from datetime import datetime from datetime import datetime
from app.services.room_manager import room_manager from app.services.room_manager import room_manager
from app.services.game_manager import game_manager from app.services.game_manager import game_manager
from app.services.replay_manager import replay_manager
from app.services.achievement_manager import achievement_manager
from app.schemas.achievement import PlayerStats
from app.models.base import get_async_session
async def get_db_session():
"""Helper para obtener sesion de BD en contexto de socket."""
AsyncSessionLocal = get_async_session()
return AsyncSessionLocal()
def register_socket_events(sio: socketio.AsyncServer): def register_socket_events(sio: socketio.AsyncServer):
@@ -30,6 +40,9 @@ def register_socket_events(sio: socketio.AsyncServer):
room = await room_manager.create_room(player_name, sid) room = await room_manager.create_room(player_name, sid)
# Inicializar stats del jugador (host) para logros
await room_manager.init_player_stats(room["code"], player_name)
# Join socket room # Join socket room
sio.enter_room(sid, room["code"]) sio.enter_room(sid, room["code"])
@@ -52,6 +65,9 @@ def register_socket_events(sio: socketio.AsyncServer):
) )
return return
# Inicializar stats del jugador para logros
await room_manager.init_player_stats(room_code, player_name)
# Join socket room # Join socket room
sio.enter_room(sid, room_code) sio.enter_room(sid, room_code)
@@ -160,6 +176,18 @@ def register_socket_events(sio: socketio.AsyncServer):
room=room_code 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="question_selected",
player_name=player["name"],
team=player["team"],
question_id=question_id
)
@sio.event @sio.event
async def submit_answer(sid, data): async def submit_answer(sid, data):
"""Submit an answer to the current question.""" """Submit an answer to the current question."""
@@ -180,6 +208,24 @@ def register_socket_events(sio: socketio.AsyncServer):
await sio.emit("error", {"message": result["error"]}, to=sid) await sio.emit("error", {"message": result["error"]}, to=sid)
return 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( await sio.emit(
"answer_result", "answer_result",
{ {
@@ -195,6 +241,28 @@ def register_socket_events(sio: socketio.AsyncServer):
room=room_code 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 @sio.event
async def steal_decision(sid, data): async def steal_decision(sid, data):
"""Decide whether to attempt stealing.""" """Decide whether to attempt stealing."""
@@ -215,6 +283,18 @@ def register_socket_events(sio: socketio.AsyncServer):
{"room": room, "team": player["team"]}, {"room": room, "team": player["team"]},
room=room_code 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: else:
# Will attempt steal - just notify, answer comes separately # Will attempt steal - just notify, answer comes separately
room = await room_manager.get_room(room_code) room = await room_manager.get_room(room_code)
@@ -228,6 +308,18 @@ def register_socket_events(sio: socketio.AsyncServer):
room=room_code 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 @sio.event
async def chat_message(sid, data): async def chat_message(sid, data):
"""Send a chat message to team.""" """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" room["current_team"] = "B" if room["current_team"] == "A" else "A"
await room_manager.update_room(room_code, room) await room_manager.update_room(room_code, room)
await sio.emit("time_up", {"room": room, "was_steal": False}, room=room_code) 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)