- Agrega sistema de locks en Redis para operaciones de sala - add_player, remove_player y change_team ahora son atómicos - Previene sobrescritura de estado cuando jugadores se unen simultáneamente - Nuevo método change_player_team con lock integrado Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
335 lines
10 KiB
Python
335 lines
10 KiB
Python
import json
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import random
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import string
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import asyncio
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from typing import Optional
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import redis.asyncio as redis
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from app.config import get_settings
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settings = get_settings()
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# Lock timeout in seconds
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LOCK_TIMEOUT = 5
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LOCK_RETRY_DELAY = 0.05 # 50ms
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class RoomManager:
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def __init__(self):
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self.redis: Optional[redis.Redis] = None
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async def connect(self):
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if not self.redis:
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self.redis = await redis.from_url(settings.redis_url)
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async def disconnect(self):
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if self.redis:
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await self.redis.close()
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async def _acquire_lock(self, room_code: str, timeout: float = LOCK_TIMEOUT) -> bool:
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"""Acquire a lock for room operations."""
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await self.connect()
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lock_key = f"lock:room:{room_code}"
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# Try to acquire lock with NX (only if not exists) and EX (expire)
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acquired = await self.redis.set(lock_key, "1", nx=True, ex=int(timeout))
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return acquired is not None
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async def _release_lock(self, room_code: str):
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"""Release a room lock."""
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await self.connect()
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lock_key = f"lock:room:{room_code}"
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await self.redis.delete(lock_key)
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async def _with_lock(self, room_code: str, operation, max_retries: int = 20):
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"""Execute an operation with a room lock."""
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for attempt in range(max_retries):
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if await self._acquire_lock(room_code):
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try:
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return await operation()
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finally:
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await self._release_lock(room_code)
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await asyncio.sleep(LOCK_RETRY_DELAY)
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raise Exception(f"Could not acquire lock for room {room_code}")
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def _generate_room_code(self) -> str:
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"""Generate a 6-character room code."""
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return ''.join(random.choices(string.ascii_uppercase + string.digits, k=6))
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async def create_room(self, player_name: str, socket_id: str) -> dict:
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"""Create a new game room."""
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await self.connect()
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# Generate unique room code
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room_code = self._generate_room_code()
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while await self.redis.exists(f"room:{room_code}"):
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room_code = self._generate_room_code()
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# Create room state
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room_state = {
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"code": room_code,
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"status": "waiting",
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"host": player_name,
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"teams": {
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"A": [],
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"B": []
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},
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"current_team": None,
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"current_player_index": {"A": 0, "B": 0},
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"current_question": None,
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"can_steal": False,
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"scores": {"A": 0, "B": 0},
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"questions_used": [],
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"board": {}
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}
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# Save room state
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await self.redis.setex(
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f"room:{room_code}",
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3600 * 3, # 3 hours TTL
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json.dumps(room_state)
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)
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# Add player to room
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room = await self.add_player(room_code, player_name, "A", socket_id)
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return room
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async def get_room(self, room_code: str) -> Optional[dict]:
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"""Get room state by code."""
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await self.connect()
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data = await self.redis.get(f"room:{room_code}")
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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 update_room(self, room_code: str, room_state: dict) -> bool:
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"""Update room state."""
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await self.connect()
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await self.redis.setex(
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f"room:{room_code}",
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3600 * 3,
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json.dumps(room_state)
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)
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return True
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async def add_player(
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self,
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room_code: str,
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player_name: str,
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team: str,
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socket_id: str
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) -> Optional[dict]:
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"""Add a player to a room (with lock to prevent race conditions)."""
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await self.connect()
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async def _do_add_player():
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room = await self.get_room(room_code)
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if not room:
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return None
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# Check if team is full
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if len(room["teams"][team]) >= 4:
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return None
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# Check if name is taken
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for t in ["A", "B"]:
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for p in room["teams"][t]:
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if p["name"].lower() == player_name.lower():
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return None
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# Add player
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player = {
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"name": player_name,
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"team": team,
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"position": len(room["teams"][team]),
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"socket_id": socket_id
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}
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room["teams"][team].append(player)
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# Save player mapping
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await self.redis.setex(
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f"player:{socket_id}",
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3600 * 3,
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json.dumps({"name": player_name, "room": room_code, "team": team})
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)
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await self.update_room(room_code, room)
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return room
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try:
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return await self._with_lock(room_code, _do_add_player)
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except Exception as e:
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print(f"Error adding player: {e}")
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return None
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async def remove_player(self, socket_id: str) -> Optional[dict]:
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"""Remove a player from their room (with lock)."""
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await self.connect()
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# Get player info first (outside lock)
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player_data = await self.redis.get(f"player:{socket_id}")
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if not player_data:
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return None
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player_info = json.loads(player_data)
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room_code = player_info["room"]
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async def _do_remove_player():
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# Get room
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room = await self.get_room(room_code)
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if not room:
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return None
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# Remove player from both teams (in case of inconsistency)
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for t in ["A", "B"]:
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room["teams"][t] = [
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p for p in room["teams"][t] if p["socket_id"] != socket_id
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]
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# Update positions
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for i, p in enumerate(room["teams"][t]):
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p["position"] = i
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# Delete player mapping
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await self.redis.delete(f"player:{socket_id}")
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# If room is empty, delete it
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if not room["teams"]["A"] and not room["teams"]["B"]:
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await self.redis.delete(f"room:{room_code}")
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return None
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await self.update_room(room_code, room)
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return room
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try:
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return await self._with_lock(room_code, _do_remove_player)
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except Exception as e:
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print(f"Error removing player: {e}")
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return None
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async def change_player_team(
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self,
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room_code: str,
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player_name: str,
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socket_id: str,
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new_team: str
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) -> Optional[dict]:
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"""Change a player's team (with lock)."""
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await self.connect()
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async def _do_change_team():
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room = await self.get_room(room_code)
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if not room:
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return None
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# Find current team
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current_team = None
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for t in ["A", "B"]:
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for p in room["teams"][t]:
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if p["name"] == player_name:
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current_team = t
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break
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if current_team:
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break
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# If already on target team, just return room
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if current_team == new_team:
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return room
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# Check if target team is full
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if len(room["teams"][new_team]) >= 4:
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return None
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# Remove from both teams (safety)
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for t in ["A", "B"]:
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room["teams"][t] = [p for p in room["teams"][t] if p["name"] != player_name]
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# Add to new team
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player = {
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"name": player_name,
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"team": new_team,
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"position": len(room["teams"][new_team]),
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"socket_id": socket_id
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}
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room["teams"][new_team].append(player)
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# Update positions in both teams
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for t in ["A", "B"]:
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for i, p in enumerate(room["teams"][t]):
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p["position"] = i
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# Update player record
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await self.redis.setex(
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f"player:{socket_id}",
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3600 * 3,
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json.dumps({"name": player_name, "room": room_code, "team": new_team})
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)
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await self.update_room(room_code, room)
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return room
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try:
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return await self._with_lock(room_code, _do_change_team)
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except Exception as e:
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print(f"Error changing team: {e}")
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return None
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async def get_player(self, socket_id: str) -> Optional[dict]:
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"""Get player info by socket ID."""
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await self.connect()
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data = await self.redis.get(f"player:{socket_id}")
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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 update_player(self, socket_id: str, updates: dict) -> Optional[dict]:
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"""Update player info."""
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await self.connect()
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data = await self.redis.get(f"player:{socket_id}")
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if not data:
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return None
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player = json.loads(data)
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player.update(updates)
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await self.redis.setex(
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f"player:{socket_id}",
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3600 * 3,
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json.dumps(player)
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)
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return player
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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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