- Backend: FastAPI + Python-SocketIO + SQLAlchemy - Models for categories, questions, game sessions, events - AI services for answer validation and question generation (Claude) - Room management with Redis - Game logic with stealing mechanics - Admin API for question management - Frontend: React + Vite + TypeScript + Tailwind - 5 visual themes (DRRR, Retro, Minimal, RGB, Anime 90s) - Real-time game with Socket.IO - Achievement system - Replay functionality - Sound effects per theme - Docker Compose for deployment - Design documentation Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
313 lines
9.3 KiB
Python
313 lines
9.3 KiB
Python
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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def register_socket_events(sio: socketio.AsyncServer):
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"""Register all Socket.IO event handlers."""
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@sio.event
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async def connect(sid, environ):
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print(f"Client connected: {sid}")
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@sio.event
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async def disconnect(sid):
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print(f"Client disconnected: {sid}")
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# Remove player from room
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room = await room_manager.remove_player(sid)
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if room:
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await sio.emit(
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"player_left",
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{"room": room},
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room=room["code"]
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)
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@sio.event
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async def create_room(sid, data):
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"""Create a new game room."""
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player_name = data.get("player_name", "Player")
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room = await room_manager.create_room(player_name, sid)
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# Join socket room
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sio.enter_room(sid, room["code"])
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await sio.emit("room_created", {"room": room}, to=sid)
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@sio.event
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async def join_room(sid, data):
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"""Join an existing room."""
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room_code = data.get("room_code", "").upper()
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player_name = data.get("player_name", "Player")
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team = data.get("team", "A")
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room = await room_manager.add_player(room_code, player_name, team, sid)
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if not room:
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await sio.emit(
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"error",
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{"message": "Could not join room. It may be full or the name is taken."},
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to=sid
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)
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return
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# Join socket room
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sio.enter_room(sid, room_code)
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# Notify all players
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await sio.emit("player_joined", {"room": room}, room=room_code)
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@sio.event
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async def change_team(sid, data):
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"""Switch player to another team."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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new_team = data.get("team")
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room = await room_manager.get_room(room_code)
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if not room or len(room["teams"][new_team]) >= 4:
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await sio.emit(
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"error",
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{"message": "Cannot change team. It may be full."},
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to=sid
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)
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return
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# Remove from current team
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current_team = player["team"]
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room["teams"][current_team] = [
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p for p in room["teams"][current_team] if p["socket_id"] != sid
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]
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# Add to new team
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room["teams"][new_team].append({
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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": sid
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})
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await room_manager.update_room(room_code, room)
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await sio.emit("team_changed", {"room": room}, room=room_code)
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@sio.event
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async def start_game(sid, data):
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"""Start the game (host only)."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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room = await room_manager.get_room(room_code)
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if not room:
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return
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# Check if player is host
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if room["host"] != player["name"]:
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await sio.emit(
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"error",
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{"message": "Only the host can start the game."},
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to=sid
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)
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return
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# Check minimum players
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if not room["teams"]["A"] or not room["teams"]["B"]:
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await sio.emit(
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"error",
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{"message": "Both teams need at least one player."},
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to=sid
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)
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return
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# Get board from data or generate
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board = data.get("board", {})
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updated_room = await game_manager.start_game(room_code, board)
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if updated_room:
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await sio.emit("game_started", {"room": updated_room}, room=room_code)
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@sio.event
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async def select_question(sid, data):
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"""Select a question from the board."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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question_id = data.get("question_id")
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category_id = data.get("category_id")
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room = await game_manager.select_question(room_code, question_id, category_id)
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if room:
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# Get current player info
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current_player = await game_manager.get_current_player(room)
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await sio.emit(
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"question_selected",
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{
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"room": room,
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"question_id": question_id,
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"current_player": current_player
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},
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room=room_code
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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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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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answer = data.get("answer", "")
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question = data.get("question", {})
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is_steal = data.get("is_steal", False)
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result = await game_manager.submit_answer(
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room_code, question, answer, is_steal
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)
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if "error" in result:
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await sio.emit("error", {"message": result["error"]}, to=sid)
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return
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await sio.emit(
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"answer_result",
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{
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"player_name": player["name"],
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"team": player["team"],
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"answer": answer,
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"valid": result["valid"],
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"reason": result["reason"],
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"points_earned": result["points_earned"],
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"was_steal": is_steal,
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"room": result["room"]
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},
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room=room_code
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)
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@sio.event
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async def steal_decision(sid, data):
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"""Decide whether to attempt stealing."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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attempt = data.get("attempt", False)
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question_id = data.get("question_id")
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if not attempt:
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# Pass on steal
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room = await game_manager.pass_steal(room_code, question_id)
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if room:
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await sio.emit(
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"steal_passed",
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{"room": room, "team": player["team"]},
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room=room_code
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)
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else:
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# Will attempt steal - just notify, answer comes separately
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room = await room_manager.get_room(room_code)
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await sio.emit(
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"steal_attempted",
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{
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"team": player["team"],
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"player_name": player["name"],
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"room": room
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},
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room=room_code
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)
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@sio.event
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async def chat_message(sid, data):
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"""Send a chat message to team."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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message = data.get("message", "")[:500] # Limit message length
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# Get all team members' socket IDs
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room = await room_manager.get_room(room_code)
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if not room:
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return
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team_sockets = [
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p["socket_id"] for p in room["teams"][player["team"]]
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]
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# Send only to team members
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for socket_id in team_sockets:
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await sio.emit(
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"chat_message",
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{
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"player_name": player["name"],
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"team": player["team"],
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"message": message,
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"timestamp": datetime.utcnow().isoformat()
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},
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to=socket_id
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)
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@sio.event
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async def emoji_reaction(sid, data):
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"""Send an emoji reaction visible to all."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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emoji = data.get("emoji", "")
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# Validate emoji
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allowed_emojis = ["👏", "😮", "😂", "🔥", "💀", "🎉", "😭", "🤔"]
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if emoji not in allowed_emojis:
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return
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await sio.emit(
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"emoji_reaction",
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{
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"player_name": player["name"],
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"team": player["team"],
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"emoji": emoji
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},
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room=room_code
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)
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@sio.event
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async def timer_expired(sid, data):
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"""Handle timer expiration."""
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player = await room_manager.get_player(sid)
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if not player:
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return
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room_code = player["room"]
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room = await room_manager.get_room(room_code)
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if not room:
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return
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# Treat as wrong answer
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if room["can_steal"]:
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# Steal timer expired - pass
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question_id = room["current_question"]
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room = await game_manager.pass_steal(room_code, question_id)
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await sio.emit("time_up", {"room": room, "was_steal": True}, room=room_code)
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else:
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# Answer timer expired - enable steal
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room["can_steal"] = True
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room["current_team"] = "B" if room["current_team"] == "A" else "A"
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await room_manager.update_room(room_code, room)
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await sio.emit("time_up", {"room": room, "was_steal": False}, room=room_code)
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