v3.0.0: V3 features, server refactoring, and documentation overhaul

- Extract WebSocket handlers from main.py into handlers.py
- Add V3 feature docs (dealer rotation, dealing animation, round end reveal,
  column pair celebration, final turn urgency, opponent thinking, score tallying,
  card hover/selection, knock early drama, column pair indicator, swap animation
  improvements, draw source distinction, card value tooltips, active rules context,
  discard pile history, realistic card sounds)
- Add V3 refactoring docs (ai.py, main.py/game.py, misc improvements)
- Add installation guide with Docker, systemd, and nginx setup
- Add helper scripts (install.sh, dev-server.sh, docker-build.sh)
- Add animation flow diagrams documentation
- Add test files for handlers, rooms, and V3 features
- Add e2e test specs for V3 features
- Update README with complete project structure and current tech stack
- Update CLAUDE.md with full architecture tree and server layer descriptions
- Update .env.example to reflect PostgreSQL (remove SQLite references)
- Update .gitignore to exclude virtualenv files, .claude/, and .db files
- Remove tracked virtualenv files (bin/, lib64, pyvenv.cfg)
- Remove obsolete game_log.py (SQLite) and games.db

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-02-14 10:03:45 -05:00
parent 13ab5b9017
commit 9fc6b83bba
60 changed files with 11791 additions and 1639 deletions

View File

@@ -9,6 +9,7 @@ from typing import Optional
from fastapi import FastAPI, WebSocket, WebSocketDisconnect, HTTPException, Depends, Header
from fastapi.responses import FileResponse
from fastapi.staticfiles import StaticFiles
from pydantic import BaseModel
import redis.asyncio as redis
@@ -16,6 +17,7 @@ from config import config
from room import RoomManager, Room
from game import GamePhase, GameOptions
from ai import GolfAI, process_cpu_turn, get_all_profiles, reset_all_profiles, cleanup_room_profiles
from handlers import HANDLERS, ConnectionContext
from services.game_logger import GameLogger, get_logger, set_logger
# Import production components
@@ -79,127 +81,97 @@ async def _periodic_leaderboard_refresh():
logger.error(f"Leaderboard refresh failed: {e}")
@asynccontextmanager
async def lifespan(app: FastAPI):
"""Application lifespan handler for async service initialization."""
global _user_store, _auth_service, _admin_service, _stats_service, _replay_service
global _spectator_manager, _leaderboard_refresh_task, _redis_client, _rate_limiter
async def _init_redis():
"""Initialize Redis client and rate limiter."""
global _redis_client, _rate_limiter
try:
_redis_client = redis.from_url(config.REDIS_URL, decode_responses=False)
await _redis_client.ping()
logger.info("Redis client connected")
# Note: Uvicorn handles SIGINT/SIGTERM and triggers lifespan cleanup automatically
if config.RATE_LIMIT_ENABLED:
from services.ratelimit import get_rate_limiter
_rate_limiter = await get_rate_limiter(_redis_client)
logger.info("Rate limiter initialized")
except Exception as e:
logger.warning(f"Redis connection failed: {e} - rate limiting disabled")
_redis_client = None
_rate_limiter = None
# Initialize Redis client (for rate limiting, health checks, etc.)
if config.REDIS_URL:
try:
_redis_client = redis.from_url(config.REDIS_URL, decode_responses=False)
await _redis_client.ping()
logger.info("Redis client connected")
# Initialize rate limiter
if config.RATE_LIMIT_ENABLED:
from services.ratelimit import get_rate_limiter
_rate_limiter = await get_rate_limiter(_redis_client)
logger.info("Rate limiter initialized")
except Exception as e:
logger.warning(f"Redis connection failed: {e} - rate limiting disabled")
_redis_client = None
_rate_limiter = None
async def _init_database_services():
"""Initialize all PostgreSQL-dependent services."""
global _user_store, _auth_service, _admin_service, _stats_service
global _replay_service, _spectator_manager, _leaderboard_refresh_task
# Initialize auth, admin, and stats services (requires PostgreSQL)
if config.POSTGRES_URL:
try:
from stores.user_store import get_user_store
from stores.event_store import get_event_store
from services.auth_service import get_auth_service
from services.admin_service import get_admin_service
from services.stats_service import StatsService, set_stats_service
from routers.auth import set_auth_service
from routers.admin import set_admin_service
from routers.stats import set_stats_service as set_stats_router_service
from routers.stats import set_auth_service as set_stats_auth_service
from stores.user_store import get_user_store
from stores.event_store import get_event_store
from services.auth_service import get_auth_service
from services.admin_service import get_admin_service
from services.stats_service import StatsService, set_stats_service
from routers.auth import set_auth_service
from routers.admin import set_admin_service
from routers.stats import set_stats_service as set_stats_router_service
from routers.stats import set_auth_service as set_stats_auth_service
logger.info("Initializing auth services...")
_user_store = await get_user_store(config.POSTGRES_URL)
_auth_service = await get_auth_service(_user_store)
set_auth_service(_auth_service)
logger.info("Auth services initialized successfully")
# Auth
_user_store = await get_user_store(config.POSTGRES_URL)
_auth_service = await get_auth_service(_user_store)
set_auth_service(_auth_service)
logger.info("Auth services initialized")
# Initialize admin service
logger.info("Initializing admin services...")
_admin_service = await get_admin_service(
pool=_user_store.pool,
user_store=_user_store,
state_cache=None, # Will add Redis state cache when available
)
set_admin_service(_admin_service)
logger.info("Admin services initialized successfully")
# Initialize stats service
logger.info("Initializing stats services...")
_event_store = await get_event_store(config.POSTGRES_URL)
_stats_service = StatsService(_user_store.pool, _event_store)
set_stats_service(_stats_service)
set_stats_router_service(_stats_service)
set_stats_auth_service(_auth_service)
logger.info("Stats services initialized successfully")
# Initialize game logger (uses event_store for move logging)
logger.info("Initializing game logger...")
_game_logger = GameLogger(_event_store)
set_logger(_game_logger)
logger.info("Game logger initialized with PostgreSQL backend")
# Initialize replay service
logger.info("Initializing replay services...")
from services.replay_service import get_replay_service, set_replay_service
from services.spectator import get_spectator_manager
from routers.replay import (
set_replay_service as set_replay_router_service,
set_auth_service as set_replay_auth_service,
set_spectator_manager as set_replay_spectator,
set_room_manager as set_replay_room_manager,
)
_replay_service = await get_replay_service(_user_store.pool, _event_store)
_spectator_manager = get_spectator_manager()
set_replay_service(_replay_service)
set_replay_router_service(_replay_service)
set_replay_auth_service(_auth_service)
set_replay_spectator(_spectator_manager)
set_replay_room_manager(room_manager)
logger.info("Replay services initialized successfully")
# Start periodic leaderboard refresh task
_leaderboard_refresh_task = asyncio.create_task(_periodic_leaderboard_refresh())
logger.info("Leaderboard refresh task started")
except Exception as e:
logger.error(f"Failed to initialize services: {e}")
raise
else:
logger.warning("POSTGRES_URL not configured - auth/admin/stats endpoints will not work")
# Set up health check dependencies
from routers.health import set_health_dependencies
db_pool = _user_store.pool if _user_store else None
set_health_dependencies(
db_pool=db_pool,
redis_client=_redis_client,
room_manager=room_manager,
# Admin
_admin_service = await get_admin_service(
pool=_user_store.pool,
user_store=_user_store,
state_cache=None,
)
set_admin_service(_admin_service)
logger.info("Admin services initialized")
logger.info(f"Golf server started (environment={config.ENVIRONMENT})")
# Stats + event store
_event_store = await get_event_store(config.POSTGRES_URL)
_stats_service = StatsService(_user_store.pool, _event_store)
set_stats_service(_stats_service)
set_stats_router_service(_stats_service)
set_stats_auth_service(_auth_service)
logger.info("Stats services initialized")
yield
# Game logger
_game_logger = GameLogger(_event_store)
set_logger(_game_logger)
logger.info("Game logger initialized")
# Graceful shutdown
logger.info("Shutdown initiated...")
# Replay + spectator
from services.replay_service import get_replay_service, set_replay_service
from services.spectator import get_spectator_manager
from routers.replay import (
set_replay_service as set_replay_router_service,
set_auth_service as set_replay_auth_service,
set_spectator_manager as set_replay_spectator,
set_room_manager as set_replay_room_manager,
)
_replay_service = await get_replay_service(_user_store.pool, _event_store)
_spectator_manager = get_spectator_manager()
set_replay_service(_replay_service)
set_replay_router_service(_replay_service)
set_replay_auth_service(_auth_service)
set_replay_spectator(_spectator_manager)
set_replay_room_manager(room_manager)
logger.info("Replay services initialized")
# Signal shutdown to all components
# Periodic leaderboard refresh
_leaderboard_refresh_task = asyncio.create_task(_periodic_leaderboard_refresh())
logger.info("Leaderboard refresh task started")
async def _shutdown_services():
"""Gracefully shut down all services."""
_shutdown_event.set()
# Close all WebSocket connections gracefully
await _close_all_websockets()
# Clean up all rooms and release CPU profiles
# Clean up rooms and CPU profiles
for room in list(room_manager.rooms.values()):
for cpu in list(room.get_cpu_players()):
room.remove_player(cpu.id)
@@ -207,7 +179,6 @@ async def lifespan(app: FastAPI):
reset_all_profiles()
logger.info("All rooms and CPU profiles cleaned up")
# Cancel background tasks
if _leaderboard_refresh_task:
_leaderboard_refresh_task.cancel()
try:
@@ -234,11 +205,40 @@ async def lifespan(app: FastAPI):
close_admin_service()
await close_user_store()
# Close Redis connection
if _redis_client:
await _redis_client.close()
logger.info("Redis connection closed")
@asynccontextmanager
async def lifespan(app: FastAPI):
"""Application lifespan handler for async service initialization."""
if config.REDIS_URL:
await _init_redis()
if config.POSTGRES_URL:
try:
await _init_database_services()
except Exception as e:
logger.error(f"Failed to initialize services: {e}")
raise
else:
logger.warning("POSTGRES_URL not configured - auth/admin/stats endpoints will not work")
# Set up health check dependencies
from routers.health import set_health_dependencies
set_health_dependencies(
db_pool=_user_store.pool if _user_store else None,
redis_client=_redis_client,
room_manager=room_manager,
)
logger.info(f"Golf server started (environment={config.ENVIRONMENT})")
yield
logger.info("Shutdown initiated...")
await _shutdown_services()
logger.info("Shutdown complete")
@@ -467,11 +467,7 @@ async def websocket_endpoint(websocket: WebSocket):
except Exception as e:
logger.debug(f"WebSocket auth failed: {e}")
# Each connection gets a unique ID (allows multi-tab play)
connection_id = str(uuid.uuid4())
player_id = connection_id
# Track auth user separately for stats/limits (can be None)
auth_user_id = str(authenticated_user.id) if authenticated_user else None
if authenticated_user:
@@ -479,556 +475,34 @@ async def websocket_endpoint(websocket: WebSocket):
else:
logger.debug(f"WebSocket connected anonymously as {connection_id}")
current_room: Room | None = None
ctx = ConnectionContext(
websocket=websocket,
connection_id=connection_id,
player_id=connection_id,
auth_user_id=auth_user_id,
authenticated_user=authenticated_user,
)
# Shared dependencies passed to every handler
handler_deps = dict(
room_manager=room_manager,
count_user_games=count_user_games,
max_concurrent=MAX_CONCURRENT_GAMES,
broadcast_game_state=broadcast_game_state,
check_and_run_cpu_turn=check_and_run_cpu_turn,
handle_player_leave=handle_player_leave,
cleanup_room_profiles=cleanup_room_profiles,
)
try:
while True:
data = await websocket.receive_json()
msg_type = data.get("type")
if msg_type == "create_room":
# Check concurrent game limit for authenticated users
if auth_user_id and count_user_games(auth_user_id) >= MAX_CONCURRENT_GAMES:
await websocket.send_json({
"type": "error",
"message": f"Maximum {MAX_CONCURRENT_GAMES} concurrent games allowed",
})
continue
player_name = data.get("player_name", "Player")
# Use authenticated user's name if available
if authenticated_user and authenticated_user.display_name:
player_name = authenticated_user.display_name
room = room_manager.create_room()
room.add_player(player_id, player_name, websocket, auth_user_id)
current_room = room
await websocket.send_json({
"type": "room_created",
"room_code": room.code,
"player_id": player_id,
"authenticated": authenticated_user is not None,
})
await room.broadcast({
"type": "player_joined",
"players": room.player_list(),
})
elif msg_type == "join_room":
room_code = data.get("room_code", "").upper()
player_name = data.get("player_name", "Player")
# Check concurrent game limit for authenticated users
if auth_user_id and count_user_games(auth_user_id) >= MAX_CONCURRENT_GAMES:
await websocket.send_json({
"type": "error",
"message": f"Maximum {MAX_CONCURRENT_GAMES} concurrent games allowed",
})
continue
room = room_manager.get_room(room_code)
if not room:
await websocket.send_json({
"type": "error",
"message": "Room not found",
})
continue
if len(room.players) >= 6:
await websocket.send_json({
"type": "error",
"message": "Room is full",
})
continue
if room.game.phase != GamePhase.WAITING:
await websocket.send_json({
"type": "error",
"message": "Game already in progress",
})
continue
# Use authenticated user's name if available
if authenticated_user and authenticated_user.display_name:
player_name = authenticated_user.display_name
room.add_player(player_id, player_name, websocket, auth_user_id)
current_room = room
await websocket.send_json({
"type": "room_joined",
"room_code": room.code,
"player_id": player_id,
"authenticated": authenticated_user is not None,
})
await room.broadcast({
"type": "player_joined",
"players": room.player_list(),
})
elif msg_type == "get_cpu_profiles":
if not current_room:
continue
await websocket.send_json({
"type": "cpu_profiles",
"profiles": get_all_profiles(),
})
elif msg_type == "add_cpu":
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
await websocket.send_json({
"type": "error",
"message": "Only the host can add CPU players",
})
continue
if len(current_room.players) >= 6:
await websocket.send_json({
"type": "error",
"message": "Room is full",
})
continue
cpu_id = f"cpu_{uuid.uuid4().hex[:8]}"
profile_name = data.get("profile_name")
cpu_player = current_room.add_cpu_player(cpu_id, profile_name)
if not cpu_player:
await websocket.send_json({
"type": "error",
"message": "CPU profile not available",
})
continue
await current_room.broadcast({
"type": "player_joined",
"players": current_room.player_list(),
})
elif msg_type == "remove_cpu":
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
continue
# Remove the last CPU player
cpu_players = current_room.get_cpu_players()
if cpu_players:
current_room.remove_player(cpu_players[-1].id)
await current_room.broadcast({
"type": "player_joined",
"players": current_room.player_list(),
})
elif msg_type == "start_game":
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
await websocket.send_json({
"type": "error",
"message": "Only the host can start the game",
})
continue
if len(current_room.players) < 2:
await websocket.send_json({
"type": "error",
"message": "Need at least 2 players",
})
continue
num_decks = data.get("decks", 1)
num_rounds = data.get("rounds", 1)
# Parse deck colors (validate against allowed colors)
allowed_colors = {
"red", "blue", "gold", "teal", "purple", "orange", "yellow",
"green", "pink", "cyan", "brown", "slate"
}
raw_deck_colors = data.get("deck_colors", ["red", "blue", "gold"])
deck_colors = [c for c in raw_deck_colors if c in allowed_colors]
if not deck_colors:
deck_colors = ["red", "blue", "gold"]
# Build game options
options = GameOptions(
# Standard options
flip_mode=data.get("flip_mode", "never"),
initial_flips=max(0, min(2, data.get("initial_flips", 2))),
knock_penalty=data.get("knock_penalty", False),
use_jokers=data.get("use_jokers", False),
# House Rules - Point Modifiers
lucky_swing=data.get("lucky_swing", False),
super_kings=data.get("super_kings", False),
ten_penny=data.get("ten_penny", False),
# House Rules - Bonuses/Penalties
knock_bonus=data.get("knock_bonus", False),
underdog_bonus=data.get("underdog_bonus", False),
tied_shame=data.get("tied_shame", False),
blackjack=data.get("blackjack", False),
eagle_eye=data.get("eagle_eye", False),
wolfpack=data.get("wolfpack", False),
# House Rules - New Variants
flip_as_action=data.get("flip_as_action", False),
four_of_a_kind=data.get("four_of_a_kind", False),
negative_pairs_keep_value=data.get("negative_pairs_keep_value", False),
one_eyed_jacks=data.get("one_eyed_jacks", False),
knock_early=data.get("knock_early", False),
# Multi-deck card back colors
deck_colors=deck_colors,
)
# Validate settings
num_decks = max(1, min(3, num_decks))
num_rounds = max(1, min(18, num_rounds))
async with current_room.game_lock:
current_room.game.start_game(num_decks, num_rounds, options)
# Log game start for AI analysis
game_logger = get_logger()
if game_logger:
current_room.game_log_id = game_logger.log_game_start(
room_code=current_room.code,
num_players=len(current_room.players),
options=options,
)
# CPU players do their initial flips immediately (if required)
if options.initial_flips > 0:
for cpu in current_room.get_cpu_players():
positions = GolfAI.choose_initial_flips(options.initial_flips)
current_room.game.flip_initial_cards(cpu.id, positions)
# Send game started to all human players with their personal view
for pid, player in current_room.players.items():
if player.websocket and not player.is_cpu:
game_state = current_room.game.get_state(pid)
await player.websocket.send_json({
"type": "game_started",
"game_state": game_state,
})
# Check if it's a CPU's turn to start
await check_and_run_cpu_turn(current_room)
elif msg_type == "flip_initial":
if not current_room:
continue
positions = data.get("positions", [])
async with current_room.game_lock:
if current_room.game.flip_initial_cards(player_id, positions):
await broadcast_game_state(current_room)
# Check if it's a CPU's turn
await check_and_run_cpu_turn(current_room)
elif msg_type == "draw":
if not current_room:
continue
source = data.get("source", "deck")
async with current_room.game_lock:
# Capture discard top before draw (for logging decision context)
discard_before_draw = current_room.game.discard_top()
card = current_room.game.draw_card(player_id, source)
if card:
# Log draw decision for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id:
player = current_room.game.get_player(player_id)
if player:
reason = f"took {discard_before_draw.rank.value} from discard" if source == "discard" else "drew from deck"
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="take_discard" if source == "discard" else "draw_deck",
card=card,
game=current_room.game,
decision_reason=reason,
)
# Send drawn card only to the player who drew
await websocket.send_json({
"type": "card_drawn",
"card": card.to_dict(),
"source": source,
})
await broadcast_game_state(current_room)
elif msg_type == "swap":
if not current_room:
continue
position = data.get("position", 0)
async with current_room.game_lock:
# Capture drawn card before swap for logging
drawn_card = current_room.game.drawn_card
player = current_room.game.get_player(player_id)
old_card = player.cards[position] if player and 0 <= position < len(player.cards) else None
discarded = current_room.game.swap_card(player_id, position)
if discarded:
# Log swap decision for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and drawn_card and player:
old_rank = old_card.rank.value if old_card else "?"
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="swap",
card=drawn_card,
position=position,
game=current_room.game,
decision_reason=f"swapped {drawn_card.rank.value} into position {position}, replaced {old_rank}",
)
await broadcast_game_state(current_room)
# Let client swap animation complete (~550ms), then pause to show result
# Total 1.0s = 550ms animation + 450ms visible pause
await asyncio.sleep(1.0)
await check_and_run_cpu_turn(current_room)
elif msg_type == "discard":
if not current_room:
continue
async with current_room.game_lock:
# Capture drawn card before discard for logging
drawn_card = current_room.game.drawn_card
player = current_room.game.get_player(player_id)
if current_room.game.discard_drawn(player_id):
# Log discard decision for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and drawn_card and player:
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="discard",
card=drawn_card,
game=current_room.game,
decision_reason=f"discarded {drawn_card.rank.value}",
)
await broadcast_game_state(current_room)
if current_room.game.flip_on_discard:
# Check if player has face-down cards to flip
player = current_room.game.get_player(player_id)
has_face_down = player and any(not c.face_up for c in player.cards)
if has_face_down:
await websocket.send_json({
"type": "can_flip",
"optional": current_room.game.flip_is_optional,
})
else:
# Let client animation complete before CPU turn
await asyncio.sleep(0.5)
await check_and_run_cpu_turn(current_room)
else:
# Turn ended - let client animation complete before CPU turn
# (player discard swoop animation is ~500ms: 350ms swoop + 150ms settle)
logger.debug(f"Player discarded, waiting 0.5s before CPU turn")
await asyncio.sleep(0.5)
logger.debug(f"Post-discard delay complete, checking for CPU turn")
await check_and_run_cpu_turn(current_room)
elif msg_type == "cancel_draw":
if not current_room:
continue
async with current_room.game_lock:
if current_room.game.cancel_discard_draw(player_id):
await broadcast_game_state(current_room)
elif msg_type == "flip_card":
if not current_room:
continue
position = data.get("position", 0)
async with current_room.game_lock:
player = current_room.game.get_player(player_id)
current_room.game.flip_and_end_turn(player_id, position)
# Log flip decision for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and player and 0 <= position < len(player.cards):
flipped_card = player.cards[position]
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="flip",
card=flipped_card,
position=position,
game=current_room.game,
decision_reason=f"flipped card at position {position}",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
elif msg_type == "skip_flip":
if not current_room:
continue
async with current_room.game_lock:
player = current_room.game.get_player(player_id)
if current_room.game.skip_flip_and_end_turn(player_id):
# Log skip flip decision for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and player:
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="skip_flip",
card=None,
game=current_room.game,
decision_reason="skipped optional flip (endgame mode)",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
elif msg_type == "flip_as_action":
if not current_room:
continue
position = data.get("position", 0)
async with current_room.game_lock:
player = current_room.game.get_player(player_id)
if current_room.game.flip_card_as_action(player_id, position):
# Log flip-as-action for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and player and 0 <= position < len(player.cards):
flipped_card = player.cards[position]
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="flip_as_action",
card=flipped_card,
position=position,
game=current_room.game,
decision_reason=f"used flip-as-action to reveal position {position}",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
elif msg_type == "knock_early":
if not current_room:
continue
async with current_room.game_lock:
player = current_room.game.get_player(player_id)
if current_room.game.knock_early(player_id):
# Log knock early for human player
game_logger = get_logger()
if game_logger and current_room.game_log_id and player:
face_down_count = sum(1 for c in player.cards if not c.face_up)
game_logger.log_move(
game_id=current_room.game_log_id,
player=player,
is_cpu=False,
action="knock_early",
card=None,
game=current_room.game,
decision_reason=f"knocked early, revealing {face_down_count} hidden cards",
)
await broadcast_game_state(current_room)
await check_and_run_cpu_turn(current_room)
elif msg_type == "next_round":
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
continue
async with current_room.game_lock:
if current_room.game.start_next_round():
# CPU players do their initial flips
for cpu in current_room.get_cpu_players():
positions = GolfAI.choose_initial_flips()
current_room.game.flip_initial_cards(cpu.id, positions)
for pid, player in current_room.players.items():
if player.websocket and not player.is_cpu:
game_state = current_room.game.get_state(pid)
await player.websocket.send_json({
"type": "round_started",
"game_state": game_state,
})
await check_and_run_cpu_turn(current_room)
else:
# Game over
await broadcast_game_state(current_room)
elif msg_type == "leave_room":
if current_room:
await handle_player_leave(current_room, player_id)
current_room = None
elif msg_type == "leave_game":
# Player leaves during an active game
if current_room:
await handle_player_leave(current_room, player_id)
current_room = None
elif msg_type == "end_game":
# Host ends the game for everyone
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
await websocket.send_json({
"type": "error",
"message": "Only the host can end the game",
})
continue
# Notify all players that the game has ended
await current_room.broadcast({
"type": "game_ended",
"reason": "Host ended the game",
})
# Clean up the room
room_code = current_room.code
for cpu in list(current_room.get_cpu_players()):
current_room.remove_player(cpu.id)
cleanup_room_profiles(room_code)
room_manager.remove_room(room_code)
current_room = None
handler = HANDLERS.get(data.get("type"))
if handler:
await handler(data, ctx, **handler_deps)
except WebSocketDisconnect:
if current_room:
await handle_player_leave(current_room, player_id)
if ctx.current_room:
await handle_player_leave(ctx.current_room, ctx.player_id)
async def _process_stats_safe(room: Room):
@@ -1192,68 +666,17 @@ if os.path.exists(client_path):
async def serve_index():
return FileResponse(os.path.join(client_path, "index.html"))
@app.get("/style.css")
async def serve_css():
return FileResponse(os.path.join(client_path, "style.css"), media_type="text/css")
@app.get("/app.js")
async def serve_js():
return FileResponse(os.path.join(client_path, "app.js"), media_type="application/javascript")
@app.get("/card-manager.js")
async def serve_card_manager():
return FileResponse(os.path.join(client_path, "card-manager.js"), media_type="application/javascript")
@app.get("/state-differ.js")
async def serve_state_differ():
return FileResponse(os.path.join(client_path, "state-differ.js"), media_type="application/javascript")
@app.get("/animation-queue.js")
async def serve_animation_queue():
return FileResponse(os.path.join(client_path, "animation-queue.js"), media_type="application/javascript")
@app.get("/timing-config.js")
async def serve_timing_config():
return FileResponse(os.path.join(client_path, "timing-config.js"), media_type="application/javascript")
@app.get("/leaderboard.js")
async def serve_leaderboard_js():
return FileResponse(os.path.join(client_path, "leaderboard.js"), media_type="application/javascript")
@app.get("/golfball-logo.svg")
async def serve_golfball_logo():
return FileResponse(os.path.join(client_path, "golfball-logo.svg"), media_type="image/svg+xml")
# Admin dashboard
@app.get("/admin")
async def serve_admin():
return FileResponse(os.path.join(client_path, "admin.html"))
@app.get("/admin.css")
async def serve_admin_css():
return FileResponse(os.path.join(client_path, "admin.css"), media_type="text/css")
@app.get("/admin.js")
async def serve_admin_js():
return FileResponse(os.path.join(client_path, "admin.js"), media_type="application/javascript")
@app.get("/replay.js")
async def serve_replay_js():
return FileResponse(os.path.join(client_path, "replay.js"), media_type="application/javascript")
@app.get("/card-animations.js")
async def serve_card_animations_js():
return FileResponse(os.path.join(client_path, "card-animations.js"), media_type="application/javascript")
@app.get("/anime.min.js")
async def serve_anime_js():
return FileResponse(os.path.join(client_path, "anime.min.js"), media_type="application/javascript")
# Serve replay page for share links
@app.get("/replay/{share_code}")
async def serve_replay_page(share_code: str):
return FileResponse(os.path.join(client_path, "index.html"))
# Mount static files for everything else (JS, CSS, SVG, etc.)
app.mount("/", StaticFiles(directory=client_path), name="static")
def run():
"""Run the server using uvicorn."""