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sessions.py
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sessions.py
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import json
import os
import copy
import uuid
import random
from flask import session
# from flask_session import SqlAlchemySessionInterface, current_app
from version import version_code
from engine import timestamp_now
from version import migrate_loaded_save
from constants import Constant
from bundle import VILLAGES_DIR, SAVES_DIR
__villages = {} # ALL static neighbors
'''__villages = {
"USERID_1": {
"playerInfo": {...},
"maps": [{...},{...}]
"privateState": {...}
},
"USERID_2": {...}
}'''
__saves = {} # ALL saved villages
'''__saves = {
"USERID_1": {
"playerInfo": {...},
"maps": [{...},{...}]
"privateState": {...}
},
"USERID_2": {...}
}'''
__initial_village = json.load(open(os.path.join(VILLAGES_DIR, "initial.json")))
# Load saved villages
def load_saved_villages():
global __villages
global __saves
# Empty in memory
__villages = {}
__saves = {}
# Saves dir check
if not os.path.exists(SAVES_DIR):
try:
print(f"Creating '{SAVES_DIR}' folder...")
os.mkdir(SAVES_DIR)
except:
print(f"Could not create '{SAVES_DIR}' folder.")
exit(1)
if not os.path.isdir(SAVES_DIR):
print(f"'{SAVES_DIR}' is not a folder... Move the file somewhere else.")
exit(1)
# Static neighbors in /villages
for file in os.listdir(VILLAGES_DIR):
if file == "initial.json" or not file.endswith(".json"):
continue
print(f" * Loading static neighbour {file}... ", end='')
village = json.load(open(os.path.join(VILLAGES_DIR, file)))
if not is_valid_village(village):
print("Invalid neighbour")
continue
USERID = village["playerInfo"]["pid"]
if str(USERID) in __villages:
print(f"Ignored: duplicated PID '{USERID}'.")
else:
__villages[str(USERID)] = village
print("Ok.")
# Saves in /saves
for file in os.listdir(SAVES_DIR):
print(f" * Loading save at {file}... ", end='')
try:
save = json.load(open(os.path.join(SAVES_DIR, file)))
except json.decoder.JSONDecodeError as e:
print("Corrupted JSON.")
continue
if not is_valid_village(save):
print("Invalid Save.")
continue
USERID = save["playerInfo"]["pid"]
try:
map_name = save["playerInfo"]["map_names"][ save["playerInfo"]["default_map"] ]
except:
map_name = '?'
print(f"({map_name}) Ok.")
__saves[str(USERID)] = save
modified = migrate_loaded_save(save) # check save version for migration
if modified:
save_session(USERID)
# New village
def new_village() -> str:
# Generate USERID
USERID: str = str(uuid.uuid4())
assert USERID not in all_userid()
# Copy init
village = copy.deepcopy(__initial_village)
# Custom values
village["version"] = version_code
village["playerInfo"]["pid"] = USERID
village["maps"][0]["timestamp"] = timestamp_now()
village["privateState"]["dartsRandomSeed"] = abs(int((2**16 - 1) * random.random()))
# Memory saves
__saves[USERID] = village
# Generate save file
save_session(USERID)
print("Done.")
return USERID
# Access functions
def all_saves_userid() -> list:
"Returns a list of the USERID of every saved village."
return list(__saves.keys())
def all_userid() -> list:
"Returns a list of the USERID of every village."
return list(__villages.keys()) + list(__saves.keys())
def save_info(USERID: str) -> dict:
save = __saves[USERID]
default_map = save["playerInfo"]["default_map"]
empire_name = str(save["playerInfo"]["map_names"][default_map])
xp = save["maps"][default_map]["xp"]
level = save["maps"][default_map]["level"]
return{"userid": USERID, "name": empire_name, "xp": xp, "level": level}
def all_saves_info() -> list:
saves_info = []
for userid in __saves:
saves_info.append(save_info(userid))
return list(saves_info)
def session(USERID: str) -> dict:
assert(isinstance(USERID, str))
return __saves[USERID] if USERID in __saves else None
def neighbor_session(USERID: str) -> dict:
assert(isinstance(USERID, str))
if USERID in __saves:
return __saves[USERID]
if USERID in __villages:
return __villages[USERID]
def fb_friends_str(USERID: str) -> list:
DELETE_ME = [{"uid": "1111", "pic_square":"http://127.0.0.1:5050/img/profile/Paladin_Justiciero.jpg"},
{"uid": "aa_002", "pic_square":"/1025.png"}]
friends = []
# static villages
for key in __villages:
vill = __villages[key]
# Avoid Arthur being loaded as friend.
if vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_1 \
or vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_2 \
or vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_3:
continue
frie = {}
frie["uid"] = vill["playerInfo"]["pid"]
frie["pic_square"] = vill["playerInfo"]["pic"]
if not frie["pic_square"]: frie["pic_square"] = "/img/profile/1025.png"
friends += [frie]
# other players
for key in __saves:
vill = __saves[key]
if vill["playerInfo"]["pid"] == USERID:
continue
frie = {}
frie["uid"] = vill["playerInfo"]["pid"]
frie["pic_square"] = vill["playerInfo"]["pic"]
if not frie["pic_square"]: frie["pic_square"] = "/img/profile/1025.png"
friends += [frie]
return friends
def neighbors(USERID: str) -> list:
neighbors = []
# static villages
for key in __villages:
vill = __villages[key]
# Avoid Arthur being loaded as multiple neigtbors.
if vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_1 \
or vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_2 \
or vill["playerInfo"]["pid"] == Constant.NEIGHBOUR_ARTHUR_GUINEVERE_3:
continue
neigh = vill["playerInfo"]
neigh["coins"] = vill["maps"][0]["coins"]
neigh["xp"] = vill["maps"][0]["xp"]
neigh["level"] = vill["maps"][0]["level"]
neigh["stone"] = vill["maps"][0]["stone"]
neigh["wood"] = vill["maps"][0]["wood"]
neigh["food"] = vill["maps"][0]["food"]
neigh["stone"] = vill["maps"][0]["stone"]
neighbors += [neigh]
# other players
for key in __saves:
vill = __saves[key]
if vill["playerInfo"]["pid"] == USERID:
continue
neigh = vill["playerInfo"]
neigh["coins"] = vill["maps"][0]["coins"]
neigh["xp"] = vill["maps"][0]["xp"]
neigh["level"] = vill["maps"][0]["level"]
neigh["stone"] = vill["maps"][0]["stone"]
neigh["wood"] = vill["maps"][0]["wood"]
neigh["food"] = vill["maps"][0]["food"]
neigh["stone"] = vill["maps"][0]["stone"]
neighbors += [neigh]
return neighbors
# Check for valid village
# The reason why this was implemented is to warn the user if a save game from Social Wars was used by accident
def is_valid_village(save: dict):
if "playerInfo" not in save or "maps" not in save or "privateState" not in save:
# These are obvious
return False
for map in save["maps"]:
if "oil" in map or "steel" in map:
return False
if "stone" not in map or "food" not in map:
return False
if "items" not in map:
return False
if type(map["items"]) != list:
return False
return True
# Persistency
def backup_session(USERID: str):
# TODO
return
def save_session(USERID: str):
# TODO
file = f"{USERID}.save.json"
print(f" * Saving village at {file}... ", end='')
village = session(USERID)
with open(os.path.join(SAVES_DIR, file), 'w') as f:
json.dump(village, f, indent=4)
print("Done.")