# ============================================================================== # Copyright (C) 2019 - Philip Paquette # # This program is free software: you can redistribute it and/or modify it under # the terms of the GNU Affero General Public License as published by the Free # Software Foundation, either version 3 of the License, or (at your option) any # later version. # # This program is distributed in the hope that it will be useful, but WITHOUT # ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS # FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more # details. # # You should have received a copy of the GNU Affero General Public License along # with this program. If not, see . # ============================================================================== """ DAIDE notification managers """ from diplomacy.communication import notifications as diplomacy_notifications from diplomacy.daide import DEFAULT_LEVEL, notifications, utils from diplomacy.daide.clauses import parse_order_to_bytes from diplomacy.server.user import DaideUser from diplomacy.utils.order_results import OK from diplomacy.utils import strings, splitter # ================= # Notification managers. # ================= def _build_active_notifications(current_phase, powers, map_name, deadline): """ Build the list of notifications corresponding to an active game state :param current_phase: the current phase :param powers: the list of game's powers :param map_name: the map name :param deadline: the deadline of the game :return: list of notifications """ notifs = [] # SCO notification power_centers = {power.name: power.centers for power in powers} notifs.append(notifications.SCO(power_centers, map_name)) # NOW notification units = {power.name: power.units for power in powers} retreats = {power.name: power.retreats for power in powers} notifs.append(notifications.NOW(current_phase, units, retreats)) # TME notification notifs.append(notifications.TME(deadline)) return notifs def _build_completed_notifications(server_users, has_draw_vote, powers, state_history): """ Build the list of notifications corresponding to a completed game state :param server_users: the instance of `diplomacy.server.users` of the game's server :param has_draw_vote: true if the game has completed due to a draw vote :param powers: the list of game's powers :param state_history: the states history of the game :return: list of notifications """ notifs = [] if has_draw_vote: notifs.append(notifications.DRW()) else: winners = [power.name for power in powers if power.units] if len(winners) == 1: notifs.append(notifications.SLO(winners[0])) last_phase = splitter.PhaseSplitter(state_history.last_value()['name']) daide_users = [server_users.get_user(power.get_controller()) for power in powers] daide_users = [daide_user if isinstance(daide_user, DaideUser) else None for daide_user in daide_users] powers_year_of_elimination = {power.name: None for power in powers} # Computing year of elimination for phase, state in state_history.items(): eliminated_powers = [power_name for power_name, units in state['units'].items() if not powers_year_of_elimination[power_name] and (all(unit.startswith('*') for unit in units) or not units)] for power_name in eliminated_powers: powers_year_of_elimination[power_name] = splitter.PhaseSplitter(phase.value).year years_of_elimination = [powers_year_of_elimination[power_name] for power_name in sorted(powers_year_of_elimination)] notifs.append(notifications.SMR(last_phase.input_str, powers, daide_users, years_of_elimination)) notifs.append(notifications.OFF()) return notifs def on_processed_notification(server, notification, connection_handler, game): """ Build the list of notifications for a game processed event :param server: server which receives the request :param notification: internal notification :param connection_handler: connection handler from which the request was sent :param game: the game :return: list of notifications """ _, _, _, power_name = utils.get_user_connection(server.users, game, connection_handler) previous_phase_data = notification.previous_phase_data previous_state = previous_phase_data.state previous_phase = splitter.PhaseSplitter(previous_state['name']) powers = [game.powers[power_name] for power_name in sorted(game.powers)] notifs = [] # ORD notifications for order in previous_phase_data.orders[power_name]: order = splitter.OrderSplitter(order) # WAIVE if len(order) == 1: order.order_type = ' '.join([power_name, order.order_type]) results = [OK] else: results = previous_phase_data.results[order.unit] order.unit = ' '.join([power_name, order.unit]) if order.supported_unit: order.supported_unit = ' '.join([power_name, order.supported_unit]) order_bytes = parse_order_to_bytes(previous_phase.phase_type, order) notifs.append(notifications.ORD(previous_phase.input_str, order_bytes, [result.code for result in results])) if game.status == strings.ACTIVE: notifs += _build_active_notifications(game.get_current_phase(), powers, game.map_name, game.deadline) elif game.status == strings.COMPLETED: notifs += _build_completed_notifications(server.users, game.has_draw_vote(), powers, game.state_history) return notifs def on_status_update_notification(server, notification, connection_handler, game): """ Build the list of notificaitons for a status update event :param server: server which receives the request :param notification: internal notification :param connection_handler: connection handler from which the request was sent :param game: the game :return: list of notifications """ _, daide_user, _, power_name = utils.get_user_connection(server.users, game, connection_handler) powers = [game.powers[power_name] for power_name in sorted(game.powers)] notifs = [] # HLO notification if notification.status == strings.ACTIVE and game.get_current_phase() == 'S1901M': passcode = daide_user.passcode level = DEFAULT_LEVEL deadline = game.deadline rules = game.rules notifs.append(notifications.HLO(power_name, passcode, level, deadline, rules)) notifs += _build_active_notifications(game.get_current_phase(), powers, game.map_name, game.deadline) elif notification.status == strings.COMPLETED: notifs += _build_completed_notifications(server.users, game.has_draw_vote(), powers, game.state_history) elif notification.status == strings.CANCELED: notifs.append(notifications.OFF()) return notifs def on_message_received_notification(server, notification, connection_handler, game): """ Build the list of notificaitons for a message received event :param server: server which receives the request :param notification: internal notification :param connection_handler: connection handler from which the request was sent :param game: the game :return: list of notificaitons """ del server, connection_handler, game # Unused args notifs = [] message = notification.message notifs.append(notifications.FRM(message.sender, [message.recipient], message.message)) return notifs def translate_notification(server, notification, connection_handler): """ Find notification handler function for associated notification, run it and return its result. :param server: a Server object to pass to handler function. :param notification: a notification object to pass to handler function. See diplomacy.communication.notifications for possible notifications. :param connection_handler: a ConnectionHandler object to pass to handler function. :return: either None or an array of daide notifications. See module diplomacy.daide.notifications for possible daide notifications. """ notification_handler_fn = MAPPING.get(type(notification), None) game = server.get_game(notification.game_id) if not game or not notification_handler_fn: # Game not found return None return notification_handler_fn(server, notification, connection_handler, game) MAPPING = {diplomacy_notifications.GameProcessed: on_processed_notification, diplomacy_notifications.GameStatusUpdate: on_status_update_notification, diplomacy_notifications.GameMessageReceived: on_message_received_notification}