mantimon-tcg/backend/app/services/game_service.py
Cal Corum f452e69999 Complete Phase 4 implementation files
- TurnTimeoutService with percentage-based warnings (35 tests)
- ConnectionManager enhancements for spectators and reconnection
- GameService with timer integration, spectator support, handle_timeout
- GameNamespace with spectate/leave_spectate handlers, reconnection
- WebSocket message schemas for spectator events
- WinConditionsConfig additions for turn timer thresholds
- 83 GameService tests, 37 ConnectionManager tests, 37 GameNamespace tests

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-30 08:03:43 -06:00

1225 lines
44 KiB
Python

"""Game service for orchestrating game lifecycle in Mantimon TCG.
This service is the bridge between WebSocket communication and the core
GameEngine. It handles:
- Game creation with deck loading and validation
- Action execution with persistence
- Game state retrieval with visibility filtering
- Game lifecycle (join, resign, end)
IMPORTANT: This service is stateless. All game-specific configuration
(RulesConfig) is stored in the GameState itself, not in this service.
Rules come from the frontend request at game creation time.
Architecture:
WebSocket Layer -> GameService -> GameEngine + GameStateManager
-> DeckService + CardService
Example:
from app.services.game_service import GameService, game_service
# Create a new game (rules from frontend)
result = await game_service.create_game(
player1_id=user1.id,
player2_id=user2.id,
deck1_id=deck1.id,
deck2_id=deck2.id,
rules_config=rules_from_request, # Frontend provides this
)
# Execute an action (uses rules stored in game state)
result = await game_service.execute_action(
game_id=game.id,
player_id=user1.id,
action=AttackAction(attack_index=0),
)
"""
from __future__ import annotations
import logging
import uuid as uuid_module
from collections.abc import Callable
from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Any
from uuid import UUID
if TYPE_CHECKING:
from app.services.deck_service import DeckService
from app.core.config import RulesConfig
from app.core.engine import ActionResult, GameCreationResult, GameEngine
from app.core.enums import GameEndReason, TurnPhase
from app.core.models.actions import Action, ResignAction
from app.core.models.card import CardInstance
from app.core.models.game_state import GameState
from app.core.rng import create_rng
from app.core.visibility import VisibleGameState, get_spectator_state, get_visible_state
from app.db.models.game import EndReason, GameType
from app.services.card_service import CardService, get_card_service
from app.services.game_state_manager import GameStateManager, game_state_manager
from app.services.turn_timeout_service import TurnTimeoutService, turn_timeout_service
logger = logging.getLogger(__name__)
# Type alias for engine factory - takes GameState, returns GameEngine (for execute_action)
EngineFactory = Callable[[GameState], GameEngine]
# Type alias for creation factory - takes RulesConfig, returns GameEngine (for create_game)
CreationEngineFactory = Callable[[RulesConfig], GameEngine]
def _map_end_reason(core_reason: GameEndReason) -> EndReason:
"""Map core GameEndReason to database EndReason.
The core module uses its own enum for offline independence,
while the database has a separate enum for persistence. The DB enum
also includes service-layer reasons (like DISCONNECTION) that the
core engine doesn't know about.
Args:
core_reason: The GameEndReason from the core module.
Returns:
The corresponding EndReason for database storage.
Raises:
ValueError: If core_reason is not in the mapping (indicates missing enum sync).
"""
mapping = {
GameEndReason.PRIZES_TAKEN: EndReason.PRIZES_TAKEN,
GameEndReason.NO_POKEMON: EndReason.NO_POKEMON,
GameEndReason.DECK_EMPTY: EndReason.CANNOT_DRAW,
GameEndReason.RESIGNATION: EndReason.RESIGNATION,
GameEndReason.TIMEOUT: EndReason.TIMEOUT,
GameEndReason.TURN_LIMIT: EndReason.TURN_LIMIT,
GameEndReason.DRAW: EndReason.DRAW,
}
result = mapping.get(core_reason)
if result is None:
raise ValueError(
f"Unknown GameEndReason: {core_reason}. "
"Update _map_end_reason when adding new end reasons to core."
)
return result
# =============================================================================
# Exceptions
# =============================================================================
class GameServiceError(Exception):
"""Base exception for GameService errors."""
pass
class GameNotFoundError(GameServiceError):
"""Raised when a game cannot be found."""
def __init__(self, game_id: str) -> None:
self.game_id = game_id
super().__init__(f"Game not found: {game_id}")
class NotPlayerTurnError(GameServiceError):
"""Raised when a player tries to act out of turn."""
def __init__(self, game_id: str, player_id: str, current_player_id: str) -> None:
self.game_id = game_id
self.player_id = player_id
self.current_player_id = current_player_id
super().__init__(
f"Not player's turn: {player_id} tried to act, but it's {current_player_id}'s turn"
)
class InvalidActionError(GameServiceError):
"""Raised when an action is invalid."""
def __init__(self, game_id: str, player_id: str, reason: str) -> None:
self.game_id = game_id
self.player_id = player_id
self.reason = reason
super().__init__(f"Invalid action in game {game_id}: {reason}")
class PlayerNotInGameError(GameServiceError):
"""Raised when a player is not a participant in the game."""
def __init__(self, game_id: str, player_id: str) -> None:
self.game_id = game_id
self.player_id = player_id
super().__init__(f"Player {player_id} is not in game {game_id}")
class GameAlreadyEndedError(GameServiceError):
"""Raised when trying to act on a game that has already ended."""
def __init__(self, game_id: str) -> None:
self.game_id = game_id
super().__init__(f"Game {game_id} has already ended")
class GameCreationError(GameServiceError):
"""Raised when game creation fails."""
def __init__(self, reason: str) -> None:
self.reason = reason
super().__init__(f"Failed to create game: {reason}")
class ForcedActionRequiredError(GameServiceError):
"""Raised when a forced action is required but a different action was attempted."""
def __init__(
self,
game_id: str,
player_id: str,
required_action_type: str,
attempted_action_type: str,
) -> None:
self.game_id = game_id
self.player_id = player_id
self.required_action_type = required_action_type
self.attempted_action_type = attempted_action_type
super().__init__(
f"Forced action required: {required_action_type}, "
f"but {attempted_action_type} was attempted"
)
class CannotSpectateOwnGameError(GameServiceError):
"""Raised when a player tries to spectate a game they are participating in."""
def __init__(self, game_id: str, player_id: str) -> None:
self.game_id = game_id
self.player_id = player_id
super().__init__(f"Cannot spectate your own game: {game_id}")
# =============================================================================
# Result Types
# =============================================================================
@dataclass
class PendingForcedAction:
"""Information about a pending forced action for the client.
Attributes:
player_id: The player who must take the action.
action_type: The type of action required.
reason: Human-readable explanation.
params: Additional parameters for the action.
"""
player_id: str
action_type: str
reason: str
params: dict[str, Any] = field(default_factory=dict)
@dataclass
class GameActionResult:
"""Result of executing a game action.
Attributes:
success: Whether the action succeeded.
game_id: The game ID.
action_type: The type of action executed.
message: Description of what happened.
state_changes: Dict of state changes for client updates.
game_over: Whether the game ended as a result.
winner_id: Winner's player ID if game ended with a winner.
end_reason: Reason the game ended, if applicable.
turn_changed: Whether the turn changed as a result of this action.
current_player_id: The current player after action execution.
pending_forced_action: If set, the next action must be this forced action.
turn_timeout_seconds: Seconds remaining on turn timer (None if disabled).
turn_deadline: Unix timestamp when current turn expires (None if disabled).
"""
success: bool
game_id: str
action_type: str
message: str = ""
state_changes: dict[str, Any] = field(default_factory=dict)
game_over: bool = False
winner_id: str | None = None
end_reason: GameEndReason | None = None
turn_changed: bool = False
current_player_id: str | None = None
pending_forced_action: PendingForcedAction | None = None
turn_timeout_seconds: int | None = None
turn_deadline: float | None = None
@dataclass
class GameJoinResult:
"""Result of joining or rejoining a game.
Used when a player connects/reconnects to a game session. Contains
everything needed to render the game UI and know what action is required.
Attributes:
success: Whether the join succeeded.
game_id: The game ID.
player_id: The joining player's ID.
visible_state: The game state visible to the player.
is_your_turn: Whether it's this player's turn (or forced action required).
game_over: Whether the game has already ended.
pending_forced_action: If set, this action must be taken before any other.
message: Additional information or error message.
turn_timeout_seconds: Seconds remaining on turn timer (None if disabled).
turn_deadline: Unix timestamp when current turn expires (None if disabled).
"""
success: bool
game_id: str
player_id: str
visible_state: VisibleGameState | None = None
is_your_turn: bool = False
game_over: bool = False
pending_forced_action: PendingForcedAction | None = None
message: str = ""
turn_timeout_seconds: int | None = None
turn_deadline: float | None = None
@dataclass
class GameCreateResult:
"""Result of creating a new game.
Attributes:
success: Whether the game was created successfully.
game_id: The created game's ID (None if failed).
player1_view: Initial state visible to player 1.
player2_view: Initial state visible to player 2.
starting_player_id: Which player goes first.
message: Description or error message.
"""
success: bool
game_id: str | None = None
player1_view: VisibleGameState | None = None
player2_view: VisibleGameState | None = None
starting_player_id: str | None = None
message: str = ""
@dataclass
class GameEndResult:
"""Result of ending a game.
Contains all information needed to notify clients and record
the game in history.
Attributes:
success: Whether the game was ended successfully.
game_id: The game that ended.
winner_id: The winner's player ID (None for draws).
loser_id: The loser's player ID (None for draws).
end_reason: Why the game ended.
turn_count: Total number of turns played.
duration_seconds: Game duration in seconds.
player1_final_view: Final state visible to player 1.
player2_final_view: Final state visible to player 2.
history_id: The GameHistory record ID.
message: Description or error message.
"""
success: bool
game_id: str
winner_id: str | None = None
loser_id: str | None = None
end_reason: GameEndReason | None = None
turn_count: int = 0
duration_seconds: int = 0
player1_final_view: VisibleGameState | None = None
player2_final_view: VisibleGameState | None = None
history_id: str | None = None
message: str = ""
@dataclass
class SpectateResult:
"""Result of spectating a game.
Attributes:
success: Whether spectating succeeded.
game_id: The game being spectated.
visible_state: Spectator-filtered game state (no hands visible).
game_over: Whether the game has already ended.
message: Additional information or error message.
"""
success: bool
game_id: str
visible_state: VisibleGameState | None = None
game_over: bool = False
message: str = ""
# =============================================================================
# GameService
# =============================================================================
class GameService:
"""Service for orchestrating game lifecycle operations.
This service coordinates between the WebSocket layer and the core
GameEngine, handling persistence and state management.
IMPORTANT: This service is STATELESS regarding game rules.
- Rules are stored in each GameState (set at creation time)
- The GameEngine is instantiated per-operation with the game's rules
- No RulesConfig is stored in this service
Attributes:
_state_manager: GameStateManager for persistence.
_card_service: CardService for card definitions.
_timeout_service: TurnTimeoutService for turn timer management.
_engine_factory: Factory for creating GameEngine for action execution.
_creation_engine_factory: Factory for creating GameEngine for game creation.
"""
def __init__(
self,
state_manager: GameStateManager | None = None,
card_service: CardService | None = None,
timeout_service: TurnTimeoutService | None = None,
engine_factory: EngineFactory | None = None,
creation_engine_factory: CreationEngineFactory | None = None,
) -> None:
"""Initialize the GameService.
Note: No GameEngine or RulesConfig here - those are per-game,
not per-service. The engine is created as needed using the
rules stored in each game's state.
Args:
state_manager: GameStateManager instance. Uses global if not provided.
card_service: CardService instance. Uses global if not provided.
timeout_service: TurnTimeoutService instance. Uses global if not provided.
engine_factory: Optional factory for creating GameEngine for action
execution. Takes GameState, returns GameEngine. If not provided,
uses the default _default_engine_factory method.
creation_engine_factory: Optional factory for creating GameEngine for
game creation. Takes RulesConfig, returns GameEngine. If not
provided, uses the default _default_creation_engine_factory method.
"""
self._state_manager = state_manager or game_state_manager
self._card_service = card_service or get_card_service()
self._timeout_service = timeout_service or turn_timeout_service
self._engine_factory = engine_factory or self._default_engine_factory
self._creation_engine_factory = (
creation_engine_factory or self._default_creation_engine_factory
)
def _default_engine_factory(self, game: GameState) -> GameEngine:
"""Default factory for creating a GameEngine from game state.
The engine is created on-demand using the rules stored in the
game state. This ensures each game uses its own configuration.
For deterministic replay support, we derive a unique seed per action
by combining the game's base seed with the action count. This ensures:
- Same game + same action sequence = identical RNG results
- Each action gets a unique but reproducible random sequence
Args:
game: The game state containing the rules to use.
Returns:
A GameEngine configured with the game's rules and RNG.
"""
if game.rng_seed is not None:
# Derive unique seed per action for deterministic replay
# Action count ensures each action gets different but reproducible RNG
action_count = len(game.action_log)
action_seed = game.rng_seed + action_count
rng = create_rng(seed=action_seed)
else:
# No seed - use cryptographically secure RNG
rng = create_rng()
return GameEngine(rules=game.rules, rng=rng)
def _default_creation_engine_factory(self, rules: RulesConfig) -> GameEngine:
"""Default factory for creating a GameEngine for game creation.
Used when creating a new game. The engine is created with the
provided rules and a fresh RNG.
Args:
rules: The RulesConfig for the new game.
Returns:
A GameEngine configured with the rules and fresh RNG.
"""
return GameEngine(rules=rules, rng=create_rng())
# =========================================================================
# Game State Access
# =========================================================================
async def get_game_state(self, game_id: str) -> GameState:
"""Get the full game state.
Args:
game_id: The game ID.
Returns:
The GameState.
Raises:
GameNotFoundError: If game doesn't exist.
"""
state = await self._state_manager.load_state(game_id)
if state is None:
raise GameNotFoundError(game_id)
return state
async def get_player_view(
self,
game_id: str,
player_id: str,
) -> VisibleGameState:
"""Get the game state filtered for a specific player's view.
This applies visibility rules to hide opponent's hidden information
(hand, deck, prizes).
Args:
game_id: The game ID.
player_id: The player to get the view for.
Returns:
VisibleGameState with appropriate filtering.
Raises:
GameNotFoundError: If game doesn't exist.
PlayerNotInGameError: If player is not in the game.
"""
state = await self.get_game_state(game_id)
if player_id not in state.players:
raise PlayerNotInGameError(game_id, player_id)
return get_visible_state(state, player_id)
async def is_player_turn(self, game_id: str, player_id: str) -> bool:
"""Check if it's the specified player's turn.
Args:
game_id: The game ID.
player_id: The player to check.
Returns:
True if it's the player's turn.
Raises:
GameNotFoundError: If game doesn't exist.
"""
state = await self.get_game_state(game_id)
return state.current_player_id == player_id
async def game_exists(self, game_id: str) -> bool:
"""Check if a game exists.
Args:
game_id: The game ID.
Returns:
True if the game exists in cache or database.
"""
return await self._state_manager.cache_exists(game_id)
# =========================================================================
# Game Lifecycle
# =========================================================================
async def join_game(
self,
game_id: str,
player_id: str,
last_event_id: str | None = None,
) -> GameJoinResult:
"""Join or rejoin a game session.
Loads the game state and returns the player's visible view.
Used when a player connects or reconnects to a game.
This method handles both initial joins and reconnections after
disconnect. On reconnect, the full current state is returned
including any pending forced actions that the player must complete.
Args:
game_id: The game to join.
player_id: The joining player's ID.
last_event_id: Last event ID for reconnection replay (future use).
Will be used to replay missed events after reconnect.
Returns:
GameJoinResult with the visible state and any pending actions.
"""
try:
state = await self.get_game_state(game_id)
except GameNotFoundError:
return GameJoinResult(
success=False,
game_id=game_id,
player_id=player_id,
message="Game not found",
)
if player_id not in state.players:
return GameJoinResult(
success=False,
game_id=game_id,
player_id=player_id,
message="You are not a participant in this game",
)
visible = get_visible_state(state, player_id)
# Check if game already ended
if state.winner_id is not None or state.end_reason is not None:
logger.info(f"Player {player_id} joined ended game {game_id}")
return GameJoinResult(
success=True,
game_id=game_id,
player_id=player_id,
visible_state=visible,
is_your_turn=False,
game_over=True,
message="Game has ended",
)
# Check for pending forced action
forced = state.get_current_forced_action()
pending_forced: PendingForcedAction | None = None
if forced is not None:
pending_forced = PendingForcedAction(
player_id=forced.player_id,
action_type=forced.action_type,
reason=forced.reason,
params=forced.params or {},
)
# Determine if it's this player's turn
# It's their turn if: normal turn OR they have a forced action
is_turn = state.current_player_id == player_id
if forced is not None and forced.player_id == player_id:
is_turn = True
# Handle turn timer for reconnection
turn_timeout_seconds: int | None = None
turn_deadline: float | None = None
if state.rules.win_conditions.turn_timer_enabled:
# Check if there's an active timer
timeout_info = await self._timeout_service.get_timeout_info(game_id)
if timeout_info is not None:
# Timer exists - extend if this is the current player reconnecting
if is_turn and timeout_info.player_id == player_id:
grace_seconds = state.rules.win_conditions.turn_timer_grace_seconds
extended_info = await self._timeout_service.extend_timer(game_id, grace_seconds)
if extended_info is not None:
timeout_info = extended_info
logger.debug(
f"Extended turn timer on reconnect: game={game_id}, "
f"player={player_id}, grace={grace_seconds}s"
)
turn_timeout_seconds = timeout_info.remaining_seconds
turn_deadline = timeout_info.deadline
logger.info(f"Player {player_id} joined game {game_id}")
return GameJoinResult(
success=True,
game_id=game_id,
player_id=player_id,
visible_state=visible,
is_your_turn=is_turn,
game_over=False,
pending_forced_action=pending_forced,
turn_timeout_seconds=turn_timeout_seconds,
turn_deadline=turn_deadline,
)
async def spectate_game(
self,
game_id: str,
user_id: str,
) -> SpectateResult:
"""Get spectator view of a game.
Returns a visibility-filtered game state suitable for spectators.
Spectators cannot see any player's hand, deck, or prizes.
Args:
game_id: The game to spectate.
user_id: The user wanting to spectate.
Returns:
SpectateResult with the spectator-visible state.
Raises:
GameNotFoundError: If game doesn't exist.
CannotSpectateOwnGameError: If user is a participant in the game.
"""
state = await self.get_game_state(game_id)
# Players cannot spectate their own game
if user_id in state.players:
raise CannotSpectateOwnGameError(game_id, user_id)
visible = get_spectator_state(state)
# Check if game already ended
game_over = state.winner_id is not None or state.end_reason is not None
logger.info(f"User {user_id} spectating game {game_id}")
return SpectateResult(
success=True,
game_id=game_id,
visible_state=visible,
game_over=game_over,
message="Spectating game" if not game_over else "Game has ended",
)
async def execute_action(
self,
game_id: str,
player_id: str,
action: Action,
) -> GameActionResult:
"""Execute a player action in the game.
Validates the action, executes it through GameEngine, and
persists the updated state. The GameEngine is created using
the rules stored in the game state.
Handles forced actions: if there's a pending forced action (e.g.,
select new active after KO), only that action type from the
specified player is allowed.
Persists to database at turn boundaries for durability.
Args:
game_id: The game ID.
player_id: The acting player's ID.
action: The action to execute.
Returns:
GameActionResult with success status, state changes, and
any pending forced actions.
Raises:
GameNotFoundError: If game doesn't exist.
PlayerNotInGameError: If player is not in the game.
GameAlreadyEndedError: If game has already ended.
NotPlayerTurnError: If it's not the player's turn.
ForcedActionRequiredError: If a forced action is required but
a different action was attempted.
InvalidActionError: If the action is invalid.
"""
# Load game state
state = await self.get_game_state(game_id)
# Validate player is in game
if player_id not in state.players:
raise PlayerNotInGameError(game_id, player_id)
# Check game hasn't ended
if state.winner_id is not None or state.end_reason is not None:
raise GameAlreadyEndedError(game_id)
# Check for forced actions (except resignation, which is always allowed)
forced = state.get_current_forced_action()
if forced is not None and not isinstance(action, ResignAction):
# Only the specified player can act during a forced action
if player_id != forced.player_id:
raise NotPlayerTurnError(game_id, player_id, forced.player_id)
# Only the specified action type is allowed
if action.type != forced.action_type:
raise ForcedActionRequiredError(game_id, player_id, forced.action_type, action.type)
elif not isinstance(action, ResignAction) and state.current_player_id != player_id:
# Normal turn check (no forced action pending)
raise NotPlayerTurnError(game_id, player_id, state.current_player_id)
# Track turn state before action for boundary detection
turn_before = state.turn_number
player_before = state.current_player_id
phase_before = state.phase
# Create engine with this game's rules via factory
engine = self._engine_factory(state)
# Execute the action
result: ActionResult = await engine.execute_action(state, player_id, action)
if not result.success:
raise InvalidActionError(game_id, player_id, result.message)
# Detect turn change
turn_changed = state.turn_number != turn_before or state.current_player_id != player_before
# Save state to cache (fast path)
await self._state_manager.save_to_cache(state)
# Persist to DB at turn boundaries for durability
if turn_changed:
await self._state_manager.persist_to_db(state)
logger.debug(f"Turn boundary: persisted game {game_id} to DB")
# Build response
action_result = GameActionResult(
success=True,
game_id=game_id,
action_type=action.type,
message=result.message,
state_changes={
"changes": result.state_changes,
},
turn_changed=turn_changed,
current_player_id=state.current_player_id,
)
# Include pending forced action if any
next_forced = state.get_current_forced_action()
if next_forced is not None:
action_result.pending_forced_action = PendingForcedAction(
player_id=next_forced.player_id,
action_type=next_forced.action_type,
reason=next_forced.reason,
params=next_forced.params,
)
# Check for game over
if result.win_result is not None:
action_result.game_over = True
action_result.winner_id = result.win_result.winner_id
action_result.end_reason = result.win_result.end_reason
# Cancel turn timer on game over
await self._timeout_service.cancel_timer(game_id)
# Persist final state to DB
await self._state_manager.persist_to_db(state)
logger.info(
f"Game {game_id} ended: winner={result.win_result.winner_id}, "
f"reason={result.win_result.end_reason}"
)
elif state.rules.win_conditions.turn_timer_enabled:
# Determine if we should start the turn timer:
# 1. Turn changed (player switched turns)
# 2. SETUP phase just ended (first real turn began)
setup_ended = phase_before == TurnPhase.SETUP and state.phase != TurnPhase.SETUP
should_start_timer = turn_changed or setup_ended
if should_start_timer:
timeout_info = await self._timeout_service.start_turn_timer(
game_id=game_id,
player_id=state.current_player_id,
timeout_seconds=state.rules.win_conditions.turn_timer_seconds,
warning_thresholds=state.rules.win_conditions.turn_timer_warning_thresholds,
)
action_result.turn_timeout_seconds = timeout_info.remaining_seconds
action_result.turn_deadline = timeout_info.deadline
logger.debug(
f"Started turn timer: game={game_id}, player={state.current_player_id}, "
f"timeout={timeout_info.timeout_seconds}s, "
f"reason={'setup_ended' if setup_ended else 'turn_changed'}"
)
logger.debug(f"Action executed: game={game_id}, player={player_id}, type={action.type}")
return action_result
async def resign_game(
self,
game_id: str,
player_id: str,
) -> GameActionResult:
"""Resign from a game.
Convenience method that executes a ResignAction.
Args:
game_id: The game ID.
player_id: The resigning player's ID.
Returns:
GameActionResult indicating game over.
"""
return await self.execute_action(
game_id=game_id,
player_id=player_id,
action=ResignAction(),
)
async def handle_timeout(
self,
game_id: str,
timed_out_player_id: str,
) -> GameEndResult:
"""Handle a turn timeout.
Called by the background timeout polling task when a player's
turn timer expires. Declares the timed-out player as the loser.
Future enhancement: Could implement auto-pass for first timeout,
loss only after N consecutive timeouts.
Args:
game_id: The game ID.
timed_out_player_id: The player who timed out.
Returns:
GameEndResult with timeout as the end reason.
Raises:
GameNotFoundError: If game doesn't exist.
"""
state = await self.get_game_state(game_id)
# Determine winner (the opponent)
player_ids = list(state.players.keys())
winner_id: str | None = None
for pid in player_ids:
if pid != timed_out_player_id:
winner_id = pid
break
logger.info(
f"Turn timeout: game={game_id}, timed_out_player={timed_out_player_id}, "
f"winner={winner_id}"
)
return await self.end_game(
game_id=game_id,
winner_id=winner_id,
end_reason=GameEndReason.TIMEOUT,
)
async def end_game(
self,
game_id: str,
winner_id: str | None,
end_reason: GameEndReason,
) -> GameEndResult:
"""End a game and record it in history.
This method handles the complete game ending process:
1. Updates game state with winner and end reason
2. Creates a GameHistory record with replay data
3. Deletes the game from ActiveGame table and Redis cache
4. Returns final state for client notification
Called by:
- execute_action when a win condition is detected
- Timeout system when a player times out
- Disconnect handler when a player abandons
Args:
game_id: The game ID.
winner_id: The winner's player ID, or None for a draw.
end_reason: Why the game ended.
Returns:
GameEndResult with final state and history record ID.
Raises:
GameNotFoundError: If game doesn't exist.
"""
state = await self.get_game_state(game_id)
# Cancel any active turn timer
await self._timeout_service.cancel_timer(game_id)
# Set winner and end reason on game state
state.winner_id = winner_id
state.end_reason = end_reason
# Get player IDs from state
player_ids = list(state.players.keys())
player1_id = player_ids[0] if len(player_ids) > 0 else None
player2_id = player_ids[1] if len(player_ids) > 1 else None
# Determine loser (opposite of winner)
loser_id: str | None = None
if winner_id is not None and len(player_ids) == 2:
loser_id = player_ids[1] if player_ids[0] == winner_id else player_ids[0]
# Get player views for final state
player1_view = get_visible_state(state, player1_id) if player1_id else None
player2_view = get_visible_state(state, player2_id) if player2_id else None
# Map core end reason to DB end reason
db_end_reason = _map_end_reason(end_reason)
# Determine if NPC won (for campaign games)
winner_is_npc = False
db_winner_id: UUID | None = None
if winner_id is not None:
# Check if winner is a player UUID or NPC
try:
db_winner_id = UUID(winner_id)
except ValueError:
# Winner ID is not a UUID, must be NPC
winner_is_npc = True
db_winner_id = None
# Build replay data from action log
replay_data = {
"version": 1,
"game_id": game_id,
"action_log": state.action_log,
"final_turn": state.turn_number,
"rules": state.rules.model_dump(mode="json"),
}
# Archive to history (creates GameHistory, deletes ActiveGame and cache)
archive_result = await self._state_manager.archive_to_history(
game_id=game_id,
state=state,
winner_id=db_winner_id,
winner_is_npc=winner_is_npc,
end_reason=db_end_reason,
replay_data=replay_data,
)
logger.info(
f"Game {game_id} ended: winner={winner_id}, reason={end_reason}, "
f"turns={archive_result.turn_count}, duration={archive_result.duration_seconds}s"
)
return GameEndResult(
success=True,
game_id=game_id,
winner_id=winner_id,
loser_id=loser_id,
end_reason=end_reason,
turn_count=archive_result.turn_count,
duration_seconds=archive_result.duration_seconds,
player1_final_view=player1_view,
player2_final_view=player2_view,
history_id=archive_result.history_id,
message=f"Game ended: {end_reason.value}",
)
# =========================================================================
# Game Creation
# =========================================================================
def _cards_to_instances(
self,
cards: list,
player_id: str,
prefix: str = "card",
) -> list[CardInstance]:
"""Convert CardDefinitions to CardInstances with unique IDs.
Args:
cards: List of CardDefinition objects.
player_id: The owning player's ID (used in instance ID).
prefix: Prefix for instance IDs (e.g., "main" or "energy").
Returns:
List of CardInstance objects with unique instance_ids.
"""
instances = []
for i, card_def in enumerate(cards):
instance = CardInstance(
instance_id=f"{player_id}-{prefix}-{i}-{uuid_module.uuid4().hex[:8]}",
definition_id=card_def.id,
)
instances.append(instance)
return instances
def _build_card_registry(
self,
*card_lists: list,
) -> dict[str, Any]:
"""Build a card registry from card definition lists.
Only includes cards that are actually in the decks, not all cards.
Args:
card_lists: Variable number of CardDefinition lists.
Returns:
Dict mapping definition_id -> CardDefinition.
"""
registry: dict[str, Any] = {}
for cards in card_lists:
for card_def in cards:
if card_def.id not in registry:
registry[card_def.id] = card_def
return registry
async def create_game(
self,
player1_id: UUID,
player2_id: UUID,
deck1_id: UUID,
deck2_id: UUID,
rules_config: RulesConfig,
deck_service: DeckService,
game_type: GameType = GameType.FREEPLAY,
game_id: str | None = None,
) -> GameCreateResult:
"""Create a new game between two players.
Loads decks via DeckService, converts cards to instances, initializes
game state via GameEngine, and persists to both Redis and Postgres.
IMPORTANT: rules_config is required and comes from the frontend
request, not from server-side defaults.
Args:
player1_id: First player's UUID.
player2_id: Second player's UUID.
deck1_id: First player's deck UUID.
deck2_id: Second player's deck UUID.
rules_config: Game rules from the frontend request.
deck_service: DeckService instance for loading decks (from API layer).
game_type: Type of game (freeplay, ranked, etc.). Defaults to FREEPLAY.
game_id: Optional game ID. Auto-generated if not provided.
Returns:
GameCreateResult with game_id, initial player views, and starting player.
Raises:
GameCreationError: If deck loading or game creation fails.
"""
p1_str = str(player1_id)
p2_str = str(player2_id)
# Load decks via DeckService
try:
# get_deck_for_game returns list[CardDefinition] expanded for quantities
deck1_cards = await deck_service.get_deck_for_game(player1_id, deck1_id)
deck2_cards = await deck_service.get_deck_for_game(player2_id, deck2_id)
# get_deck returns DeckEntry with energy_cards dict
deck1_entry = await deck_service.get_deck(player1_id, deck1_id)
deck2_entry = await deck_service.get_deck(player2_id, deck2_id)
except Exception as e:
logger.error(f"Failed to load decks: {e}")
raise GameCreationError(f"Failed to load decks: {e}") from e
# Expand energy cards to CardDefinitions
energy1_cards = []
for energy_type, qty in deck1_entry.energy_cards.items():
# Energy card IDs follow pattern: energy-basic-{type}
energy_id = f"energy-basic-{energy_type}"
energy_def = self._card_service.get_card(energy_id)
if energy_def is None:
raise GameCreationError(
f"Energy card definition not found: {energy_id}. "
"Check that card data is loaded correctly."
)
energy1_cards.extend([energy_def] * qty)
energy2_cards = []
for energy_type, qty in deck2_entry.energy_cards.items():
energy_id = f"energy-basic-{energy_type}"
energy_def = self._card_service.get_card(energy_id)
if energy_def is None:
raise GameCreationError(
f"Energy card definition not found: {energy_id}. "
"Check that card data is loaded correctly."
)
energy2_cards.extend([energy_def] * qty)
# Convert CardDefinitions to CardInstances with unique IDs
deck1_instances = self._cards_to_instances(deck1_cards, p1_str, "main")
deck2_instances = self._cards_to_instances(deck2_cards, p2_str, "main")
energy1_instances = self._cards_to_instances(energy1_cards, p1_str, "energy")
energy2_instances = self._cards_to_instances(energy2_cards, p2_str, "energy")
# Build decks dict for GameEngine
decks = {
p1_str: deck1_instances,
p2_str: deck2_instances,
}
energy_decks = {
p1_str: energy1_instances,
p2_str: energy2_instances,
}
# Build card registry from only the cards in play
card_registry = self._build_card_registry(
deck1_cards, deck2_cards, energy1_cards, energy2_cards
)
# Create engine with the provided rules via factory (allows testing)
engine = self._creation_engine_factory(rules_config)
# Create the game via GameEngine
result: GameCreationResult = engine.create_game(
player_ids=[p1_str, p2_str],
decks=decks,
card_registry=card_registry,
energy_decks=energy_decks if energy1_instances or energy2_instances else None,
game_id=game_id,
)
if not result.success or result.game is None:
logger.error(f"GameEngine failed to create game: {result.message}")
raise GameCreationError(result.message)
game = result.game
# Persist to both cache and database
try:
await self._state_manager.save_to_cache(game)
await self._state_manager.persist_to_db(
game,
game_type=game_type,
player1_id=player1_id,
player2_id=player2_id,
rules_config=rules_config.model_dump() if rules_config else None,
)
except Exception as e:
logger.error(f"Failed to persist game state: {e}")
raise GameCreationError(f"Failed to persist game: {e}") from e
# NOTE: Turn timer is NOT started here during SETUP phase.
# Timer starts when SETUP completes (both players select basic pokemon)
# and the first real turn begins. See execute_action() for timer start logic.
# Get player-visible views
player1_view = get_visible_state(game, p1_str)
player2_view = get_visible_state(game, p2_str)
logger.info(
f"Created game {game.game_id}: {p1_str} vs {p2_str}, "
f"starting player: {game.current_player_id}"
)
return GameCreateResult(
success=True,
game_id=game.game_id,
player1_view=player1_view,
player2_view=player2_view,
starting_player_id=game.current_player_id,
message="Game created successfully",
)
# Global singleton instance
# Note: This is safe because GameService is stateless regarding game rules.
# Each game's rules are stored in its GameState, not in this service.
game_service = GameService()