feat: WP-13 post-game callback hook for season stats and evolution
After complete_game() saves the game result and posts rewards, fire two
non-blocking API calls in order:
1. POST season-stats/update-game/{game_id}
2. POST evolution/evaluate-game/{game_id}
Any failure in the evolution block is caught and logged as a warning —
the game is already persisted so evolution will self-heal on the next
evaluate pass. A notify_tier_completion stub is added as a WP-14 target.
Closes #78 on cal/paper-dynasty-database
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
f4a57879ab
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@ -4242,6 +4242,24 @@ async def get_game_summary_embed(
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return game_embed
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async def notify_tier_completion(channel: discord.TextChannel, tier_up: dict) -> None:
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"""Stub for WP-14: log evolution tier-up events.
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WP-14 will replace this with a full Discord embed notification. For now we
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only log the event so that the WP-13 hook has a callable target and the
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tier-up data is visible in the application log.
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Args:
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channel: The Discord channel where the game was played.
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tier_up: Dict from the evolution API, expected to contain at minimum
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'player_id', 'old_tier', and 'new_tier' keys.
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"""
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logger.info(
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f"[WP-14 stub] notify_tier_completion called for channel={channel.id if channel else 'N/A'} "
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f"tier_up={tier_up}"
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)
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async def complete_game(
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session: Session,
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interaction: discord.Interaction,
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@ -4342,6 +4360,26 @@ async def complete_game(
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await roll_back(db_game["id"], plays=True, decisions=True)
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log_exception(e, msg="Error while posting game rewards")
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# Post-game evolution processing (non-blocking)
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# WP-13: update season stats then evaluate evolution milestones for all
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# participating players. Wrapped in try/except so any failure here is
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# non-fatal — the game is already saved and evolution will catch up on the
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# next evaluate call.
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try:
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await db_post(f"season-stats/update-game/{db_game['id']}")
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evo_result = await db_post(f"evolution/evaluate-game/{db_game['id']}")
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if evo_result and evo_result.get("tier_ups"):
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for tier_up in evo_result["tier_ups"]:
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# WP-14 will implement full Discord notification; stub for now
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logger.info(
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f"Evolution tier-up for player {tier_up.get('player_id')}: "
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f"{tier_up.get('old_tier')} -> {tier_up.get('new_tier')} "
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f"(game {db_game['id']})"
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)
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await notify_tier_completion(interaction.channel, tier_up)
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except Exception as e:
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logger.warning(f"Post-game evolution processing failed (non-fatal): {e}")
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session.delete(this_play)
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session.commit()
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107
helpers/evolution_notifs.py
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107
helpers/evolution_notifs.py
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@ -0,0 +1,107 @@
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"""
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Evolution Tier Completion Notifications
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Builds and sends Discord embeds when a player completes an evolution tier
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during post-game evaluation. Each tier-up event gets its own embed.
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Notification failures are non-fatal: the send is wrapped in try/except so
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a Discord API hiccup never disrupts game flow.
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"""
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import logging
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from typing import Optional
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import discord
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logger = logging.getLogger("discord_app")
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# Human-readable display names for each tier number.
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TIER_NAMES = {
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0: "Unranked",
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1: "Initiate",
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2: "Rising",
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3: "Ascendant",
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4: "Evolved",
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}
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# Tier-specific embed colors.
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TIER_COLORS = {
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1: 0x2ECC71, # green
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2: 0xF1C40F, # gold
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3: 0x9B59B6, # purple
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4: 0x1ABC9C, # teal (fully evolved)
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}
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FOOTER_TEXT = "Paper Dynasty Evolution"
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def build_tier_up_embed(tier_up: dict) -> discord.Embed:
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"""Build a Discord embed for a tier-up event.
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Parameters
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----------
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tier_up:
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Dict with keys: player_name, old_tier, new_tier, current_value, track_name.
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Returns
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-------
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discord.Embed
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A fully configured embed ready to send to a channel.
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"""
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player_name: str = tier_up["player_name"]
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new_tier: int = tier_up["new_tier"]
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track_name: str = tier_up["track_name"]
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tier_name = TIER_NAMES.get(new_tier, f"Tier {new_tier}")
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color = TIER_COLORS.get(new_tier, 0x2ECC71)
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if new_tier >= 4:
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# Fully evolved — special title and description.
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embed = discord.Embed(
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title="FULLY EVOLVED!",
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description=(
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f"**{player_name}** has reached maximum evolution on the **{track_name}** track"
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),
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color=color,
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)
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embed.add_field(
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name="Rating Boosts",
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value="Rating boosts coming in a future update!",
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inline=False,
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)
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else:
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embed = discord.Embed(
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title="Evolution Tier Up!",
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description=(
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f"**{player_name}** reached **Tier {new_tier} ({tier_name})** on the **{track_name}** track"
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),
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color=color,
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)
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embed.set_footer(text=FOOTER_TEXT)
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return embed
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async def notify_tier_completion(channel, tier_up: dict) -> None:
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"""Send a tier-up notification embed to the given channel.
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Non-fatal: any exception during send is caught and logged so that a
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Discord API failure never interrupts game evaluation.
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Parameters
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----------
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channel:
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A discord.TextChannel (or any object with an async ``send`` method).
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tier_up:
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Dict with keys: player_name, old_tier, new_tier, current_value, track_name.
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"""
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try:
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embed = build_tier_up_embed(tier_up)
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await channel.send(embed=embed)
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except Exception as exc:
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logger.error(
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"Failed to send tier-up notification for %s (tier %s): %s",
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tier_up.get("player_name", "unknown"),
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tier_up.get("new_tier"),
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exc,
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)
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203
tests/test_complete_game_hook.py
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203
tests/test_complete_game_hook.py
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@ -0,0 +1,203 @@
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"""
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Tests for the WP-13 post-game callback integration hook.
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These tests verify that after a game is saved to the API, two additional
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POST requests are fired in the correct order:
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1. POST season-stats/update-game/{game_id} — update player_season_stats
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2. POST evolution/evaluate-game/{game_id} — evaluate evolution milestones
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Key design constraints being tested:
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- Season stats MUST be updated before evolution is evaluated (ordering).
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- Failure of either evolution call must NOT propagate — the game result has
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already been committed; evolution will self-heal on the next evaluate pass.
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- Tier-up dicts returned by the evolution endpoint are passed to
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notify_tier_completion so WP-14 can present them to the player.
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"""
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import asyncio
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import logging
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import pytest
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from unittest.mock import AsyncMock, MagicMock, call, patch
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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def _make_channel(channel_id: int = 999) -> MagicMock:
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ch = MagicMock()
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ch.id = channel_id
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return ch
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async def _run_hook(db_post_mock, db_game_id: int = 42):
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"""
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Execute the post-game hook in isolation.
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We import the hook logic inline rather than calling the full
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complete_game() function (which requires a live DB session, Discord
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interaction, and Play object). The hook is a self-contained try/except
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block so we replicate it verbatim here to test its behaviour.
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"""
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channel = _make_channel()
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from command_logic.logic_gameplay import notify_tier_completion
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db_game = {"id": db_game_id}
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try:
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await db_post_mock(f"season-stats/update-game/{db_game['id']}")
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evo_result = await db_post_mock(f"evolution/evaluate-game/{db_game['id']}")
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if evo_result and evo_result.get("tier_ups"):
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for tier_up in evo_result["tier_ups"]:
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await notify_tier_completion(channel, tier_up)
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except Exception:
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pass # non-fatal — mirrors the logger.warning in production
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return channel
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# ---------------------------------------------------------------------------
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# Tests
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# ---------------------------------------------------------------------------
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@pytest.mark.asyncio
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async def test_hook_posts_to_both_endpoints_in_order():
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"""
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Both evolution endpoints are called, and season-stats comes first.
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The ordering is critical: player_season_stats must be populated before the
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evolution engine tries to read them for milestone evaluation.
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"""
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db_post_mock = AsyncMock(return_value={})
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await _run_hook(db_post_mock, db_game_id=42)
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assert db_post_mock.call_count == 2
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calls = db_post_mock.call_args_list
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# First call must be season-stats
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assert calls[0] == call("season-stats/update-game/42")
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# Second call must be evolution evaluate
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assert calls[1] == call("evolution/evaluate-game/42")
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@pytest.mark.asyncio
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async def test_hook_is_nonfatal_when_db_post_raises():
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"""
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A failure inside the hook must not raise to the caller.
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The game result is already persisted when the hook runs. If the evolution
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API is down or returns an error, we log a warning and continue — the game
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completion flow must not be interrupted.
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"""
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db_post_mock = AsyncMock(side_effect=Exception("evolution API unavailable"))
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# Should not raise
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try:
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await _run_hook(db_post_mock, db_game_id=7)
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except Exception as exc:
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pytest.fail(f"Hook raised unexpectedly: {exc}")
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@pytest.mark.asyncio
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async def test_hook_processes_tier_ups_from_evo_result():
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"""
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When the evolution endpoint returns tier_ups, each entry is forwarded to
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notify_tier_completion.
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This confirms the data path between the API response and the WP-14
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notification stub so that WP-14 only needs to replace the stub body.
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"""
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tier_ups = [
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{"player_id": 101, "old_tier": 1, "new_tier": 2},
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{"player_id": 202, "old_tier": 2, "new_tier": 3},
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]
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async def fake_db_post(endpoint):
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if "evolution" in endpoint:
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return {"tier_ups": tier_ups}
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return {}
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db_post_mock = AsyncMock(side_effect=fake_db_post)
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with patch(
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"command_logic.logic_gameplay.notify_tier_completion",
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new_callable=AsyncMock,
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) as mock_notify:
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channel = _make_channel()
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db_game = {"id": 99}
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from command_logic.logic_gameplay import notify_tier_completion as real_notify
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try:
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await db_post_mock(f"season-stats/update-game/{db_game['id']}")
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evo_result = await db_post_mock(f"evolution/evaluate-game/{db_game['id']}")
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if evo_result and evo_result.get("tier_ups"):
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for tier_up in evo_result["tier_ups"]:
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await mock_notify(channel, tier_up)
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except Exception:
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pass
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assert mock_notify.call_count == 2
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# Verify both tier_up dicts were forwarded
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forwarded = [c.args[1] for c in mock_notify.call_args_list]
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assert {"player_id": 101, "old_tier": 1, "new_tier": 2} in forwarded
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assert {"player_id": 202, "old_tier": 2, "new_tier": 3} in forwarded
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@pytest.mark.asyncio
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async def test_hook_no_tier_ups_does_not_call_notify():
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"""
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When the evolution response has no tier_ups (empty list or missing key),
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notify_tier_completion is never called.
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Avoids spurious Discord messages for routine game completions.
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"""
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async def fake_db_post(endpoint):
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if "evolution" in endpoint:
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return {"tier_ups": []}
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return {}
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db_post_mock = AsyncMock(side_effect=fake_db_post)
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with patch(
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"command_logic.logic_gameplay.notify_tier_completion",
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new_callable=AsyncMock,
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) as mock_notify:
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channel = _make_channel()
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db_game = {"id": 55}
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try:
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await db_post_mock(f"season-stats/update-game/{db_game['id']}")
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evo_result = await db_post_mock(f"evolution/evaluate-game/{db_game['id']}")
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if evo_result and evo_result.get("tier_ups"):
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for tier_up in evo_result["tier_ups"]:
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await mock_notify(channel, tier_up)
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except Exception:
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pass
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mock_notify.assert_not_called()
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@pytest.mark.asyncio
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async def test_notify_tier_completion_stub_logs_and_does_not_raise(caplog):
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"""
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The WP-14 stub must log the event and return cleanly.
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Verifies the contract that WP-14 can rely on: the function accepts
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(channel, tier_up) and does not raise, so the hook's for-loop is safe.
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"""
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from command_logic.logic_gameplay import notify_tier_completion
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channel = _make_channel(channel_id=123)
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tier_up = {"player_id": 77, "old_tier": 0, "new_tier": 1}
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with caplog.at_level(logging.INFO):
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await notify_tier_completion(channel, tier_up)
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# At minimum one log message should reference the channel or tier_up data
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assert any(
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"notify_tier_completion" in rec.message or "77" in rec.message
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for rec in caplog.records
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)
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