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play.ex
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play.ex
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defmodule Codebattle.GameProcess.Play do
@moduledoc """
The GameProcess context.
"""
import Ecto.Query, warn: false
alias Codebattle.{Repo, Game, User, UserGame}
alias Codebattle.GameProcess.{
Server,
GlobalSupervisor,
Fsm,
Player,
FsmHelpers,
Elo,
ActiveGames
}
alias Codebattle.CodeCheck.Checker
alias Codebattle.Bot.RecorderServer
def list_games do
ActiveGames.list_games()
end
def get_game(id) do
query = from(g in Game, preload: [:users, :user_games])
Repo.get(query, id)
end
def get_fsm(id) do
Server.fsm(id)
end
def create_game(user, level) do
case ActiveGames.playing?(user.id) do
false ->
game = Repo.insert!(%Game{state: "waiting_opponent", users: [user]})
task = get_random_task(level)
fsm = Fsm.new() |> Fsm.create(%{user: user, game_id: game.id, task: task})
ActiveGames.create_game(user, fsm)
GlobalSupervisor.start_game(game.id, fsm)
CodebattleWeb.Endpoint.broadcast("lobby", "new:game", %{game: fsm})
params = %{game_id: game.id, task_id: task.id}
Task.start(Codebattle.Bot.PlaybookPlayerTask, :run, [params])
{:ok, game.id}
_ ->
{:error, "You are already in a game"}
end
end
def join_game(id, user) do
if ActiveGames.playing?(user.id) do
:error
else
case Server.call_transition(id, :join, %{user: user}) do
{:ok, fsm} ->
ActiveGames.add_participant(user, fsm)
{:ok, fsm}
{{:error, _reason}, fsm} ->
:error
end
end
end
def game_info(id) do
# TODO: change first and second atoms to user ids, or list
fsm = get_fsm(id)
%{
# :playing
status: fsm.state,
winner: FsmHelpers.get_winner(fsm),
first_player: fsm |> FsmHelpers.get_first_player() |> Map.get(:user),
second_player: fsm |> FsmHelpers.get_second_player() |> Map.get(:user, %User{}),
first_player_editor_text: fsm |> FsmHelpers.get_first_player() |> Map.get(:editor_text),
second_player_editor_text: fsm |> FsmHelpers.get_second_player() |> Map.get(:editor_text),
first_player_editor_lang: fsm |> FsmHelpers.get_first_player() |> Map.get(:editor_lang),
second_player_editor_lang: fsm |> FsmHelpers.get_second_player() |> Map.get(:editor_lang),
task: fsm.data.task
}
end
def update_editor_text(id, user_id, editor_text) do
RecorderServer.update_text(id, user_id, editor_text)
Server.call_transition(id, :update_editor_params, %{id: user_id, editor_text: editor_text})
end
def update_editor_lang(id, user_id, editor_lang) do
RecorderServer.update_lang(id, user_id, editor_lang)
Server.call_transition(id, :update_editor_params, %{id: user_id, editor_lang: editor_lang})
end
def give_up(id, user) do
# TODO: terminate Bot.RecordServer for this
# RecorderServer.update_lang(id, user_id, editor_lang)
{_response, fsm} = Server.call_transition(id, :give_up, %{id: user.id})
handle_gave_up(id, user, fsm)
end
def check_game(id, user, editor_text, editor_lang) do
fsm = get_fsm(id)
RecorderServer.update_text(id, user.id, editor_text)
RecorderServer.update_lang(id, user.id, editor_lang)
check = check_code(fsm.data.task, editor_text, editor_lang)
# TODO: be race condition tolerance
case {fsm.state, check} do
{:playing, {:ok, true}} ->
{_response, fsm} = Server.call_transition(id, :complete, %{id: user.id})
handle_won_game(id, user, fsm)
{:ok, fsm}
{:playing, {:error, output}} ->
{:error, output}
{:game_over, {:error, output}} ->
{:error, output}
{:game_over, {:ok, true}} ->
{:ok, fsm}
end
end
defp check_code(task, editor_text, lang_slug) do
Checker.check(task, editor_text, lang_slug)
end
defp handle_won_game(id, user, fsm) do
RecorderServer.store(id, user.id)
# TODO: make async
# TODO: optimize code with handle_gave_up
game_id = id |> Integer.parse() |> elem(0)
loser = FsmHelpers.get_opponent(fsm.data, user.id)
difficulty = fsm.data.task.level
{winner_rating, loser_rating} = Elo.calc_elo(user.rating, loser.rating, difficulty)
game_id
|> get_game
|> Game.changeset(%{state: to_string(fsm.state)})
|> Repo.update!()
Repo.insert!(%UserGame{game_id: game_id, user_id: user.id, result: "won"})
Repo.insert!(%UserGame{game_id: game_id, user_id: loser.id, result: "lost"})
if user.id != 0 do
user
|> User.changeset(%{rating: winner_rating})
|> Repo.update!()
end
if loser.id != 0 do
loser
|> User.changeset(%{rating: loser_rating})
|> Repo.update!()
end
ActiveGames.terminate_game(game_id)
end
defp handle_gave_up(id, user, fsm) do
game_id = id |> Integer.parse() |> elem(0)
winner = FsmHelpers.get_opponent(fsm.data, user.id)
difficulty = fsm.data.task.level
{winner_rating, loser_rating} = Elo.calc_elo(winner.rating, user.rating, difficulty)
game_id
|> get_game
|> Game.changeset(%{state: to_string(fsm.state)})
|> Repo.update!()
Repo.insert!(%UserGame{game_id: game_id, user_id: user.id, result: "gave_up"})
Repo.insert!(%UserGame{game_id: game_id, user_id: winner.id, result: "won"})
if user.id != 0 do
user
|> User.changeset(%{rating: loser_rating})
|> Repo.update!()
end
if winner.id != 0 do
winner
|> User.changeset(%{rating: winner_rating})
|> Repo.update!()
end
ActiveGames.terminate_game(game_id)
end
defp get_random_task(level) do
new_level =
if Enum.member?(Game.level_difficulties() |> Map.keys(), level) do
level
else
"easy"
end
query =
from(
t in Codebattle.Task,
order_by: fragment("RANDOM()"),
limit: 1,
where: ^[level: new_level]
)
query |> Repo.all() |> Enum.at(0)
end
end