refactor(gameplay): extract start/show transitions from lobby views
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This commit is contained in:
2026-03-17 19:44:13 +00:00
parent 16c9cf6b57
commit 03850b5ed5
3 changed files with 190 additions and 113 deletions

View File

@@ -1,18 +1,23 @@
import random
from datetime import timedelta
from dataclasses import dataclass
from typing import Any
from django.db import transaction
from django.utils import timezone
from .models import GameSession, Guess, LieAnswer, Player, Question, RoundConfig, RoundQuestion, ScoreEvent
from .models import Category, GameSession, Guess, LieAnswer, Player, Question, RoundConfig, RoundQuestion, ScoreEvent
from .payloads import (
build_finish_game_phase_event,
build_finish_game_response,
build_lie_started_payload,
build_question_shown_payload,
build_question_shown_response,
build_reveal_scoreboard_response,
build_scoreboard_phase_event,
build_start_next_round_phase_event,
build_start_next_round_response,
build_start_round_response,
)
@@ -121,6 +126,81 @@ def prepare_mixed_answers(round_question: RoundQuestion) -> list[str]:
def start_round(session: GameSession, category_slug: str) -> RoundTransitionResult:
try:
category = Category.objects.get(slug=category_slug, is_active=True)
except Category.DoesNotExist:
raise ValueError("category_not_found")
if not Question.objects.filter(category=category, is_active=True).exists():
raise ValueError("category_has_no_questions")
with transaction.atomic():
locked_session = GameSession.objects.select_for_update().get(pk=session.pk)
if locked_session.status != GameSession.Status.LOBBY:
raise ValueError("round_start_invalid_phase")
if RoundConfig.objects.filter(session=locked_session, number=locked_session.current_round).exists():
raise ValueError("round_already_configured")
round_config = RoundConfig(
session=locked_session,
number=locked_session.current_round,
category=category,
)
round_question = select_round_question(locked_session, round_config)
round_config.save()
locked_session.status = GameSession.Status.LIE
locked_session.save(update_fields=["status"])
phase_event = {
"name": "phase.lie_started",
"payload": build_lie_started_payload(locked_session, round_config, round_question),
}
return RoundTransitionResult(
session=locked_session,
round_config=round_config,
round_question=round_question,
should_broadcast=True,
response_payload=build_start_round_response(locked_session, round_config, round_question),
phase_event_name=phase_event["name"],
phase_event_payload=phase_event["payload"],
)
def show_question(session: GameSession) -> RoundTransitionResult:
if session.status != GameSession.Status.LIE:
raise ValueError("show_question_invalid_phase")
try:
round_config = RoundConfig.objects.get(session=session, number=session.current_round)
except RoundConfig.DoesNotExist:
raise ValueError("round_config_missing")
round_question = get_current_round_question(session)
if round_question is None:
round_question = select_round_question(session, round_config)
lie_deadline_at = round_question.shown_at + timedelta(seconds=round_config.lie_seconds)
lie_deadline_iso = lie_deadline_at.isoformat()
phase_event = {
"name": "phase.question_shown",
"payload": build_question_shown_payload(round_question, lie_deadline_iso, round_config.lie_seconds),
}
return RoundTransitionResult(
session=session,
round_config=round_config,
round_question=round_question,
should_broadcast=True,
response_payload=build_question_shown_response(round_question, lie_deadline_iso, round_config.lie_seconds),
phase_event_name=phase_event["name"],
phase_event_payload=phase_event["payload"],
)
def start_next_round(session: GameSession) -> RoundTransitionResult:
with transaction.atomic():
locked_session = GameSession.objects.select_for_update().get(pk=session.pk)