move Server code into more services and use them into blueprints or server
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from typing import cast
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import time
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from server.metrics import MetricsCollector
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from server.GameBoard import GameBoard
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from storage import StorageLoader
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from snakes import SnakeBuilder
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class GameRuntimeService:
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def __init__(self, game_state_store:StorageLoader, snake_type:str, game_state_local_cache:bool, stale_game_timeout_sec:int):
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self.game_state_store = game_state_store
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self.snake_type = snake_type
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self.game_state_local_cache = game_state_local_cache
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self.stale_game_timeout_sec = stale_game_timeout_sec
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self.metrics_collector = None
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self.running_games: dict[str, GameBoard] = {}
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self.game_move_counts: dict[str, int] = {}
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self.game_last_seen_unix: dict[str, int] = {}
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def attach_metrics_collector(self, metrics_collector:MetricsCollector) -> None:
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self.metrics_collector = metrics_collector
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async def create_game_board(self, game_state:dict, snake_builder:SnakeBuilder) -> GameBoard:
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game_id = game_state['game']['id']
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new_game_board = GameBoard(
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game_id=game_id,
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width=game_state['board']['width'],
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height=game_state['board']['height'],
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ruleset=game_state['game']['ruleset'],
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source=game_state['game']['source'],
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map=game_state['game']['map'],
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snake_class=snake_builder.build(self.snake_type),
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)
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await new_game_board.start_game(game_state)
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if self.game_state_local_cache:
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self.running_games[game_id] = new_game_board
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await self.game_state_store.save(game_id, new_game_board)
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self.game_move_counts[game_id] = 0
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self.game_last_seen_unix[game_id] = int(time.time())
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if self.metrics_collector is not None:
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await self.metrics_collector.record_game_started(len(self.game_last_seen_unix))
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return new_game_board
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async def persist_game_board(self, game_id:str, game_board:GameBoard) -> None:
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if self.game_state_local_cache:
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self.running_games[game_id] = game_board
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await self.game_state_store.save(game_id, game_board)
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async def delete_game_board(self, game_state:dict) -> None:
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game_id = game_state['game']['id']
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self.running_games.pop(game_id, None)
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self.game_move_counts.pop(game_id, None)
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self.game_last_seen_unix.pop(game_id, None)
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await self.game_state_store.delete(game_id)
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async def get_game_board(self, game_state:dict, snake_builder:SnakeBuilder, end:bool=False) -> GameBoard:
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game_id = game_state['game']['id']
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game_board: GameBoard
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if self.game_state_local_cache and game_id in self.running_games:
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game_board = self.running_games[game_id]
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else:
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persisted_board = await self.game_state_store.load(game_id)
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if persisted_board is not None:
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game_board = cast(GameBoard, persisted_board)
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if self.game_state_local_cache:
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self.running_games[game_id] = game_board
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else:
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game_board = await self.create_game_board(game_state, snake_builder)
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if self.metrics_collector is not None:
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await self.metrics_collector.record_game_autocreated()
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if not end:
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self.game_move_counts[game_id] = self.game_move_counts.get(game_id, 0) + 1
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self.game_last_seen_unix[game_id] = int(time.time())
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game_board.read_game_data(game_state)
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if end:
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game_board.end_game(game_state)
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await self.persist_game_board(game_id, game_board)
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return game_board
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async def prune_stale_games(self) -> None:
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if not self.game_last_seen_unix:
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return
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now = int(time.time())
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stale_ids = [
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game_id
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for game_id, last_seen in self.game_last_seen_unix.items()
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if now - last_seen >= self.stale_game_timeout_sec
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]
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for game_id in stale_ids:
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self.running_games.pop(game_id, None)
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self.game_move_counts.pop(game_id, None)
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self.game_last_seen_unix.pop(game_id, None)
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if self.metrics_collector is not None:
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await self.metrics_collector.record_stuck_removed()
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