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MineSeeker/gtk-client/mineseeker/ui/game_page.py

478 lines
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Python

"""
This file is part of the SplendidBear Websites' projects.
Copyright (c) 2026 @ www.splendidbear.org
For the full copyright and license information, please view the LICENSE
file that was distributed with this source code.
"""
from __future__ import annotations
import threading
import time
from collections.abc import Callable
import gi
gi.require_version("Gtk", "4.0")
gi.require_version("Adw", "1")
from gi.repository import Gtk, Adw, GLib
from mineseeker.api import game as game_api
from mineseeker.api.sse import SseListener
from mineseeker import assets
from mineseeker.constants import HEARTBEAT_INTERVAL_MS, WIN_THRESHOLD, PLAYER_RED, PLAYER_BLUE
from mineseeker.state.game_state import GameState
from mineseeker.state import session as session_mod
from mineseeker.ui.grid_widget import GridWidget
from mineseeker.ui.player_panel import PlayerPanel
from mineseeker.ui.bonus_dialog import BonusDialog
from mineseeker.ui.result_overlay import ResultOverlay
class GamePage(Gtk.Overlay):
"""
Full game screen.
Layout:
[RedPanel] [GridWidget] [BluePanel]
An Overlay places the ResultOverlay on top when the game ends.
"""
def __init__(
self,
game_assoc: str,
mercure_jwt: str,
color: str,
on_leave: Callable[[], None],
) -> None:
super().__init__()
self._game_assoc = game_assoc
self._mercure_jwt = mercure_jwt
self._color = color # "red" | "blue" | "" (determined by subscribe)
self._on_leave = on_leave
self._state = GameState()
self._bomb_mode = False
self._step_start: float = time.monotonic()
self._heartbeat_source: int | None = None
# --- Layout ---
main_box = Gtk.Box(orientation=Gtk.Orientation.HORIZONTAL, spacing=0)
main_box.set_hexpand(True)
main_box.set_vexpand(True)
# Red player panel (left)
self._red_panel = PlayerPanel(
color=PLAYER_RED,
is_local=(color == PLAYER_RED),
on_bomb_toggle=self._on_bomb_toggle,
on_resign=self._on_resign,
)
main_box.append(self._red_panel)
# Centre column: status bar + grid
centre = Gtk.Box(orientation=Gtk.Orientation.VERTICAL, spacing=0)
centre.set_hexpand(True)
centre.set_vexpand(True)
# Status / turn label
self._status_label = Gtk.Label(label="Connecting…")
self._status_label.add_css_class("dim-label")
self._status_label.set_margin_top(8)
self._status_label.set_margin_bottom(8)
centre.append(self._status_label)
# Grid in a scrolled window so it never clips on small screens
scrolled = Gtk.ScrolledWindow()
scrolled.set_policy(Gtk.PolicyType.AUTOMATIC, Gtk.PolicyType.AUTOMATIC)
scrolled.set_hexpand(True)
scrolled.set_vexpand(True)
self._grid = GridWidget(on_cell_click=self._on_cell_click)
scrolled.set_child(self._grid)
centre.append(scrolled)
# Bonus button row
bonus_box = Gtk.Box(orientation=Gtk.Orientation.HORIZONTAL, spacing=8)
bonus_box.set_halign(Gtk.Align.CENTER)
bonus_box.set_margin_top(6)
bonus_box.set_margin_bottom(6)
bonus_btn = Gtk.Button(label="Bonus Stats")
bonus_btn.add_css_class("flat")
bonus_btn.connect("clicked", self._show_bonus_dialog)
bonus_box.append(bonus_btn)
leave_btn = Gtk.Button(label="Leave")
leave_btn.add_css_class("flat")
leave_btn.connect("clicked", self._on_leave_clicked)
bonus_box.append(leave_btn)
centre.append(bonus_box)
main_box.append(centre)
# Blue player panel (right)
self._blue_panel = PlayerPanel(
color=PLAYER_BLUE,
is_local=(color == PLAYER_BLUE),
on_bomb_toggle=self._on_bomb_toggle,
on_resign=self._on_resign,
)
main_box.append(self._blue_panel)
# Result overlay
self._result_overlay = ResultOverlay(
on_play_again=self._on_play_again,
on_lobby=self._on_lobby,
)
self.set_child(main_box)
self.add_overlay(self._result_overlay)
# Start async init
threading.Thread(target=self._init_game, daemon=True).start()
# ------------------------------------------------------------------
# Game initialisation
# ------------------------------------------------------------------
def _init_game(self) -> None:
"""Connect, start SSE, join the channel, start/restore the game."""
try:
# 1. Fetch existing game state
connect_data = game_api.connect(self._game_assoc)
GLib.idle_add(self._apply_connect_data, connect_data)
# 2. Start the SSE listener
self._sse = SseListener(
game_assoc=self._game_assoc,
mercure_jwt=self._mercure_jwt,
on_subscribe=self._on_subscribe,
on_unsubscribe=self._on_unsubscribe,
on_topic=self._on_topic,
on_challenge=self._on_challenge,
on_challenge_response=self._on_challenge_response,
on_heartbeat=self._on_heartbeat,
)
self._sse.start()
# 3. Join (announces presence via Mercure)
game_api.join(self._game_assoc)
# 4. If no existing game, create the grid
if not connect_data.get("users"):
game_api.start(self._game_assoc)
# 5. Start heartbeat
GLib.idle_add(self._start_heartbeat)
except Exception as e:
GLib.idle_add(self._set_status, f"Error: {e}")
def _apply_connect_data(self, data: dict) -> bool:
self._state.apply_connect(data)
self._refresh_panels()
self._grid.set_state(self._state)
return GLib.SOURCE_REMOVE
# ------------------------------------------------------------------
# SSE handlers (called on GTK main thread via GLib.idle_add)
# ------------------------------------------------------------------
def _on_subscribe(self, payload: dict) -> None:
"""Two players connected → start game."""
users = payload.get("users", {})
user_cnt = payload.get("userCnt", 0)
# Determine our colour if not yet assigned
if not self._color:
sess = session_mod.get()
my_name = sess.username
if my_name == users.get("blue") or my_name == users.get("blueAnon"):
self._color = PLAYER_BLUE
else:
self._color = PLAYER_RED
sess.color = self._color
# Update player names from subscribe payload
self._state.red.name = users.get("red", "")
self._state.red.anon_name = users.get("redAnon", "")
self._state.blue.name = users.get("blue", "")
self._state.blue.anon_name = users.get("blueAnon", "")
if user_cnt == 2:
self._set_status("Game started!")
assets.play_sound("starting")
else:
self._set_status("Waiting for opponent…")
self._refresh_panels()
def _on_unsubscribe(self, payload: dict) -> None:
self._set_status("Opponent left the game.")
def _on_topic(self, payload: dict) -> None:
"""A step was made — apply it and refresh."""
data = payload.get("data", {})
if not data:
return
player = data.get("player", "")
is_mine = data.get("revealedCells") and any(
rc.get("value") == "m" for rc in data["revealedCells"]
)
# Play sounds
if data.get("resign"):
assets.play_sound("won")
elif is_mine:
my_state = self._state.red if player == PLAYER_RED else self._state.blue
if my_state.mines > 20:
assets.play_sound("warning")
else:
assets.play_sound("mine")
else:
assets.play_sound("click")
self._state.apply_step(data)
self._grid.refresh()
self._refresh_panels()
if self._state.finished:
self._show_result()
# uuid from server
if data.get("uuid"):
session_mod.get().game_assoc = data["uuid"]
def _on_challenge(self, payload: dict) -> None:
"""Incoming challenge — show accept/decline dialog."""
challenger_name = payload.get("challengerName", "Someone")
challenger_assoc = payload.get("challengerGameAssoc", "")
GLib.idle_add(self._show_challenge_dialog, challenger_name, challenger_assoc)
def _on_challenge_response(self, payload: dict) -> None:
if payload.get("accepted"):
# Switch to the new game assoc
new_assoc = payload.get("targetGameAssoc", "")
if new_assoc:
GLib.idle_add(self._redirect_to_game, new_assoc)
def _on_heartbeat(self, payload: dict) -> None:
# Heartbeat from opponent received — game is live
pass
# ------------------------------------------------------------------
# Cell click / resign
# ------------------------------------------------------------------
def _on_cell_click(self, row: int, col: int, bomb_mode: bool) -> None:
if self._state.finished:
return
if self._state.turn != self._color:
return # not our turn
elapsed = time.monotonic() - self._step_start
self._step_start = time.monotonic()
threading.Thread(
target=self._send_step,
args=(row, col, bomb_mode, elapsed),
daemon=True,
).start()
def _send_step(self, row: int, col: int, bomb: bool, elapsed: float) -> None:
try:
result = game_api.step(
game_assoc=self._game_assoc,
coords=[row, col],
player=self._color,
bomb=bomb,
resign=None,
step_elapsed=elapsed,
)
GLib.idle_add(self._apply_step_result, result)
except Exception as e:
GLib.idle_add(self._set_status, f"Step error: {e}")
def _apply_step_result(self, data: dict) -> bool:
self._state.apply_step(data)
self._grid.refresh()
self._refresh_panels()
if self._bomb_mode:
self._bomb_mode = False
self._grid.set_bomb_mode(False)
local_panel = self._red_panel if self._color == PLAYER_RED else self._blue_panel
local_panel.reset_bomb_toggle()
if self._state.finished:
self._show_result()
return GLib.SOURCE_REMOVE
def _on_resign(self) -> None:
threading.Thread(target=self._send_resign, daemon=True).start()
def _send_resign(self) -> None:
try:
result = game_api.step(
game_assoc=self._game_assoc,
coords=[0, 0],
player=self._color,
bomb=False,
resign=self._color,
step_elapsed=0,
)
GLib.idle_add(self._apply_step_result, result)
except Exception:
pass
# ------------------------------------------------------------------
# Bomb toggle
# ------------------------------------------------------------------
def _on_bomb_toggle(self, active: bool) -> None:
self._bomb_mode = active
self._grid.set_bomb_mode(active)
# ------------------------------------------------------------------
# Heartbeat
# ------------------------------------------------------------------
def _start_heartbeat(self) -> bool:
interval_s = HEARTBEAT_INTERVAL_MS / 1000.0
self._heartbeat_source = GLib.timeout_add(
HEARTBEAT_INTERVAL_MS,
self._send_heartbeat,
)
return GLib.SOURCE_REMOVE
def _send_heartbeat(self) -> bool:
if self._color:
threading.Thread(
target=game_api.heartbeat,
args=(self._game_assoc, self._color),
daemon=True,
).start()
return GLib.SOURCE_CONTINUE # repeat
# ------------------------------------------------------------------
# Result / game over
# ------------------------------------------------------------------
def _show_result(self) -> None:
assets.play_sound("won")
self._result_overlay.show_result(
winner=self._state.winner,
resigned=self._state.resigned,
local_color=self._color,
red_mines=self._state.red.mines,
blue_mines=self._state.blue.mines,
red_name=self._state.red.display_name,
blue_name=self._state.blue.display_name,
)
self._stop_heartbeat()
def _stop_heartbeat(self) -> None:
if self._heartbeat_source is not None:
GLib.source_remove(self._heartbeat_source)
self._heartbeat_source = None
# ------------------------------------------------------------------
# Navigation callbacks
# ------------------------------------------------------------------
def _on_play_again(self) -> None:
self._leave_game()
self._on_leave()
def _on_lobby(self) -> None:
self._leave_game()
self._on_leave()
def _on_leave_clicked(self, *_) -> None:
self._leave_game()
self._on_leave()
def _leave_game(self) -> None:
self._stop_heartbeat()
if hasattr(self, "_sse"):
self._sse.stop()
threading.Thread(
target=game_api.leave, args=(self._game_assoc,), daemon=True
).start()
def _redirect_to_game(self, new_assoc: str) -> bool:
# Challenge accepted — leave current and open new game page
self._leave_game()
self._on_leave()
return GLib.SOURCE_REMOVE
# ------------------------------------------------------------------
# Challenge dialog
# ------------------------------------------------------------------
def _show_challenge_dialog(self, challenger_name: str, challenger_assoc: str) -> bool:
dialog = Adw.AlertDialog(
heading=f"Challenge from {challenger_name}",
body="Do you accept the challenge?",
)
dialog.add_response("decline", "Decline")
dialog.add_response("accept", "Accept")
dialog.set_response_appearance("accept", Adw.ResponseAppearance.SUGGESTED)
dialog.connect(
"response",
lambda d, resp: self._on_challenge_response_dialog(resp, challenger_assoc),
)
dialog.present(self)
return GLib.SOURCE_REMOVE
def _on_challenge_response_dialog(self, response: str, challenger_assoc: str) -> None:
accepted = response == "accept"
threading.Thread(
target=game_api.challenge_respond,
args=(challenger_assoc, accepted, self._game_assoc),
daemon=True,
).start()
# ------------------------------------------------------------------
# Bonus dialog
# ------------------------------------------------------------------
def _show_bonus_dialog(self, *_) -> None:
BonusDialog(
parent=self,
red_name=self._state.red.display_name,
blue_name=self._state.blue.display_name,
red_points=self._state.red.bonus_points,
blue_points=self._state.blue.bonus_points,
red_stats=self._state.red.bonus_stats,
blue_stats=self._state.blue.bonus_stats,
)
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def _refresh_panels(self) -> None:
is_red_turn = self._state.turn == PLAYER_RED
self._red_panel.update(self._state.red, is_red_turn)
self._blue_panel.update(self._state.blue, not is_red_turn)
self._grid.set_state(self._state)
self._update_status_label()
def _update_status_label(self) -> None:
if self._state.finished:
self._status_label.set_label("Game over")
elif not self._color:
self._status_label.set_label("Connecting…")
elif self._state.turn == self._color:
self._status_label.set_label("Your turn")
else:
opponent = self._state.blue if self._color == PLAYER_RED else self._state.red
self._status_label.set_label(f"{opponent.display_name}'s turn")
def _set_status(self, message: str) -> bool:
self._status_label.set_label(message)
return GLib.SOURCE_REMOVE