chore: 工程化改造前的基线快照
在引入 uv 依赖管理、ruff 静态检查与格式化、pyright 类型检查之前, 先把当前可正常运行的状态固定下来,作为后续大规模自动改动的回滚点。 此时状态:97 项测试全绿,HTTP + WebSocket 多牧场服务器可用。
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"""多牧场会话管理——服务器版的"世界"。
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一个牧场 = 一个玩家 = 一份独立存档 + 一个独立时钟。
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牧场之间互不干扰(各自的作物、金币、市场),但它们共享同一个服务器进程,
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因此可以互相看到排行榜、串门看别人的农场。
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并发模型
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--------
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* 每个牧场有一个 :class:`FarmEngine`,引擎内部自带 ``RLock``;
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* 同一牧场的多个请求由这把锁串行化(不会出现"两个人同时种同一块地");
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* 不同牧场之间完全并行,互不阻塞;
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* 所有牧场的时钟由**一个** :class:`FarmClock` 线程统一驱动,
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而不是每个牧场一个线程——牧场多了也不会有一堆线程在空转。
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"""
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from __future__ import annotations
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import os
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import re
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import threading
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import time
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from typing import Any, Dict, List, Optional, Tuple
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from .. import config
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from ..engine import FarmEngine, GameError
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from ..storage import load_state, save_state
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DEFAULT_FARM = "default"
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MAX_FARM_ID = 24
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# 牧场 ID 会变成存档文件名,所以只允许"安全且可读"的字符
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_FARM_ID_RE = re.compile(r"^[A-Za-z0-9_\-\u4e00-\u9fff]{1,%d}$" % MAX_FARM_ID)
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def validate_farm_id(raw: Any, default: str = DEFAULT_FARM) -> str:
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"""校验牧场 ID,返回规范化后的值。"""
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if raw is None or raw == "":
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return default
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if isinstance(raw, (int, float)):
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raw = str(raw)
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if not isinstance(raw, str):
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raise GameError("bad_farm", "牧场 ID 必须是字符串")
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fid = raw.strip()
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if not _FARM_ID_RE.match(fid):
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raise GameError(
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"bad_farm",
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f"牧场 ID {fid!r} 不合法:只允许 1~{MAX_FARM_ID} 个汉字、字母、数字、下划线或短横线",
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)
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return fid
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def validate_owner(raw: Any) -> str:
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if raw is None:
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return ""
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if not isinstance(raw, (str, int, float)):
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raise GameError("bad_param", "owner 必须是字符串")
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text = str(raw).strip()
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if len(text) > 32:
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raise GameError("bad_param", "owner 最长 32 个字符")
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return text
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class FarmSession:
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"""一个独立的农场玩家。"""
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def __init__(self, farm_id: str, save_dir: str, tick_seconds: float,
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owner: str = "") -> None:
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self.farm_id = farm_id
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self.owner = validate_owner(owner) or farm_id
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self.save_dir = save_dir
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self.path = os.path.join(save_dir, f"{farm_id}.json")
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self._lock = threading.RLock()
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self.engine = FarmEngine(tick_seconds=tick_seconds)
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# 由 FarmClock 维护,Publisher 读取;用普通属性即可,都是原子读写
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self.dirty = True
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self.published_day = 0
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self.last_events: List[str] = []
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self.created_at = time.time()
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self.last_active = time.time()
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self.saved_at = 0.0
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self.actions_taken = 0
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self.load_message = ""
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self.engine.subscribe(self._on_change)
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self.load()
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# ------------------------------------------------------------ 生命周期
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def _on_change(self) -> None:
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"""引擎的任何状态变化都会走到这里(可能来自任意线程)。"""
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self.dirty = True
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def load(self) -> str:
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state, message = load_state(self.path)
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if state is not None:
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self.engine.state = state
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self.load_message = message
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self.engine.add_log(f"服务器载入存档:第 {state.day} 天继续经营", "info")
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else:
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self.engine.add_log(f"新的牧场「{self.farm_id}」开张,欢迎光临!", "info")
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self.load_message = f"{message},已开新档"
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self.published_day = self.engine.state.day
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self.dirty = True
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return self.load_message
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def save(self) -> str:
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with self._lock:
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path = save_state(self.engine.state, self.path)
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self.saved_at = time.time()
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return path
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def autosave(self) -> bool:
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"""只在有变化时落盘,返回是否真的写了。"""
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if not self.dirty or self.save_dir == "":
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return False
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if time.time() - self.saved_at < 5:
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return False
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try:
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self.save()
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return True
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except OSError:
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return False
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def shutdown(self) -> None:
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try:
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self.save()
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except OSError:
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pass
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def touch(self, count_action: bool = False) -> None:
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self.last_active = time.time()
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if count_action:
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self.actions_taken += 1
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self.dirty = True
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def advance_day(self, reason: str = "时间流逝") -> List[str]:
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with self._lock:
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events = self.engine.advance_day(reason=reason)
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self.last_events = events
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self.dirty = True
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return events
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def reset(self) -> None:
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with self._lock:
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self.engine.reset()
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self.touch(count_action=True)
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# ------------------------------------------------------------ 查询
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def snapshot(self) -> Dict[str, Any]:
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data = self.engine.snapshot()
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data["farm"] = self.farm_id
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data["owner"] = self.owner
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data["tick_seconds"] = self.engine.tick_seconds
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return data
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def summary(self, online: int = 0) -> Dict[str, Any]:
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"""给小而全的一行摘要:排行榜、`/api/world`、命令行 `status` 都用它。"""
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snap = self.engine.snapshot()
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return {
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"farm": self.farm_id,
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"owner": self.owner,
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"day": snap["day"],
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"gold": snap["gold"],
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"level": snap["level"],
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"net_worth": snap["net_worth"],
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"plots": f"{snap['plot_count']}/{snap['max_plots']}",
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"animals": snap["animal_count"],
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"goal_index": snap["goal_index"],
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"paused": snap["paused"],
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"online": online,
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"actions": self.actions_taken,
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"idle_seconds": round(time.time() - self.last_active, 1),
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}
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def state_message(self, seq: int = 0, note: str = "") -> Dict[str, Any]:
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from .hub import build_state_message
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return build_state_message(self, seq, note)
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class SessionManager:
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"""所有牧场的登记处。"""
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def __init__(self, save_dir: str, tick_seconds: float = config.DEFAULT_TICK_SECONDS,
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max_sessions: int = 64, idle_timeout: float = 1800.0) -> None:
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self.save_dir = save_dir
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self.tick_seconds = tick_seconds
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self.max_sessions = max_sessions
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self.idle_timeout = idle_timeout
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self._lock = threading.RLock()
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self._sessions: Dict[str, FarmSession] = {}
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os.makedirs(save_dir, exist_ok=True)
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# ------------------------------------------------------------ 取用
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def get(self, farm_id: str, create: bool = True, owner: str = "") -> FarmSession:
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farm_id = validate_farm_id(farm_id)
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with self._lock:
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session = self._sessions.get(farm_id)
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if session is not None:
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return session
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if not create:
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raise GameError("no_such_farm", f"牧场「{farm_id}」不存在", status=404)
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if len(self._sessions) >= self.max_sessions:
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raise GameError(
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"too_many_farms",
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f"服务器牧场数量已达上限({self.max_sessions}),"
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"请稍后再试或联系管理员扩容",
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status=503,
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)
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session = FarmSession(farm_id, self.save_dir, self.tick_seconds, owner)
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self._sessions[farm_id] = session
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return session
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def find(self, farm_id: str) -> Optional[FarmSession]:
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with self._lock:
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return self._sessions.get(validate_farm_id(farm_id))
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def all(self) -> List[FarmSession]:
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with self._lock:
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return list(self._sessions.values())
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def ids(self) -> List[str]:
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with self._lock:
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return sorted(self._sessions)
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def count(self) -> int:
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with self._lock:
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return len(self._sessions)
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# ------------------------------------------------------------ 世界视图
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def leaderboard(self, online_map: Optional[Dict[str, int]] = None) -> List[Dict[str, Any]]:
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online_map = online_map or {}
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rows = [s.summary(online_map.get(s.farm_id, 0)) for s in self.all()]
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rows.sort(key=lambda row: (-row["net_worth"], -row["day"], row["farm"]))
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for rank, row in enumerate(rows, start=1):
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row["rank"] = rank
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return rows
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# ------------------------------------------------------------ 维护
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def autosave_all(self) -> int:
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saved = 0
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for session in self.all():
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if session.autosave():
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saved += 1
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return saved
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def reap(self, online_map: Optional[Dict[str, int]] = None) -> List[str]:
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"""回收长时间无人访问的牧场:先落盘,再从内存里移除。"""
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online_map = online_map or {}
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now = time.time()
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dropped: List[str] = []
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for session in self.all():
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if online_map.get(session.farm_id, 0) > 0:
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continue
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if session.engine.paused:
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continue # 暂停是人为操作,说明玩家还会回来
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if now - session.last_active < self.idle_timeout:
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continue
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try:
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session.shutdown()
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except OSError:
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continue # 存不下就别丢,宁可占着内存
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with self._lock:
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self._sessions.pop(session.farm_id, None)
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dropped.append(session.farm_id)
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return dropped
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def shutdown(self) -> None:
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for session in self.all():
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session.shutdown()
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class FarmClock(threading.Thread):
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"""统一驱动所有牧场的游戏时间。"""
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def __init__(self, manager: SessionManager, accuracy: float = 0.2) -> None:
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super().__init__(name="farm-clock", daemon=True)
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self.manager = manager
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self.accuracy = accuracy
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self._stop = threading.Event()
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self.ticks = 0
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def stop(self) -> None:
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self._stop.set()
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def run(self) -> None:
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while not self._stop.wait(self.accuracy):
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now = time.time()
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for session in self.manager.all():
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engine = session.engine
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try:
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if engine.paused:
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# 暂停时把下一次推进顺延,恢复后仍有完整的一个 tick
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engine.next_tick_at = now + engine.tick_seconds
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continue
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deadline = engine.next_tick_at
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if deadline is None:
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engine.next_tick_at = now + engine.tick_seconds
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continue
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if now >= deadline:
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session.advance_day("时间流逝")
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engine.next_tick_at = now + engine.tick_seconds
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self.ticks += 1
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except Exception:
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# 单个牧场出错不影响其它牧场的时间
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engine.next_tick_at = now + engine.tick_seconds
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def stats(self) -> Tuple[int, float]:
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return self.ticks, self.accuracy
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