配置见 pyproject.toml:
- line-length=100:贴着现有代码定。若用默认的 88 会重排 122 行,
噪音淹没真正有价值的修复。
- 启用 E/W/F/I/UP/B/C4/SIM/RET/PERF/RUF;**不**启用 PTH。因为本项目的路径
多是"字符串身份"——要塞进 subprocess 命令行、写进 JSON 存档、打印给用户,
全换 pathlib 只是包一层再拆一层,换来 70 处纯风格改动。
- 忽略 RUF001/002/003:中文全角标点是正确写法,不是"歧义字符"。
- 忽略 PERF203:剩下两处都是"逐项容错"语义(逐个牧场存档要立刻上报失败、
收获全部要跳过失败地块)。把 try 提到循环外会毁掉"一项失败不影响其它项"
这个行为,是错的优化。
自动修复 358 项:Dict/List/Optional 换成 PEP 585/604 写法、导入排序、
失效的 noqa、空占位 f-string 等。
手工修复的(这些是真问题,不是风格偏好):
- B904 x9:except 中 raise 补异常链。刻意区分——网络/IO 失败用 from exc 保留
根因;参数解析失败用 from None,因为底层 ValueError 对玩家只是噪音。
- RUF012 x2:StateView 的 plots/animals 原本是**类级共享可变列表**,
改成在 __init__ 里初始化(apply({}) 会提前返回,所以必须显式摆好)。
- F841:TUI 里一个赋值后再没用过的死变量。
- SIM105 x11:try/except/pass 统一改成 contextlib.suppress。
- SIM115:日志句柄改用 with。Popen 已把 fd 复制给子进程,父进程可安全关闭。
- E501 x7:拆超长行;main.py 那处顺手提取变量,避免超长嵌套表达式。
- E741:把 l/r 改成 left_line/right_line。
- 其余:RUF046 / PERF401 / RET504 / RUF005 / UP031 / B007。
ruff format 重排 24 个文件。
验证:97 项测试全绿。
266 lines
9.0 KiB
Python
266 lines
9.0 KiB
Python
"""实时通道:WebSocket 连接池 + 状态推送线程。
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为什么选 WebSocket 而不是 SSE
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-----------------------------
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这个游戏是**双向**的:服务器要往下推状态(作物成熟、别人来串门),
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客户端也要往上推动作(播种、喂食)。SSE 只能单向下行,上行还得再开一个
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HTTP 通道,等于把一条逻辑连接拆成两套鉴权、两套重连、两套错误处理。
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WebSocket 一次握手就能双向跑,还能带上 ``action`` 回执,所以这里选它。
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线程模型(重点)
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----------------
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uvicorn 跑在 asyncio 事件循环里,而游戏引擎是同步的、跑在工作线程里。
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两者之间不能直接调用对方的 API,所以:
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* 每个连接持有一个 :class:`asyncio.Queue` 作为**出口缓冲区**;
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* 任意线程想发消息,就 ``loop.call_soon_threadsafe()`` 把消息塞进队列;
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* 每条连接有自己的写协程,只负责「从队列取出 → ws.send_json」。
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这样引擎线程永远不会阻塞在网络上,事件循环也永远不会被磁盘/锁卡住。
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"""
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from __future__ import annotations
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import asyncio
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import contextlib
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import itertools
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import threading
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import time
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from collections import defaultdict
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from typing import Any
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STATE_INTERVAL = 0.25 # 状态推送的最小间隔(秒),天然把高频操作合并成一次
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QUEUE_SIZE = 32 # 单连接出口缓冲区;满了就丢最旧的(状态类消息可丢)
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_seq_counter = itertools.count(1)
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def next_seq() -> int:
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"""全局单调递增的消息序号。
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客户端靠它判断"这条状态比我看过的新",从而丢弃乱序/重复的帧。
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放在 hub 里是因为推送线程和 HTTP 层都要用它。
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"""
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return next(_seq_counter)
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class Client:
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"""一条 WebSocket 连接。"""
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_ids = itertools.count(1)
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__slots__ = (
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"_dropped",
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"_sent",
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"alive",
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"cid",
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"farm_id",
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"joined_at",
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"loop",
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"name",
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"queue",
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)
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def __init__(self, farm_id: str, loop: asyncio.AbstractEventLoop, name: str = "") -> None:
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self.cid = f"c{next(Client._ids)}"
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self.farm_id = farm_id
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self.loop = loop
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self.queue: asyncio.Queue = asyncio.Queue(maxsize=QUEUE_SIZE)
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self.name = name
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self.joined_at = time.time()
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self.alive = True
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self._sent = 0
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self._dropped = 0
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# ------------------------------------------------------------ 线程安全投递
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def push(self, message: dict[str, Any]) -> None:
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"""从任意线程把消息排队到该连接的写协程。"""
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if not self.alive:
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return
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try:
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self.loop.call_soon_threadsafe(self._enqueue, message)
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except RuntimeError:
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# 事件循环已关闭(客户端刚好断开)
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self.alive = False
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def _enqueue(self, message: dict[str, Any]) -> None:
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if self.queue.full():
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# 丢最旧的一条:实时状态宁可少一帧,也不能让连接被拖死
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try:
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self.queue.get_nowait()
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self._dropped += 1
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except asyncio.QueueEmpty:
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pass
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self.queue.put_nowait(message)
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async def next_message(self) -> dict[str, Any]:
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message = await self.queue.get()
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self._sent += 1
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return message
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def stats(self) -> dict[str, Any]:
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return {
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"client_id": self.cid,
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"farm": self.farm_id,
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"name": self.name,
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"sent": self._sent,
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"dropped": self._dropped,
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"online_seconds": round(time.time() - self.joined_at, 1),
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}
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class ConnectionHub:
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"""按牧场分组的连接登记处。"""
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def __init__(self) -> None:
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self._lock = threading.RLock()
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self._by_farm: dict[str, set[Client]] = defaultdict(set)
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self._all: set[Client] = set()
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# ------------------------------------------------------------ 增删
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def register(self, client: Client) -> None:
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with self._lock:
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self._by_farm[client.farm_id].add(client)
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self._all.add(client)
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def unregister(self, client: Client) -> None:
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with self._lock:
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client.alive = False
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bucket = self._by_farm.get(client.farm_id)
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if bucket is not None:
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bucket.discard(client)
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if not bucket:
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self._by_farm.pop(client.farm_id, None)
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self._all.discard(client)
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# ------------------------------------------------------------ 查询
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def clients(self, farm_id: str) -> list[Client]:
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with self._lock:
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return list(self._by_farm.get(farm_id, ()))
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def online(self, farm_id: str) -> int:
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with self._lock:
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return len(self._by_farm.get(farm_id, ()))
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def online_map(self) -> dict[str, int]:
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with self._lock:
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return {farm: len(clients) for farm, clients in self._by_farm.items() if clients}
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def total(self) -> int:
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with self._lock:
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return len(self._all)
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def snapshot(self) -> list[dict[str, Any]]:
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with self._lock:
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return [c.stats() for c in sorted(self._all, key=lambda c: c.cid)]
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# ------------------------------------------------------------ 广播
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def broadcast(
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self, farm_id: str, message: dict[str, Any], exclude: Client | None = None
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) -> int:
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sent = 0
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for client in self.clients(farm_id):
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if client is exclude:
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continue
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client.push(message)
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sent += 1
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return sent
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def broadcast_all(self, message: dict[str, Any], exclude: Client | None = None) -> int:
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with self._lock:
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targets = list(self._all)
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sent = 0
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for client in targets:
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if client is exclude:
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continue
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client.push(message)
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sent += 1
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return sent
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class Publisher(threading.Thread):
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"""后台推送线程:把「状态变了」这件事节流后送给在线的客户端。
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引擎的 ``_notify()`` 只在 session 上打一个 dirty 标记,真正的推送由这里
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按 :data:`STATE_INTERVAL` 合并发送。好处是玩家连点十次浇水也只推一帧,
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而 AI 在一秒内调二十次接口也不会把网页刷爆。
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"""
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def __init__(self, sessions, hub: ConnectionHub, autosave_interval: float = 60.0) -> None:
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super().__init__(name="farm-publisher", daemon=True)
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self.sessions = sessions
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self.hub = hub
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self.autosave_interval = autosave_interval
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self._stop = threading.Event()
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self.pushes = 0
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self._last_autosave = time.time()
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self._started_at = time.time()
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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(STATE_INTERVAL):
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now = time.time()
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try:
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for session in self.sessions.all():
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if self.hub.online(session.farm_id) == 0:
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# 没人在看就不做序列化,省 CPU
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session.dirty = False
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continue
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if not session.dirty:
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continue
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session.dirty = False
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self._push_state(session, now)
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except Exception:
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# 推送线程绝不能因为单个牧场出错而退出
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pass
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if now - self._last_autosave >= self.autosave_interval:
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self._last_autosave = now
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# 自动存档失败不能把推送线程带走
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with contextlib.suppress(Exception):
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self.sessions.autosave_all()
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def _push_state(self, session, now: float) -> None:
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payload = session.state_message(seq=next_seq())
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# 在线人数放在信封上而不是 state 里:它是连接属性,不是游戏状态
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payload["online"] = self.hub.online(session.farm_id)
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day = session.engine.state.day
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if day != session.published_day:
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session.published_day = day
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self.hub.broadcast(
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session.farm_id,
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{
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"type": "day",
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"farm": session.farm_id,
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"day": day,
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"events": session.last_events,
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"at": now,
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},
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)
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self.hub.broadcast(session.farm_id, payload)
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self.pushes += 1
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def uptime(self) -> float:
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return round(time.time() - self._started_at, 1)
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def build_state_message(
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session, seq: int, note: str = "", extra: dict[str, Any] | None = None
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) -> dict[str, Any]:
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"""构造给客户端的状态消息(HTTP 与 WS 共用同一份结构)。"""
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message: dict[str, Any] = {
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"type": "state",
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"seq": seq,
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"farm": session.farm_id,
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"state": session.snapshot(),
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"log": session.engine.recent_log(limit=8),
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"at": time.time(),
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}
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if note:
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message["note"] = note
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if extra:
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message.update(extra)
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return message
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