三件事凑成一次不兼容变更:WebSocket 通道、Hypercorn 服务器、「手动推进一天」都消失了。 实时通道:WebSocket -> SSE - hub 改为 SSE 订阅池,GET /api/stream 单向推送 welcome/state/day/notice/bye, 250ms 节流 + 15s 心跳注释;写操作一律走 HTTP POST /api/actions,不再有 WS 回执。 - 停机三处一起修才干净:close_all() 发 bye + timeout_graceful_shutdown 兜底 + 客户端 stop() 直接 shutdown 底层 socket(光 close() 会等读线程的锁,最长卡到下次心跳)。 - 网页版改 EventSource + fetch;tools/ws_demo.py 换成 tools/sse_demo.py。 服务器:Hypercorn -> uvicorn + zttp 的 HTTP/2 - 同一端口同时说 HTTP/1.1 与 HTTP/2。uvicorn 0.53 不再内置 h2,必须装 zttp 并显式 http="zttp",否则 Config.load() 直接 raise。 - 信号接管改成子类覆盖 Server.handle_exit(0.53 没有 install_signal_handlers 可覆盖), 不调 super()、不写 _captured_signals,退出时不重放信号;第二次信号强制退出。 - 入口启动前用 daemon.port_busy() 自检端口:Windows 上 SO_REUSEADDR 会让第二个实例 「绑上」已监听端口并抢走新连接,所以判断「能不能连上」而不是「能不能 bind」。 - 修掉 clear_pid_file 的 Windows 真 bug:文件还开着就 os.remove 会失败且被 except OSError 吞掉,导致每次正常退出都留 stale pid 文件。 节奏:一天 15 秒 -> 40 分钟,并整体移除「休息」 - DEFAULT_TICK_SECONDS=2400,MAX_TICK_SECONDS 放宽到 86400(旧上限会把 40 分钟夹回去)。 - engine.sleep / SLEEP_COOLDOWN / /api/sleep / TUI 的 [N]休息 / 网页版按钮全部删掉, 时间只能自然流动;机器人改为 wait_for_next_day(timeout),CLI 加 bot --wait。 - 时长显示统一走 models.format_duration(),不再出现 2399.6s 这种写法。 键盘:修复方向键/空格/Tab/ESC 全部静默失效 - keys.py 的具名键统一小写并成为唯一来源,tui.py 一律引用 keys.XXX 而不手写字符串 (历史 bug 就是 Windows 侧产大写 UP、TUI 里写小写 up,字母键正常所以很难发现)。 - 顺带修 POSIX 路径一次 os.read 只取首字节、其余按键静默丢弃的老毛病。 测试:重建 500 项 - test_engine 110 / test_actions 35 / test_server 131(skip 35) / test_tui_keys 75 / test_bot 36 / test_client 113。未安装的第三方依赖用 skipUnless 自动跳过,其余照跑, 所以是全绿而不是靠跳过伪装。 - 被测试逼出两处真隐患并修掉:RemoteFarm._normalize() 必须「先补 scheme 再削尾斜杠」 (顺序反了畸形端点会溜到系统代理、报一个和真实原因无关的 502);StateView 空视图要 预置 plots/animals,否则连不上服务器时读 state.plots 直接 AttributeError。 优化:先量后改,依据与前后数字都在 tools/bench.py - 新增 engine.brief_source():brief/summary/动作回执只要十几个标量,不再为它们序列化 整局;to_dict 里 net_worth 只算一次。brief -76%、summary -77%、leaderboard(32) -78%、 GET /api/world -31%、POST /api/actions?full=1 -16%。 - 拆掉三个巨型函数:create_app 475->32 行(_Services + _register_*)、 build_parser 与 available_actions 分组、__main__.main 160->7 行。 - 消除重复:等级门槛 5 处 -> _is_locked/_require_level/_newly_unlocked;hub 的 broadcast/broadcast_all/close_all -> _push_many;daemon.probe/world -> _get_json; main.py 的 _add_endpoint_args/_leaderboard_lines。 - tools/bench.py 作为长期性能守卫(含调用计数器),谁把轻量路径改回 snapshot() 会立刻报警。 门禁:ruff format/check 全绿、pyright 0 错误、500 项测试 OK(skip 35)。
317 lines
12 KiB
Python
317 lines
12 KiB
Python
"""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 contextlib
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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
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from .. import config
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from ..engine import FarmEngine, GameError, tick_decision
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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(rf"^[A-Za-z0-9_\-\u4e00-\u9fff]{{1,{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, 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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# 立刻排好第一次推进:否则新建牧场要等时钟线程下一轮(≤ accuracy 秒)
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# 才有 deadline,这段时间 snapshot 里的倒计时是 None,
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# 客户端会误以为"已暂停 / 手动模式"。
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self.engine.next_tick_at = time.time() + self.engine.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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# 停机时尽力落盘;写失败也不能挡住进程退出
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with contextlib.suppress(OSError):
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self.save()
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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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走 :meth:`FarmEngine.brief_source` 而**不是** ``snapshot()``:
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排行榜会对每个牧场调一次,而这里只用得上十几个标量——为它序列化全量
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地块与牲畜,成本会随牧场数线性放大(32 个牧场实测 ~1.9ms)。
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"""
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brief = self.engine.brief_source()
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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": brief["day"],
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"gold": brief["gold"],
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"level": brief["level"],
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"net_worth": brief["net_worth"],
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"plots": f"{brief['plot_count']}/{brief['max_plots']}",
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"animals": brief["animal_count"],
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"goal_index": brief["goal_index"],
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"paused": brief["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__(
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self,
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save_dir: str,
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tick_seconds: float = config.DEFAULT_TICK_SECONDS,
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max_sessions: int = 64,
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idle_timeout: float = 1800.0,
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) -> 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}),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) -> FarmSession | None:
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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: dict[str, int] | None = 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: dict[str, int] | None = 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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# tick 决策与单机 Scheduler 共用同一份纯函数,避免两处逻辑漂移
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advance, engine.next_tick_at = tick_decision(
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engine.paused, engine.next_tick_at, engine.tick_seconds, now
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)
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if advance:
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session.advance_day("时间流逝")
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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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