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#!/usr/bin/env python3
import hra.db as db
import hra.lib as lib
from hra.util import hash_passwd
import time
from datetime import datetime
import argparse
from sqlalchemy import exc, update
import sys
parser = argparse.ArgumentParser()
parser.add_argument("game_id")
parser.add_argument("--step", action="store_true")
parser.add_argument("--born-per-round", nargs="+", type=int)
parser.add_argument("--restore", action="store_true")
parser.add_argument("--set-step-mode", type=str)
parser.add_argument("--set-step-s", type=int)
parser.add_argument("--autosteps", action="store_true", help="Bude periodicky posouvat hru podle konfigurace")
args = parser.parse_args()
ses = db.get_session()
game_id = args.game_id
game = ses.query(db.Game).filter_by(game_id=game_id).one_or_none()
if args.autosteps:
while True:
def sleep(timeout=1):
ses.commit()
timeout = max(0.1, timeout)
print(f"Waiting {float(timeout):.2f}")
time.sleep(timeout)
ses.expire_all()
game = ses.query(db.Game).filter_by(game_id=game_id).one_or_none()
assert game is not None
state = game.current_state()
if not state:
print("There is no state now")
sleep(1)
continue
if game.step_mode != db.StepMode.automatic:
print(f"Step mode {game.step_mode} is not automatic")
sleep(1)
continue
step_every_s = game.step_every_s
t = datetime.now()
diff = (t - state.create_time).total_seconds()
if diff >= step_every_s:
print("Doing step")
lib.game_step(game_id)
print("Done")
t_new = datetime.now()
diff = (t_new - t).total_seconds()
step_in = game.step_every_s - diff
sleep(step_in)
else:
step_in = game.step_every_s - diff
print(f"Step in {step_in:.2f} s (every {game.step_every_s})")
sleep(step_in)
else:
game.lock()
if args.born_per_round:
print(args.born_per_round)
c = game.get_configuration()
c["born_per_round"] = args.born_per_round
game.configuration = db.new_big_data(c)
ses.commit()
print(game.get_configuration())
if args.set_step_mode:
game.step_mode = db.StepMode(args.set_step_mode)
ses.commit()
if args.set_step_s:
game.step_every_s = args.set_step_s
ses.commit()
if args.restore:
lib.game_restore_broken(args.game_id)
if args.step:
lib.game_step(args.game_id)