feat: clock + place games

This commit is contained in:
2026-09-17 01:33:54 +02:00
parent d104480188
commit 6866b45f66
46 changed files with 2043 additions and 10 deletions
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"""Self-rescheduling heartbeat, replacing pplace's standalone `watch_timer`
management command with the project's existing self-rescheduling django-tasks
pattern (see submissions.tasks.sync_event_game_scopes_task).
Resets any event's timer once it expires - even if nobody presses or
reconnects to notice - and gives already-connected clients a periodic tick.
Note this is a safety net, not the only way the timer gets reset: every press
and every new connection (see consumers.py) also calls reset_if_expired(), so
the game works correctly even if this chain is never started or dies -
connected-but-idle clients just won't see the countdown restart until someone
acts.
"""
from datetime import timedelta
from asgiref.sync import async_to_sync
from channels.layers import get_channel_layer
from django.core.cache import cache
from django.db import transaction
from django.tasks import task
from django.utils import timezone
from games.models import EventGame
from .broadcast import clock_group
from .models import ClockTimer
from .wire import to_epoch_ms
HEARTBEAT_INTERVAL_SECONDS = 1
# One chain ticks every event with the game enabled - this lock keeps a
# second chain from starting underneath an already-running one (e.g. two
# EventGame saves close together). Refreshed every tick, wide enough that a
# single slow tick doesn't let a second chain slip in.
HEARTBEAT_LOCK_KEY = "clock:heartbeat:lock"
HEARTBEAT_LOCK_TIMEOUT_SECONDS = HEARTBEAT_INTERVAL_SECONDS * 5
@task
def clock_heartbeat_task():
event_games = list(
EventGame.objects.filter(game__path="clock", enabled=True).select_related(
"event"
)
)
if not event_games:
# Nothing left to tick - let the chain die. start_clock_heartbeat()
# starts a fresh one next time an event enables the game.
cache.delete(HEARTBEAT_LOCK_KEY)
return
channel_layer = get_channel_layer()
for event_game in event_games:
event = event_game.event
ClockTimer.current(event)
with transaction.atomic():
timer = ClockTimer.objects.select_for_update().get(event=event)
timer.reset_if_expired()
async_to_sync(channel_layer.group_send)(
clock_group(event.path),
{
"type": "tick",
"end": to_epoch_ms(timer.end_time),
"now": to_epoch_ms(timezone.now()),
"pressed": False,
},
)
cache.set(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS)
clock_heartbeat_task.using(
run_after=timezone.now() + timedelta(seconds=HEARTBEAT_INTERVAL_SECONDS)
).enqueue()
def start_clock_heartbeat():
"""Enqueues the heartbeat chain, unless one is already running."""
if cache.add(HEARTBEAT_LOCK_KEY, 1, timeout=HEARTBEAT_LOCK_TIMEOUT_SECONDS):
clock_heartbeat_task.enqueue()