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Issue/#675 Matchmaking requests from RabbitMQ #788
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Issue/#675 Matchmaking requests from RabbitMQ #788
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Codecov ReportAttention:
Additional details and impacted files
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Much of this is beyond my understanding, but what I do understand seems correct. I think we need to get more of the branches covered, and I have some very minor stylistic suggestions.
server/ladder_service.py
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map_name = request["map_name"] | ||
game_name = request["game_name"] | ||
participants = request["participants"] |
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Maybe keep the queue_name
logic in one block and pull these out of the request
closer to where they're being used.
server/ladder_service.py
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player_ids = [participant["player_id"] for participant in participants] | ||
missing_players = [ | ||
id for id in player_ids if self.player_service[id] is None | ||
] | ||
if missing_players: | ||
raise Exception( | ||
"players_not_found", | ||
*[{"player_id": id} for id in missing_players] | ||
) | ||
|
||
all_players = [ | ||
self.player_service[player_id] for player_id in player_ids | ||
] | ||
non_idle_players = [ | ||
player for player in all_players | ||
if player.state != PlayerState.IDLE | ||
] |
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Certainly not a big deal but feels like we can probably reduce some of this looping?
player_ids = [participant["player_id"] for participant in participants] | |
missing_players = [ | |
id for id in player_ids if self.player_service[id] is None | |
] | |
if missing_players: | |
raise Exception( | |
"players_not_found", | |
*[{"player_id": id} for id in missing_players] | |
) | |
all_players = [ | |
self.player_service[player_id] for player_id in player_ids | |
] | |
non_idle_players = [ | |
player for player in all_players | |
if player.state != PlayerState.IDLE | |
] | |
all_players = [] | |
missing_players = [] | |
non_idle_players = [] | |
for participant in participants: | |
player_id = participant["player_id"] | |
player = self.player_service[player_id] | |
if self.player_service[player_id]: | |
all_players.append(player) | |
if player.state != PlayerState.IDLE: | |
non_idle_players.append(player) | |
else: | |
missing_players.append(player_id) | |
if missing_players: | |
raise Exception( | |
"players_not_found", | |
*[{"player_id": id} for id in missing_players] | |
) |
server/ladder_service.py
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[ | ||
{"player_id": player.id, "state": player.state.name} | ||
for player in all_players | ||
] |
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Did you want to unpack this list like you did when there were missing_players
?
server/ladder_service.py
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queue = self.queues[queue_name] if queue_name else None | ||
featured_mod = featured_mod or queue.featured_mod |
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It would be easier on my poor brain if these two lines were closer in the code to where we're grabbing initial values.
server/ladder_service.py
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host = all_players[0] | ||
guests = all_players[1:] |
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Do we need to check anywhere that len(all_players) >= 2
?
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Recap of additionally required gw features as discussed in chat:
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This branch now supports:
The autolobby system already supports setting arbitrary game options, but only for scalar values. Unit restrictions are represented as a nested value under the The player name is not part of the game options, so it would not be able to be set in this way. Supporting that would require starting on the lua side to figure out how that value should be passed in. I would also think this is not a blocker for an initial GW implementation. Since these rabbitmq requests come from an external service which must be treated as a black box by the lobby server, there is no way for the lobby server to know if a player is in queue for GW or not, so we can't build any 'exclusive queue' logic around it. |
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I changed a few things from the issue. Mostly I'm using name keys instead of ids for everything except players because that's what the ladder service expects in client messages already.
Probably need to refactor the
rating_type
on Game objects to allow unrated games by settingrating_type
to None.Closes #675