Backup before cleanup

This commit is contained in:
Joan
2026-02-05 15:00:49 +01:00
parent e6747b1d05
commit 1b7ffd614d
60 changed files with 3013 additions and 460 deletions

View File

@@ -6,6 +6,7 @@ import asyncio
import logging
import random
import time
from api.services.helpers import get_game_message
from .services.constants import PVP_TURN_TIMEOUT
import os
import fcntl
@@ -401,7 +402,7 @@ async def check_pvp_combat_timers(manager=None):
await db.update_pvp_combat(combat['id'], {
'turn': new_turn,
'turn_started_at': time.time(),
'last_action': f"Turn timeout - {current_turn}'s turn skipped|{time.time()}"
'last_action': f"turn_timeout:{current_turn}|{time.time()}"
})
processed += 1
@@ -423,10 +424,16 @@ async def check_pvp_combat_timers(manager=None):
"turn": new_turn,
"time_remaining": time_remaining,
"turn_timeout": "skipped",
"last_action": f"Turn timeout - {current_turn}'s turn skipped"
"last_action": f"turn_timeout:{current_turn}"
},
"is_pvp": True,
"message": f"⏱️ Turn skipped due to timeout!"
"messages": [
{
"type": "combat_timeout",
"origin": "system",
"timestamp": time.time()
}
]
},
"timestamp": time.time()
}
@@ -519,6 +526,8 @@ async def cleanup_interactable_cooldowns(manager=None, world_locations=None):
"data": {
"instance_id": cooldown_info['instance_id'],
"action_id": cooldown_info['action_id'],
"name": cooldown_info['name'],
"action_name": cooldown_info['action_name'],
"message": f"{cooldown_info['action_name']} is ready on {cooldown_info['name']}"
},
"timestamp": datetime.utcnow().isoformat()
@@ -638,7 +647,7 @@ async def process_status_effects(manager=None):
while True:
try:
await asyncio.sleep(300) # Wait 5 minutes
await asyncio.sleep(60) # Wait 1 minute (requested by user)
start_time = time.time()
logger.info("Running status effects processor...")
@@ -658,28 +667,39 @@ async def process_status_effects(manager=None):
for player_id in affected_players:
try:
# Get current status effects (after decrement)
effects = await db.get_player_status_effects(player_id)
# Get current status effects (after decrement), INCLUDING expired (0 ticks)
effects = await db.get_player_status_effects(player_id, min_ticks=0)
if not effects:
continue
# Calculate total damage
from api.game_logic import calculate_status_damage
total_damage = calculate_status_damage(effects)
# Prepare detailed effects data for frontend
effects_data = [
{
"name": e['effect_name'],
"ticks_remaining": e['ticks_remaining'],
"effect_icon": e.get('effect_icon')
}
for e in effects
]
if total_damage > 0:
damage_dealt += total_damage
# Calculate total impact (positive = damage, negative = healing)
from api.game_logic import calculate_status_impact
total_impact = calculate_status_impact(effects)
if total_impact > 0:
# DAMAGE LOGIC
damage_dealt += total_impact
player = await db.get_player_by_id(player_id)
if not player or player['is_dead']:
continue
new_hp = max(0, player['hp'] - total_damage)
new_hp = max(0, player['hp'] - total_impact)
# Check if player died from status effects
if new_hp <= 0:
await db.update_player(player_id, {'hp': 0, 'is_dead': True})
await db.update_player(player_id, hp=0, is_dead=True)
deaths += 1
# Only create corpse if player has items
@@ -701,6 +721,7 @@ async def process_status_effects(manager=None):
# Notify player of death
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
@@ -708,7 +729,7 @@ async def process_status_effects(manager=None):
"data": {
"hp": 0,
"is_dead": True,
"message": "You died from status effects"
"message": get_game_message('diedFromStatus', locale)
},
"timestamp": datetime.utcnow().isoformat()
}
@@ -717,10 +738,11 @@ async def process_status_effects(manager=None):
logger.info(f"Player {player['name']} (ID: {player_id}) died from status effects")
else:
# Apply damage and notify player
await db.update_player(player_id, {'hp': new_hp})
await db.update_player(player_id, hp=new_hp)
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
@@ -728,8 +750,44 @@ async def process_status_effects(manager=None):
"data": {
"hp": new_hp,
"max_hp": player['max_hp'],
"damage": total_damage,
"message": f"You took {total_damage} damage from status effects"
"damage": total_impact,
"message": get_game_message('statusDamage', locale, damage=total_impact),
"effects": effects_data
},
"timestamp": datetime.utcnow().isoformat()
}
)
elif total_impact < 0:
# HEALING LOGIC
heal_amount = abs(total_impact)
player = await db.get_player_by_id(player_id)
if not player or player['is_dead']:
continue
# Don't heal if already full
if player['hp'] >= player['max_hp']:
continue
new_hp = min(player['max_hp'], player['hp'] + heal_amount)
real_heal = new_hp - player['hp']
if real_heal > 0:
await db.update_player(player_id, hp=new_hp)
if manager:
from datetime import datetime
locale = player.get('locale', 'en')
await manager.send_personal_message(
player_id,
{
"type": "status_effect_heal",
"data": {
"hp": new_hp,
"max_hp": player['max_hp'],
"heal": real_heal,
"message": get_game_message('statusHeal', locale, heal=real_heal),
"effects": effects_data
},
"timestamp": datetime.utcnow().isoformat()
}
@@ -738,10 +796,13 @@ async def process_status_effects(manager=None):
except Exception as e:
logger.error(f"Error processing status effects for player {player_id}: {e}")
# CLEANUP: Remove expired effects now that we've notified the user
await db.clean_expired_status_effects()
elapsed = time.time() - start_time
logger.info(
f"Processed status effects for {len(affected_players)} players "
f"({damage_dealt} total damage, {deaths} deaths) in {elapsed:.3f}s"
f"({damage_dealt} damage, {deaths} deaths) in {elapsed:.3f}s"
)
# Warn if taking too long (potential scaling issue)