Concurrency.

This commit is contained in:
retoor 2025-10-04 23:46:44 +02:00
parent 6a2f94337e
commit 3c783056cf
3 changed files with 95 additions and 47 deletions

View File

@ -18,21 +18,19 @@ ws_manager = WebSocketManager(game_state)
economy_engine = EconomyEngine(game_state)
database = Database()
# --- HYBRID MODEL RE-IMPLEMENTED ---
last_economy_tick_time = time.time()
TICK_INTERVAL = 10 # seconds
# --- FIX: Reverting to a simple, reliable 10-second loop ---
async def economy_loop():
"""A simple loop that runs the economy tick every 10 seconds."""
while True:
await asyncio.sleep(TICK_INTERVAL)
async def trigger_economy_update_and_save():
"""Triggers an economy tick, broadcasts updates concurrently, saves, and resets the timer."""
global last_economy_tick_time
logger.info("Triggering scheduled economy tick.")
logger.debug("Triggering full economy update and save cycle...")
start_time = time.perf_counter()
# 1. Process one economy tick
economy_engine.tick()
# 2. Broadcast updates concurrently
update_tasks = []
for player_id, player in game_state.players.items():
if player_id in ws_manager.active_connections:
@ -45,11 +43,25 @@ async def economy_loop():
if update_tasks:
await asyncio.gather(*update_tasks)
# 3. Save the new state
database.save_game_state(game_state)
# Reset the global tick timer after any update
last_economy_tick_time = time.time()
duration = time.perf_counter() - start_time
logger.info(f"Economy tick cycle completed in {duration:.4f} seconds.")
logger.info(f"Full economy update cycle completed in {duration:.4f} seconds.")
async def economy_loop():
"""Runs periodically to check if a passive economy update is needed."""
global last_economy_tick_time
while True:
# Check if 10 seconds have passed since the last tick (from any source)
if time.time() - last_economy_tick_time > TICK_INTERVAL:
logger.info("Triggering timed economy update for idle players.")
await trigger_economy_update_and_save()
# Check frequently for responsiveness
await asyncio.sleep(1)
@asynccontextmanager
async def lifespan(app: FastAPI):
@ -58,9 +70,9 @@ async def lifespan(app: FastAPI):
database.init_db()
game_state.load_state(database.load_game_state())
# Start the simple economy loop
# Start the hybrid economy loop
task = asyncio.create_task(economy_loop())
logger.info(f"Economy loop started with a {TICK_INTERVAL}-second interval.")
logger.info("Hybrid economy loop started.")
yield
@ -117,8 +129,9 @@ async def handle_message(websocket: WebSocket, data: dict):
result = game_state.place_building(player_id, data["building_type"], data["x"], data["y"])
if result["success"]:
await ws_manager.broadcast({"type": "building_placed", "building": result["building"]})
# --- CHANGE: Action now only saves, economy is handled by the loop ---
database.save_game_state(game_state)
# --- CHANGE: Trigger an INSTANT economy update on financial action ---
logger.info(f"Player {player_id} action triggered immediate economy update.")
await trigger_economy_update_and_save()
else:
await websocket.send_json({"type": "error", "message": result["error"]})
@ -126,8 +139,9 @@ async def handle_message(websocket: WebSocket, data: dict):
result = game_state.remove_building(player_id, data["x"], data["y"])
if result["success"]:
await ws_manager.broadcast({"type": "building_removed", "x": data["x"], "y": data["y"]})
# --- CHANGE: Action now only saves, economy is handled by the loop ---
database.save_game_state(game_state)
# --- CHANGE: Trigger an INSTANT economy update on financial action ---
logger.info(f"Player {player_id} action triggered immediate economy update.")
await trigger_economy_update_and_save()
else:
await websocket.send_json({"type": "error", "message": result["error"]})

View File

@ -63,7 +63,7 @@ stats-display {
/* Building Toolbox */
building-toolbox {
position: absolute;
left: 10px;
right: 10px;
top: 120px;
background: var(--bg-medium);
border: 2px solid var(--border-color);

View File

@ -6,6 +6,7 @@ class BuildingToolbox extends HTMLElement {
constructor() {
super();
this.app = null;
this.buildingItems = []; // A cache for the building DOM elements
this.buildings = [
{ type: 'small_house', name: 'Small House', cost: 5000, income: -50, pop: 10 },
{ type: 'medium_house', name: 'Medium House', cost: 12000, income: -120, pop: 25 },
@ -24,18 +25,30 @@ class BuildingToolbox extends HTMLElement {
}
connectedCallback() {
this.render();
// 1. Initial full render happens only once
this.innerHTML = this.renderHTML();
// 2. Cache the DOM elements for efficient future updates
this.buildingItems = this.querySelectorAll('.building-item');
// 3. Add click handlers only once
this.addClickHandlers();
}
attributeChangedCallback() {
this.render();
// When player stats change, run the lightweight update function
// instead of a full re-render.
if (this.buildingItems.length > 0) {
this.updateItemStates();
}
}
render() {
renderHTML() {
// This function generates the initial HTML string.
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
this.innerHTML = `
return `
<div style="font-weight: bold; margin-bottom: 10px; font-size: 16px; border-bottom: 1px solid var(--border-color); padding-bottom: 5px;">
Buildings
</div>
@ -44,7 +57,6 @@ class BuildingToolbox extends HTMLElement {
const canAfford = money >= building.cost;
const meetsReq = !building.req || population >= building.req;
const enabled = canAfford && meetsReq;
return `
<div
class="building-item"
@ -55,8 +67,7 @@ class BuildingToolbox extends HTMLElement {
background: var(--bg-light);
border: 1px solid var(--border-color);
cursor: ${enabled ? 'pointer' : 'not-allowed'};
opacity: ${enabled ? '1' : '0.5'};
"
opacity: ${enabled ? '1' : '0.5'};"
>
<div style="font-weight: bold; margin-bottom: 4px;">
${building.name}
@ -74,12 +85,15 @@ class BuildingToolbox extends HTMLElement {
}).join('')}
</div>
`;
}
// Add click handlers
this.querySelectorAll('.building-item').forEach(item => {
addClickHandlers() {
this.buildingItems.forEach(item => {
item.addEventListener('click', () => {
const type = item.dataset.type;
const building = this.buildings.find(b => b.type === type);
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
if (money >= building.cost && (!building.req || population >= building.req)) {
if (this.app) {
@ -89,6 +103,26 @@ class BuildingToolbox extends HTMLElement {
});
});
}
updateItemStates() {
// This lightweight function only updates styles, preserving the DOM and scroll position.
const money = parseInt(this.getAttribute('player-money') || '0');
const population = parseInt(this.getAttribute('player-population') || '0');
this.buildingItems.forEach(item => {
const type = item.dataset.type;
const building = this.buildings.find(b => b.type === type);
if (!building) return;
const canAfford = money >= building.cost;
const meetsReq = !building.req || population >= building.req;
const enabled = canAfford && meetsReq;
// Directly update only the styles that change
item.style.opacity = enabled ? '1' : '0.5';
item.style.cursor = enabled ? 'pointer' : 'not-allowed';
});
}
}
customElements.define('building-toolbox', BuildingToolbox);