Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5899ea0b89 | |||
| 1ee963ce2e | |||
| 351cac7734 | |||
| 79dccde963 | |||
| 3c027eae0b | |||
| 09c42e9fa3 | |||
| e22586aa2f |
@@ -32,5 +32,12 @@ htmlcov/
|
||||
# IDE and editor files
|
||||
.idea/
|
||||
.vscode/
|
||||
.codex/
|
||||
*.swp
|
||||
*.swo
|
||||
|
||||
# debug resources
|
||||
debug/
|
||||
|
||||
# Node dependencies for browser automation tooling
|
||||
node_modules/
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
# Repository Guidelines
|
||||
|
||||
## Project Structure & Module Organization
|
||||
|
||||
Core poker service code lives in `texas_holdem/`. Important modules include `engine.py` for Texas Hold'em rules, `service.py` for game management, `server.py` for the HTTP API, `agents.py` for local/HTTP agents, and `ai_client.py` / `human_client.py` for standalone agents. Prompt templates live in `texas_holdem/prompts/`.
|
||||
|
||||
Replay UI code lives in `texas_holdem_replay/`, with static browser assets under `texas_holdem_replay/static/`. Tests are in `tests/`, named by feature area such as `test_engine.py`, `test_service.py`, and `test_replay_server.py`. Design notes belong in `docs/`.
|
||||
|
||||
## Build, Test, and Development Commands
|
||||
|
||||
- `python -m unittest discover -v` runs the full test suite.
|
||||
- `python -m compileall texas_holdem texas_holdem_replay tests` checks import and syntax validity.
|
||||
- `python -m texas_holdem.server --host 127.0.0.1 --port 8000` starts the game service.
|
||||
- `python -m texas_holdem.human_client --port 9001 --keep-history` starts an interactive human HTTP agent.
|
||||
- `python -m texas_holdem.ai_client --port 9101 --api-key "$OPENAI_API_KEY" --model gpt-4o-mini` starts an OpenAI-compatible AI agent.
|
||||
- `python -m texas_holdem_replay.server --port 8088` starts the replay viewer.
|
||||
|
||||
## Coding Style & Naming Conventions
|
||||
|
||||
Use Python 3.11+ standard-library APIs unless a dependency is intentionally added to `pyproject.toml`. Keep modules focused and prefer explicit dataclasses for wire/state models. Use 4-space indentation, type hints, `snake_case` for functions and variables, `PascalCase` for classes, and concise comments only where logic is non-obvious.
|
||||
|
||||
## Testing Guidelines
|
||||
|
||||
Use `unittest`. Add tests near the behavior changed: engine rules in `tests/test_engine.py`, HTTP/service behavior in `tests/test_service.py`, agent transport in `tests/test_agents.py`, and replay UI server helpers in `tests/test_replay_server.py`. New bug fixes should include a regression test. Avoid tests that require external network access or real LLM calls.
|
||||
|
||||
## Commit & Pull Request Guidelines
|
||||
|
||||
History uses short Conventional Commit-style subjects, for example `feat: add replay server and web client` and `fix: game service api block when a game is running`. Keep commits scoped to one behavior change. Pull requests should include a short summary, test commands run, linked issue or motivation, and screenshots only for replay UI or visible terminal-output changes.
|
||||
|
||||
## Security & Configuration Tips
|
||||
|
||||
Do not commit API keys. Pass LLM credentials through `OPENAI_API_KEY` or CLI flags in local shells only. HTTP Agent endpoints are exclusive per active game; preserve this invariant when changing service concurrency.
|
||||
@@ -11,6 +11,7 @@
|
||||
- 支持盲注、四条街下注、弃牌、过牌、跟注、下注、加注、全下、边池和摊牌结算。
|
||||
- 支持本地 Agent 和 HTTP Agent。
|
||||
- 支持 Human Agent 和 OpenAI-compatible AI Agent 的终端过程输出。
|
||||
- 游戏运行中可以并发查询状态;查询返回上一手完成后的稳定快照。
|
||||
|
||||
## 运行服务
|
||||
|
||||
@@ -51,6 +52,12 @@ curl -X POST http://127.0.0.1:8000/games/demo/hands/run \
|
||||
curl http://127.0.0.1:8000/games/demo
|
||||
```
|
||||
|
||||
也可以使用单数别名:
|
||||
|
||||
```bash
|
||||
curl http://127.0.0.1:8000/game/demo
|
||||
```
|
||||
|
||||
## HTTP Agent 协议
|
||||
|
||||
玩家配置可以使用远程 HTTP Agent:
|
||||
@@ -62,12 +69,19 @@ curl http://127.0.0.1:8000/games/demo
|
||||
"agent": {
|
||||
"type": "http",
|
||||
"endpoint": "http://127.0.0.1:9101",
|
||||
"timeout_seconds": 10
|
||||
"timeout_seconds": 10,
|
||||
"game_update_timeout_seconds": 3,
|
||||
"retries": 2,
|
||||
"retry_backoff_seconds": 0.25
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
服务会向 `endpoint` 发送当前行动玩家的观察 JSON。Agent 返回:
|
||||
服务会向 `endpoint + /game` 推送每手开始时的游戏快照,向 `endpoint + /act` 发送当前行动玩家的观察 JSON。`endpoint` 也可以传入历史形式的 `/act` 或 `/game` 后缀,服务会归一化为 base URL。
|
||||
|
||||
同一个 HTTP Agent endpoint 不能同时被不同游戏占用;后创建的游戏会返回错误。服务会给 HTTP Agent 请求自动重试,`/act` 重试仍失败时,规则引擎会按 `check > call > fold` 选择默认动作,避免整桌卡死。
|
||||
|
||||
Agent 返回:
|
||||
|
||||
```json
|
||||
{"action": "call"}
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
import json
|
||||
import unittest
|
||||
from unittest.mock import patch
|
||||
from urllib.error import URLError
|
||||
|
||||
from texas_holdem.agents import HttpAgent, normalise_http_agent_endpoint
|
||||
|
||||
|
||||
class FakeResponse:
|
||||
def __init__(self, payload: dict[str, object]) -> None:
|
||||
self.payload = payload
|
||||
|
||||
def read(self) -> bytes:
|
||||
return json.dumps(self.payload).encode("utf-8")
|
||||
|
||||
def __enter__(self) -> "FakeResponse":
|
||||
return self
|
||||
|
||||
def __exit__(self, *args: object) -> None:
|
||||
return None
|
||||
|
||||
|
||||
class AgentTests(unittest.TestCase):
|
||||
def test_normalise_http_agent_endpoint_accepts_action_or_game_paths(self) -> None:
|
||||
self.assertEqual(
|
||||
normalise_http_agent_endpoint("http://127.0.0.1:9101/act"),
|
||||
"http://127.0.0.1:9101",
|
||||
)
|
||||
self.assertEqual(
|
||||
normalise_http_agent_endpoint("http://127.0.0.1:9101/game/"),
|
||||
"http://127.0.0.1:9101",
|
||||
)
|
||||
|
||||
def test_http_agent_post_retries_and_sets_player_header(self) -> None:
|
||||
calls = []
|
||||
|
||||
def fake_urlopen(request, timeout): # type: ignore[no-untyped-def]
|
||||
calls.append((request, timeout))
|
||||
if len(calls) == 1:
|
||||
raise URLError("temporary")
|
||||
return FakeResponse({"ok": True})
|
||||
|
||||
agent = HttpAgent(
|
||||
"http://agent.test/act",
|
||||
player_id="p1",
|
||||
retries=1,
|
||||
retry_backoff_seconds=0,
|
||||
)
|
||||
|
||||
with patch("texas_holdem.agents.urlopen", fake_urlopen):
|
||||
payload = agent._post_json("/game", {"game_id": "g1"}, timeout_seconds=2)
|
||||
|
||||
self.assertEqual(payload, {"ok": True})
|
||||
self.assertEqual(len(calls), 2)
|
||||
self.assertEqual(calls[1][0].headers["X-player-id"], "p1")
|
||||
self.assertEqual(calls[1][1], 2)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
+74
-1
@@ -1,8 +1,26 @@
|
||||
import unittest
|
||||
from threading import Event, Thread
|
||||
|
||||
from texas_holdem.agents import PokerAgent
|
||||
from texas_holdem.models import Observation, PlayerAction
|
||||
from texas_holdem.service import GameManager
|
||||
|
||||
|
||||
class BlockingAgent(PokerAgent):
|
||||
def __init__(self, entered: Event, release: Event) -> None:
|
||||
self.entered = entered
|
||||
self.release = release
|
||||
|
||||
def decide(self, observation: Observation) -> PlayerAction:
|
||||
self.entered.set()
|
||||
if not self.release.wait(timeout=5):
|
||||
raise RuntimeError("test timed out waiting to release blocking agent")
|
||||
for action in observation.legal_actions:
|
||||
if action["action"] == "check":
|
||||
return PlayerAction("check")
|
||||
return PlayerAction("call")
|
||||
|
||||
|
||||
class ServiceTests(unittest.TestCase):
|
||||
def test_create_and_run_game(self) -> None:
|
||||
manager = GameManager()
|
||||
@@ -23,7 +41,62 @@ class ServiceTests(unittest.TestCase):
|
||||
hands = manager.run_hands(game.game_id, count=1)
|
||||
|
||||
self.assertEqual(len(hands), 1)
|
||||
self.assertEqual(manager.get_game("demo").to_dict()["hand_number"], 1)
|
||||
self.assertEqual(manager.get_game_state("demo")["hand_number"], 1)
|
||||
|
||||
def test_get_game_state_does_not_block_during_run(self) -> None:
|
||||
manager = GameManager()
|
||||
entered = Event()
|
||||
release = Event()
|
||||
game = manager.create_game(
|
||||
{
|
||||
"game_id": "blocking",
|
||||
"seed": 13,
|
||||
"starting_stack": 200,
|
||||
"small_blind": 5,
|
||||
"big_blind": 10,
|
||||
"players": [
|
||||
{"id": "a", "type": "calling"},
|
||||
{"id": "b", "type": "calling"},
|
||||
],
|
||||
}
|
||||
)
|
||||
manager.run_hands("blocking", count=1)
|
||||
game.agents["a"] = BlockingAgent(entered, release)
|
||||
|
||||
thread = Thread(target=lambda: manager.run_hands("blocking", count=1))
|
||||
thread.start()
|
||||
self.assertTrue(entered.wait(timeout=2))
|
||||
|
||||
state = manager.get_game_state("blocking")
|
||||
|
||||
release.set()
|
||||
thread.join(timeout=2)
|
||||
self.assertFalse(thread.is_alive())
|
||||
self.assertEqual(state["hand_number"], 1)
|
||||
self.assertEqual(len(state["hands"]), 1)
|
||||
|
||||
def test_duplicate_http_agent_endpoint_is_rejected_across_active_games(self) -> None:
|
||||
manager = GameManager()
|
||||
payload = {
|
||||
"starting_stack": 200,
|
||||
"small_blind": 5,
|
||||
"big_blind": 10,
|
||||
"players": [
|
||||
{
|
||||
"id": "ai",
|
||||
"agent": {
|
||||
"type": "http",
|
||||
"endpoint": "http://127.0.0.1:9101/act",
|
||||
},
|
||||
},
|
||||
{"id": "b", "type": "calling"},
|
||||
],
|
||||
}
|
||||
|
||||
manager.create_game({"game_id": "g1", **payload})
|
||||
|
||||
with self.assertRaisesRegex(ValueError, "already belongs to game g1"):
|
||||
manager.create_game({"game_id": "g2", **payload})
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
+98
-23
@@ -2,10 +2,11 @@ from __future__ import annotations
|
||||
|
||||
import json
|
||||
import sys
|
||||
import time
|
||||
from abc import ABC, abstractmethod
|
||||
from random import Random
|
||||
from typing import IO, Any
|
||||
from urllib.error import URLError
|
||||
from urllib.error import HTTPError, URLError
|
||||
from urllib.request import Request, urlopen
|
||||
|
||||
from texas_holdem.human_io import clear_screen, prompt_action, render_observation
|
||||
@@ -54,6 +55,27 @@ class CallingStationAgent(PokerAgent):
|
||||
return PlayerAction("fold")
|
||||
|
||||
|
||||
def normalise_http_agent_endpoint(raw: str) -> str:
|
||||
"""Return the canonical base URL for an HTTP agent endpoint."""
|
||||
url = raw.rstrip("/")
|
||||
if url.endswith("/act"):
|
||||
url = url[: -len("/act")]
|
||||
if url.endswith("/game"):
|
||||
url = url[: -len("/game")]
|
||||
return url
|
||||
|
||||
|
||||
def http_agent_endpoint_from_spec(spec: dict[str, Any]) -> str | None:
|
||||
"""Extract the canonical HTTP endpoint from an agent spec, if present."""
|
||||
agent_type = str(spec.get("type", "calling")).lower()
|
||||
if agent_type != "http":
|
||||
return None
|
||||
endpoint = spec.get("endpoint")
|
||||
if not endpoint:
|
||||
raise ValueError("http agent requires an endpoint")
|
||||
return normalise_http_agent_endpoint(str(endpoint))
|
||||
|
||||
|
||||
class HttpAgent(PokerAgent):
|
||||
"""Remote agent that talks to a base URL exposing ``/act`` and ``/game``.
|
||||
|
||||
@@ -66,28 +88,36 @@ class HttpAgent(PokerAgent):
|
||||
ACT_PATH = "/act"
|
||||
GAME_PATH = "/game"
|
||||
|
||||
def __init__(self, endpoint: str, timeout_seconds: float = 10.0) -> None:
|
||||
self.base_url = self._normalise_base_url(endpoint)
|
||||
def __init__(
|
||||
self,
|
||||
endpoint: str,
|
||||
timeout_seconds: float = 10.0,
|
||||
player_id: str | None = None,
|
||||
game_update_timeout_seconds: float | None = None,
|
||||
retries: int = 2,
|
||||
retry_backoff_seconds: float = 0.25,
|
||||
) -> None:
|
||||
self.base_url = normalise_http_agent_endpoint(endpoint)
|
||||
self.timeout_seconds = timeout_seconds
|
||||
|
||||
@staticmethod
|
||||
def _normalise_base_url(raw: str) -> str:
|
||||
"""Strip a trailing slash so URL joins do not produce double slashes.
|
||||
|
||||
Centralising this also tolerates the legacy "endpoint already points
|
||||
at /act" mistake by chopping off a redundant ``/act`` suffix.
|
||||
"""
|
||||
url = raw.rstrip("/")
|
||||
if url.endswith("/act"):
|
||||
url = url[: -len("/act")]
|
||||
return url
|
||||
self.player_id = player_id
|
||||
self.game_update_timeout_seconds = (
|
||||
float(game_update_timeout_seconds)
|
||||
if game_update_timeout_seconds is not None
|
||||
else min(timeout_seconds, 3.0)
|
||||
)
|
||||
self.retries = max(0, retries)
|
||||
self.retry_backoff_seconds = max(0.0, retry_backoff_seconds)
|
||||
|
||||
def _url(self, path: str) -> str:
|
||||
"""Compose a full URL by joining the base with a path component."""
|
||||
return f"{self.base_url}{path}"
|
||||
|
||||
def decide(self, observation: Observation) -> PlayerAction:
|
||||
payload = self._post_json(self.ACT_PATH, observation.to_dict())
|
||||
payload = self._post_json(
|
||||
self.ACT_PATH,
|
||||
observation.to_dict(),
|
||||
timeout_seconds=self.timeout_seconds,
|
||||
)
|
||||
if not isinstance(payload, dict):
|
||||
raise RuntimeError("agent endpoint must return a JSON object")
|
||||
return PlayerAction.from_dict(payload)
|
||||
@@ -100,30 +130,54 @@ class HttpAgent(PokerAgent):
|
||||
only by way of the raised exception bubbling to the engine guard.
|
||||
"""
|
||||
try:
|
||||
self._post_json(self.GAME_PATH, game_state)
|
||||
self._post_json(
|
||||
self.GAME_PATH,
|
||||
game_state,
|
||||
timeout_seconds=self.game_update_timeout_seconds,
|
||||
)
|
||||
except RuntimeError:
|
||||
# ``/game`` is informational; treat any HTTP error as a benign
|
||||
# drop rather than reraising and aborting the hand loop.
|
||||
return None
|
||||
|
||||
def _post_json(self, path: str, payload: dict[str, Any]) -> Any:
|
||||
def _post_json(
|
||||
self,
|
||||
path: str,
|
||||
payload: dict[str, Any],
|
||||
timeout_seconds: float,
|
||||
) -> Any:
|
||||
"""POST ``payload`` as JSON to ``base_url + path`` and return parsed body.
|
||||
|
||||
Extracted as a tiny helper so ``decide`` and ``on_game_update`` share
|
||||
identical transport semantics (timeout, error wrapping, content-type).
|
||||
"""
|
||||
body = json.dumps(payload).encode("utf-8")
|
||||
last_error: BaseException | None = None
|
||||
raw = ""
|
||||
for attempt in range(self.retries + 1):
|
||||
request = Request(
|
||||
self._url(path),
|
||||
data=body,
|
||||
headers={"Content-Type": "application/json"},
|
||||
headers=self._headers(),
|
||||
method="POST",
|
||||
)
|
||||
try:
|
||||
with urlopen(request, timeout=self.timeout_seconds) as response:
|
||||
with urlopen(request, timeout=timeout_seconds) as response:
|
||||
raw = response.read().decode("utf-8")
|
||||
break
|
||||
except HTTPError as exc:
|
||||
detail = exc.read().decode("utf-8", errors="replace")
|
||||
last_error = RuntimeError(
|
||||
f"agent endpoint failed with HTTP {exc.code}: "
|
||||
f"{self._url(path)} {detail}"
|
||||
)
|
||||
except (OSError, URLError) as exc:
|
||||
raise RuntimeError(f"agent endpoint failed: {self._url(path)}") from exc
|
||||
last_error = exc
|
||||
if attempt < self.retries and self.retry_backoff_seconds > 0:
|
||||
time.sleep(self.retry_backoff_seconds * (2**attempt))
|
||||
else:
|
||||
raise RuntimeError(f"agent endpoint failed: {self._url(path)}") from last_error
|
||||
|
||||
if not raw:
|
||||
return None
|
||||
try:
|
||||
@@ -133,6 +187,12 @@ class HttpAgent(PokerAgent):
|
||||
f"agent endpoint returned invalid JSON: {self._url(path)}"
|
||||
) from exc
|
||||
|
||||
def _headers(self) -> dict[str, str]:
|
||||
headers = {"Content-Type": "application/json", "Connection": "close"}
|
||||
if self.player_id:
|
||||
headers["X-Player-Id"] = self.player_id
|
||||
return headers
|
||||
|
||||
|
||||
class HumanAgent(PokerAgent):
|
||||
"""Interactive CLI agent for debugging and manual play.
|
||||
@@ -189,7 +249,11 @@ class HumanAgent(PokerAgent):
|
||||
return line.rstrip("\n")
|
||||
|
||||
|
||||
def build_agent(spec: dict[str, Any], rng: Random | None = None) -> PokerAgent:
|
||||
def build_agent(
|
||||
spec: dict[str, Any],
|
||||
rng: Random | None = None,
|
||||
player_id: str | None = None,
|
||||
) -> PokerAgent:
|
||||
agent_type = str(spec.get("type", "calling")).lower()
|
||||
if agent_type == "random":
|
||||
return RandomAgent(rng)
|
||||
@@ -199,7 +263,18 @@ def build_agent(spec: dict[str, Any], rng: Random | None = None) -> PokerAgent:
|
||||
endpoint = spec.get("endpoint")
|
||||
if not endpoint:
|
||||
raise ValueError("http agent requires an endpoint")
|
||||
return HttpAgent(str(endpoint), float(spec.get("timeout_seconds", 10.0)))
|
||||
return HttpAgent(
|
||||
str(endpoint),
|
||||
timeout_seconds=float(spec.get("timeout_seconds", 10.0)),
|
||||
player_id=player_id,
|
||||
game_update_timeout_seconds=(
|
||||
float(spec["game_update_timeout_seconds"])
|
||||
if "game_update_timeout_seconds" in spec
|
||||
else None
|
||||
),
|
||||
retries=int(spec.get("retries", 2)),
|
||||
retry_backoff_seconds=float(spec.get("retry_backoff_seconds", 0.25)),
|
||||
)
|
||||
if agent_type in {"human", "cli", "interactive"}:
|
||||
return HumanAgent()
|
||||
raise ValueError(f"unknown agent type: {agent_type}")
|
||||
|
||||
+167
-1
@@ -69,6 +69,109 @@ ANSI_RESET = "\x1b[0m"
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
class _ThinkingIndicator:
|
||||
"""Animated "thinking..." marquee for the AI agent console.
|
||||
|
||||
Design rationale:
|
||||
- Encapsulated as its own class so the animation lifecycle (timer
|
||||
thread, frame state, screen erase sequence) does not pollute the
|
||||
surrounding console class.
|
||||
- Runs in a daemon background thread driven by ``threading.Event`` so
|
||||
``stop`` returns promptly even if the current frame is mid-sleep.
|
||||
- Uses ANSI ``\\r`` plus a clearing escape sequence to overwrite the
|
||||
previous frame in place, avoiding scrollback noise. The frames
|
||||
cycle through 0/1/2/3 dots every 0.5s as requested.
|
||||
- ``start``/``stop`` are idempotent so the higher-level console can
|
||||
call ``stop`` defensively (e.g. on the fallback path) without
|
||||
tracking whether a marquee is actually running.
|
||||
"""
|
||||
|
||||
# Frame interval in seconds; matches the user-visible cadence.
|
||||
_FRAME_INTERVAL = 0.5
|
||||
# 0..3 dots, looping.
|
||||
_FRAMES = ("thinking", "thinking.", "thinking..", "thinking...")
|
||||
# ANSI escape that clears from the cursor to the end of the line; we
|
||||
# combine it with a leading carriage return to redraw the frame in
|
||||
# place.
|
||||
_ERASE_LINE = "\r\x1b[K"
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
write_fn: Callable[[str], None],
|
||||
gray_fn: Callable[[str], str],
|
||||
) -> None:
|
||||
self._write = write_fn
|
||||
self._gray = gray_fn
|
||||
self._stop_event = threading.Event()
|
||||
self._thread: threading.Thread | None = None
|
||||
# ``_active`` reflects whether a frame is currently visible on
|
||||
# screen; ``stop`` uses it to decide whether to emit the final
|
||||
# erase sequence.
|
||||
self._active = False
|
||||
# Guard against concurrent start/stop calls from different
|
||||
# threads (e.g. content-delta handler vs. end_llm_stream).
|
||||
self._lifecycle_lock = threading.Lock()
|
||||
|
||||
def start(self) -> None:
|
||||
"""Begin the marquee in a background thread.
|
||||
|
||||
Calling ``start`` while already running is a no-op.
|
||||
"""
|
||||
with self._lifecycle_lock:
|
||||
if self._thread is not None and self._thread.is_alive():
|
||||
return
|
||||
self._stop_event.clear()
|
||||
self._active = True
|
||||
thread = threading.Thread(
|
||||
target=self._run,
|
||||
name="ai-thinking-indicator",
|
||||
daemon=True,
|
||||
)
|
||||
self._thread = thread
|
||||
thread.start()
|
||||
|
||||
def stop(self) -> None:
|
||||
"""Stop the marquee and erase the current frame from the screen.
|
||||
|
||||
Safe to call when not running.
|
||||
"""
|
||||
with self._lifecycle_lock:
|
||||
thread = self._thread
|
||||
if thread is None:
|
||||
return
|
||||
self._stop_event.set()
|
||||
self._thread = None
|
||||
# Wait for the worker outside the lifecycle lock so an in-flight
|
||||
# ``_render_frame`` cannot deadlock against ``start`` from
|
||||
# another thread.
|
||||
thread.join()
|
||||
if self._active:
|
||||
# Wipe the last frame so the model's actual content begins on
|
||||
# a clean line.
|
||||
self._write(self._ERASE_LINE)
|
||||
self._active = False
|
||||
|
||||
def _run(self) -> None:
|
||||
"""Background loop: redraw the next frame every ``_FRAME_INTERVAL``."""
|
||||
index = 0
|
||||
while not self._stop_event.is_set():
|
||||
self._render_frame(self._FRAMES[index % len(self._FRAMES)])
|
||||
index += 1
|
||||
# ``Event.wait`` returns immediately when ``set`` is called,
|
||||
# so ``stop`` is responsive even mid-frame.
|
||||
if self._stop_event.wait(self._FRAME_INTERVAL):
|
||||
return
|
||||
|
||||
def _render_frame(self, label: str) -> None:
|
||||
"""Emit one frame in place using carriage-return + erase-EOL."""
|
||||
self._write(f"{self._ERASE_LINE}{self._gray(label)}")
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# AI agent console
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
class AIAgentConsole:
|
||||
"""Serialised terminal output for the standalone AI agent.
|
||||
|
||||
@@ -84,11 +187,30 @@ class AIAgentConsole:
|
||||
output_stream: IO[str] | None = None,
|
||||
keep_history: bool = False,
|
||||
use_color: bool = True,
|
||||
show_reasoning: bool = True,
|
||||
) -> None:
|
||||
self._output = output_stream if output_stream is not None else sys.stdout
|
||||
self._keep_history = keep_history
|
||||
self._use_color = use_color
|
||||
# ``show_reasoning`` controls whether the LLM's chain-of-thought
|
||||
# ("reasoning") deltas are printed to the terminal. The final
|
||||
# answer ("content") is always printed so operators can still see
|
||||
# the action being chosen.
|
||||
self._show_reasoning = show_reasoning
|
||||
# ``_lock`` serialises whole act/game render blocks (coarse grain).
|
||||
# ``_io_lock`` is a finer-grained mutex protecting just the
|
||||
# ``self._output.write`` calls so the thinking-indicator background
|
||||
# thread can interleave safely with the main rendering thread
|
||||
# without being blocked by the coarse lock.
|
||||
self._lock = threading.Lock()
|
||||
self._io_lock = threading.Lock()
|
||||
# Animated "thinking..." marquee shown while reasoning output is
|
||||
# suppressed. Created up-front so callers can ``start``/``stop``
|
||||
# idempotently regardless of the show_reasoning flag.
|
||||
self._thinking = _ThinkingIndicator(
|
||||
write_fn=self._write,
|
||||
gray_fn=self._gray,
|
||||
)
|
||||
|
||||
@contextmanager
|
||||
def act_log(self, observation: dict[str, Any]) -> Iterator[None]:
|
||||
@@ -106,13 +228,32 @@ class AIAgentConsole:
|
||||
|
||||
def begin_llm_stream(self) -> None:
|
||||
self._write(self._gray("AI MODEL STREAM\n"))
|
||||
# When reasoning output is hidden, immediately start the marquee
|
||||
# so the user sees liveness while the model is "thinking" before
|
||||
# any content delta arrives.
|
||||
if not self._show_reasoning:
|
||||
self._thinking.start()
|
||||
|
||||
def write_llm_delta(self, kind: str, text: str) -> None:
|
||||
if not text:
|
||||
return
|
||||
# Skip "reasoning" deltas entirely when reasoning output is hidden;
|
||||
# this keeps the terminal focused on the final answer for users
|
||||
# who do not care about chain-of-thought traces.
|
||||
if kind == "reasoning" and not self._show_reasoning:
|
||||
return
|
||||
# First non-reasoning delta means the model has started speaking
|
||||
# the actual answer; tear down the marquee before printing so the
|
||||
# animation does not collide with the content stream.
|
||||
if kind == "content" and not self._show_reasoning:
|
||||
self._thinking.stop()
|
||||
self._write(self._gray(text))
|
||||
|
||||
def end_llm_stream(self) -> None:
|
||||
# Defensive stop in case the request finished without ever
|
||||
# producing a content delta (e.g. fallback path / error).
|
||||
if not self._show_reasoning:
|
||||
self._thinking.stop()
|
||||
self._write(self._gray("\n"))
|
||||
|
||||
def announce_action(
|
||||
@@ -120,11 +261,17 @@ class AIAgentConsole:
|
||||
action: dict[str, Any],
|
||||
source: str = "model",
|
||||
) -> None:
|
||||
# Defensive stop: error / fallback paths bypass end_llm_stream, so
|
||||
# we ensure the marquee never leaks into action / warning output.
|
||||
self._thinking.stop()
|
||||
body = json.dumps(action, ensure_ascii=False)
|
||||
self._write(f"\nAI ACTION ({source}) -> {body}\n")
|
||||
self._write("~" * 60 + "\n\n")
|
||||
|
||||
def announce_warning(self, message: str) -> None:
|
||||
# Same defensive stop as ``announce_action`` - warnings can fire
|
||||
# before the LLM stream closes (HTTP error, JSON parse error...).
|
||||
self._thinking.stop()
|
||||
self._write(f"\nAI WARNING -> {message}\n")
|
||||
|
||||
def _gray(self, text: str) -> str:
|
||||
@@ -133,6 +280,10 @@ class AIAgentConsole:
|
||||
return f"{ANSI_GRAY}{text}{ANSI_RESET}"
|
||||
|
||||
def _write(self, text: str) -> None:
|
||||
# The thinking-indicator background thread writes from a different
|
||||
# thread than the main /act handler; the fine-grained ``_io_lock``
|
||||
# avoids tearing of escape sequences and keeps stdout consistent.
|
||||
with self._io_lock:
|
||||
self._output.write(text)
|
||||
self._output.flush()
|
||||
|
||||
@@ -296,8 +447,11 @@ def _format_action_history(history: list[dict[str, Any]]) -> str:
|
||||
return "(no actions yet)"
|
||||
# The engine never produces unbounded history within a single hand, but
|
||||
# we cap defensively so a malformed payload cannot blow up token usage.
|
||||
# The cap is sized to comfortably cover the worst realistic case (a
|
||||
# 12-handed table running ~10 betting rounds within one hand) so the
|
||||
# LLM never sees a silently truncated history at full ring tables.
|
||||
rows = []
|
||||
for record in history[-32:]:
|
||||
for record in history[-128:]:
|
||||
rows.append(
|
||||
f"- [{record.get('street')}] {record.get('player_id')} -> "
|
||||
f"{record.get('action')} amount={record.get('amount', 0)}"
|
||||
@@ -927,6 +1081,16 @@ def main() -> None:
|
||||
action="store_true",
|
||||
help="Disable ANSI gray coloring for streamed LLM output.",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--hide-reasoning",
|
||||
action="store_true",
|
||||
help=(
|
||||
"Hide the LLM's reasoning/chain-of-thought stream from the "
|
||||
"terminal. The model still performs reasoning; only its "
|
||||
"terminal output is suppressed. The final answer (content) "
|
||||
"is still printed so operators can see the chosen action."
|
||||
),
|
||||
)
|
||||
args = parser.parse_args()
|
||||
|
||||
if not args.api_key:
|
||||
@@ -944,6 +1108,7 @@ def main() -> None:
|
||||
console = AIAgentConsole(
|
||||
keep_history=args.keep_history,
|
||||
use_color=not args.no_color,
|
||||
show_reasoning=not args.hide_reasoning,
|
||||
)
|
||||
service = AIAgentService(LLMClient(config), prompts, console=console)
|
||||
server = create_server(args.host, args.port, service, default_player_id=args.player_id)
|
||||
@@ -956,6 +1121,7 @@ def main() -> None:
|
||||
f" base_url : {config.base_url}\n"
|
||||
f" player_id : {args.player_id}\n"
|
||||
f" stream : {'on' if config.stream else 'off'}\n"
|
||||
f" reasoning : {'hidden (output suppressed)' if args.hide_reasoning else 'visible'}\n"
|
||||
f" clear-screen: {'off (keep history)' if args.keep_history else 'on'}",
|
||||
file=sys.stderr,
|
||||
flush=True,
|
||||
|
||||
+149
-5
@@ -1,6 +1,8 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from copy import deepcopy
|
||||
from random import Random
|
||||
from threading import RLock
|
||||
from time import time
|
||||
|
||||
from texas_holdem.agents import PokerAgent
|
||||
@@ -8,6 +10,7 @@ from texas_holdem.cards import Deck
|
||||
from texas_holdem.evaluator import evaluate
|
||||
from texas_holdem.models import (
|
||||
ActionRecord,
|
||||
BlindLevel,
|
||||
HandSummary,
|
||||
Observation,
|
||||
PlayerAction,
|
||||
@@ -53,21 +56,59 @@ class TableGame:
|
||||
self.small_blind = small_blind
|
||||
self.big_blind = big_blind
|
||||
self.rng = rng or Random()
|
||||
self.lock = RLock()
|
||||
self.hand_number = 0
|
||||
self.button_index: int | None = None
|
||||
self.board = []
|
||||
self.action_history: list[ActionRecord] = []
|
||||
self.hand_summaries: list[HandSummary] = []
|
||||
# ``blind_history`` is an append-only log of every blind level change
|
||||
# (including the initial one). Each entry's ``hand_number`` is the
|
||||
# first hand that played under those stakes, which makes it trivial
|
||||
# to reconstruct the schedule from the outside.
|
||||
self.blind_history: list[BlindLevel] = []
|
||||
self._completed_snapshot: dict[str, object] = self._to_dict_unlocked()
|
||||
|
||||
@property
|
||||
def is_complete(self) -> bool:
|
||||
return len([player for player in self.players if player.stack > 0]) < 2
|
||||
|
||||
def run_hand(self) -> HandSummary:
|
||||
def run_hand(
|
||||
self,
|
||||
small_blind: int | None = None,
|
||||
big_blind: int | None = None,
|
||||
) -> HandSummary:
|
||||
"""Play a single hand.
|
||||
|
||||
``small_blind`` / ``big_blind`` allow callers to bump the stakes
|
||||
between hands without rebuilding the table. Either both must be
|
||||
provided or both omitted (in which case the previously configured
|
||||
blinds carry over). The resolved blind level is appended to
|
||||
:attr:`blind_history` whenever it changes (including the very first
|
||||
hand) so external observers can replay the schedule.
|
||||
"""
|
||||
with self.lock:
|
||||
return self._run_hand_locked(small_blind=small_blind, big_blind=big_blind)
|
||||
|
||||
def _run_hand_locked(
|
||||
self,
|
||||
small_blind: int | None = None,
|
||||
big_blind: int | None = None,
|
||||
) -> HandSummary:
|
||||
if self.is_complete:
|
||||
raise GameComplete("game is complete")
|
||||
|
||||
self._apply_blinds_for_hand(small_blind, big_blind)
|
||||
|
||||
self.hand_number += 1
|
||||
# Stamp the active blind level onto the upcoming summary so a hand
|
||||
# remains self-describing even after the blinds change later on.
|
||||
active_blinds = BlindLevel(
|
||||
hand_number=self.hand_number,
|
||||
small_blind=self.small_blind,
|
||||
big_blind=self.big_blind,
|
||||
)
|
||||
self._record_blind_level_if_new(active_blinds)
|
||||
started_at = time()
|
||||
self.board = []
|
||||
self.action_history = []
|
||||
@@ -116,26 +157,69 @@ class TableGame:
|
||||
board=list(self.board),
|
||||
actions=list(self.action_history),
|
||||
awards=awards,
|
||||
blinds=active_blinds,
|
||||
showdown_hands=self._collect_showdown_hands(),
|
||||
started_at=started_at,
|
||||
finished_at=time(),
|
||||
)
|
||||
self.hand_summaries.append(summary)
|
||||
self._completed_snapshot = deepcopy(self._to_dict_unlocked())
|
||||
return summary
|
||||
|
||||
def run_hands(self, max_hands: int, until_one_left: bool = False) -> list[HandSummary]:
|
||||
def run_hands(
|
||||
self,
|
||||
max_hands: int,
|
||||
until_one_left: bool = False,
|
||||
small_blind: int | None = None,
|
||||
big_blind: int | None = None,
|
||||
) -> list[HandSummary]:
|
||||
"""Play up to ``max_hands`` hands using a single blind configuration.
|
||||
|
||||
Passing ``small_blind`` / ``big_blind`` bumps the stakes starting
|
||||
with the first hand of this call; subsequent calls can raise them
|
||||
again. Leaving them ``None`` keeps the current level unchanged.
|
||||
"""
|
||||
with self.lock:
|
||||
if max_hands <= 0:
|
||||
raise ValueError("max_hands must be positive")
|
||||
summaries = []
|
||||
for _ in range(max_hands):
|
||||
if self.is_complete:
|
||||
break
|
||||
summaries.append(self.run_hand())
|
||||
# Only the first hand of the batch needs to apply the blind
|
||||
# override; after that the engine reuses the stored values.
|
||||
summaries.append(
|
||||
self._run_hand_locked(
|
||||
small_blind=small_blind,
|
||||
big_blind=big_blind,
|
||||
)
|
||||
)
|
||||
small_blind = None
|
||||
big_blind = None
|
||||
if until_one_left and self.is_complete:
|
||||
break
|
||||
return summaries
|
||||
|
||||
def to_dict(self) -> dict[str, object]:
|
||||
with self.lock:
|
||||
return self._to_dict_unlocked()
|
||||
|
||||
def snapshot_completed(self) -> dict[str, object]:
|
||||
"""Return a stable snapshot from the latest completed hand boundary.
|
||||
|
||||
If a hand is currently running under ``self.lock``, this method does
|
||||
not block. It returns the most recent completed hand summary and
|
||||
stacks captured in memory, which is exactly what status endpoints
|
||||
need while a long-running HTTP-agent decision is in progress.
|
||||
"""
|
||||
if self.lock.acquire(blocking=False):
|
||||
try:
|
||||
return deepcopy(self._to_dict_unlocked())
|
||||
finally:
|
||||
self.lock.release()
|
||||
return deepcopy(self._completed_snapshot)
|
||||
|
||||
def _to_dict_unlocked(self) -> dict[str, object]:
|
||||
return {
|
||||
"game_id": self.game_id,
|
||||
"status": "complete" if self.is_complete else "running",
|
||||
@@ -143,8 +227,18 @@ class TableGame:
|
||||
"button_seat": None
|
||||
if self.button_index is None
|
||||
else self.players[self.button_index].seat,
|
||||
# ``small_blind`` / ``big_blind`` mirror the *current* level so
|
||||
# legacy callers keep working. New consumers should prefer the
|
||||
# structured ``blinds`` block which carries the full schedule.
|
||||
"small_blind": self.small_blind,
|
||||
"big_blind": self.big_blind,
|
||||
"blinds": {
|
||||
"current": {
|
||||
"small_blind": self.small_blind,
|
||||
"big_blind": self.big_blind,
|
||||
},
|
||||
"history": [level.to_dict() for level in self.blind_history],
|
||||
},
|
||||
"starting_stack": self.starting_stack,
|
||||
"players": [player.public_dict() for player in self.players],
|
||||
# ``hands`` exposes every finished hand (each entry is the same
|
||||
@@ -153,6 +247,47 @@ class TableGame:
|
||||
"hands": [summary.to_dict() for summary in self.hand_summaries],
|
||||
}
|
||||
|
||||
def _apply_blinds_for_hand(
|
||||
self,
|
||||
small_blind: int | None,
|
||||
big_blind: int | None,
|
||||
) -> None:
|
||||
"""Validate and apply optional per-hand blind overrides.
|
||||
|
||||
Splitting this out keeps :meth:`run_hand` focused on the table flow
|
||||
while letting us reuse the validation rules originally enforced by
|
||||
``__init__``. We require both values to be supplied together so the
|
||||
configuration cannot drift into an inconsistent half-update.
|
||||
"""
|
||||
if small_blind is None and big_blind is None:
|
||||
return
|
||||
if small_blind is None or big_blind is None:
|
||||
raise ValueError(
|
||||
"small_blind and big_blind must be provided together"
|
||||
)
|
||||
if small_blind <= 0 or big_blind <= 0 or small_blind > big_blind:
|
||||
raise ValueError("blinds must satisfy 0 < small_blind <= big_blind")
|
||||
self.small_blind = int(small_blind)
|
||||
self.big_blind = int(big_blind)
|
||||
|
||||
def _record_blind_level_if_new(self, level: BlindLevel) -> None:
|
||||
"""Append ``level`` to :attr:`blind_history` when it differs.
|
||||
|
||||
Comparing against the latest entry (rather than blindly appending)
|
||||
keeps the log compact: stretches of unchanged stakes only contribute
|
||||
a single record. The very first hand always seeds an entry because
|
||||
the history starts empty.
|
||||
"""
|
||||
if not self.blind_history:
|
||||
self.blind_history.append(level)
|
||||
return
|
||||
latest = self.blind_history[-1]
|
||||
if (
|
||||
latest.small_blind != level.small_blind
|
||||
or latest.big_blind != level.big_blind
|
||||
):
|
||||
self.blind_history.append(level)
|
||||
|
||||
def _advance_button(self) -> None:
|
||||
if self.button_index is None:
|
||||
self.button_index = self._next_index(0, lambda index: self.players[index].stack > 0)
|
||||
@@ -350,9 +485,18 @@ class TableGame:
|
||||
try:
|
||||
requested = agent.decide(observation)
|
||||
except Exception:
|
||||
requested = PlayerAction("fold")
|
||||
requested = self._default_action(observation.legal_actions)
|
||||
return self._coerce_action(requested, observation.legal_actions)
|
||||
|
||||
def _default_action(self, legal_actions: list[dict[str, object]]) -> PlayerAction:
|
||||
by_action = {str(action["action"]): action for action in legal_actions}
|
||||
for action_type in ("check", "call", "fold"):
|
||||
if action_type in by_action:
|
||||
legal = by_action[action_type]
|
||||
return PlayerAction(action_type, int(legal.get("amount") or 0))
|
||||
legal = legal_actions[0]
|
||||
return PlayerAction(str(legal["action"]), int(legal.get("amount") or 0))
|
||||
|
||||
def _coerce_action(
|
||||
self,
|
||||
requested: PlayerAction,
|
||||
@@ -482,7 +626,7 @@ class TableGame:
|
||||
swallow individual exceptions so a flaky remote endpoint cannot
|
||||
break the table flow.
|
||||
"""
|
||||
snapshot = self.to_dict()
|
||||
snapshot = self._to_dict_unlocked()
|
||||
for agent in self.agents.values():
|
||||
try:
|
||||
agent.on_game_update(snapshot)
|
||||
|
||||
@@ -130,6 +130,28 @@ class Observation:
|
||||
}
|
||||
|
||||
|
||||
@dataclass(slots=True)
|
||||
class BlindLevel:
|
||||
"""A snapshot of the blind configuration that took effect at a given hand.
|
||||
|
||||
The structure is intentionally append-only: every time the blinds change
|
||||
(or the very first hand seeds the initial values) we push a new
|
||||
``BlindLevel`` so callers can reconstruct how the stakes evolved over the
|
||||
course of the game without losing any prior state.
|
||||
"""
|
||||
|
||||
hand_number: int
|
||||
small_blind: int
|
||||
big_blind: int
|
||||
|
||||
def to_dict(self) -> dict[str, object]:
|
||||
return {
|
||||
"hand_number": self.hand_number,
|
||||
"small_blind": self.small_blind,
|
||||
"big_blind": self.big_blind,
|
||||
}
|
||||
|
||||
|
||||
@dataclass(slots=True)
|
||||
class PotAward:
|
||||
amount: int
|
||||
@@ -152,6 +174,10 @@ class HandSummary:
|
||||
board: list[Card]
|
||||
actions: list[ActionRecord]
|
||||
awards: list[PotAward]
|
||||
# ``blinds`` records the exact blind level used by this hand. Storing it
|
||||
# on the summary (rather than only on the game) guarantees historical
|
||||
# hands remain self-describing even after the blinds are raised later.
|
||||
blinds: BlindLevel | None = None
|
||||
showdown_hands: dict[str, list[Card]] = field(default_factory=dict)
|
||||
started_at: float = field(default_factory=time)
|
||||
finished_at: float = field(default_factory=time)
|
||||
@@ -161,6 +187,7 @@ class HandSummary:
|
||||
"game_id": self.game_id,
|
||||
"hand_number": self.hand_number,
|
||||
"button_seat": self.button_seat,
|
||||
"blinds": self.blinds.to_dict() if self.blinds else None,
|
||||
"board": [str(card) for card in self.board],
|
||||
"actions": [record.to_dict() for record in self.actions],
|
||||
"awards": [award.to_dict() for award in self.awards],
|
||||
|
||||
+43
-10
@@ -25,8 +25,8 @@ class PokerRequestHandler(BaseHTTPRequestHandler):
|
||||
if path == ["games"]:
|
||||
self._json({"games": MANAGER.list_games()})
|
||||
return
|
||||
if len(path) == 2 and path[0] == "games":
|
||||
self._json(MANAGER.get_game(path[1]).to_dict())
|
||||
if len(path) == 2 and path[0] in {"game", "games"}:
|
||||
self._json(MANAGER.get_game_state(path[1]))
|
||||
return
|
||||
self._json({"error": "not found"}, HTTPStatus.NOT_FOUND)
|
||||
except KeyError as exc:
|
||||
@@ -35,23 +35,37 @@ class PokerRequestHandler(BaseHTTPRequestHandler):
|
||||
def do_POST(self) -> None:
|
||||
path = self._path_parts()
|
||||
try:
|
||||
if path == ["games"]:
|
||||
if path in (["game"], ["games"]):
|
||||
game = MANAGER.create_game(self._read_json())
|
||||
self._json(game.to_dict(), HTTPStatus.CREATED)
|
||||
self._json(game.snapshot_completed(), HTTPStatus.CREATED)
|
||||
return
|
||||
if len(path) == 3 and path[0] == "games" and path[2] == "hands":
|
||||
if len(path) == 3 and path[0] in {"game", "games"} and path[2] == "hands":
|
||||
body = self._read_json()
|
||||
count = int(body.get("count", 1))
|
||||
until_one_left = bool(body.get("until_one_left", False))
|
||||
summaries = MANAGER.run_hands(path[1], count, until_one_left)
|
||||
self._json({"hands": summaries, "game": MANAGER.get_game(path[1]).to_dict()})
|
||||
small_blind, big_blind = self._extract_blinds(body)
|
||||
summaries = MANAGER.run_hands(
|
||||
path[1],
|
||||
count,
|
||||
until_one_left,
|
||||
small_blind=small_blind,
|
||||
big_blind=big_blind,
|
||||
)
|
||||
self._json({"hands": summaries, "game": MANAGER.get_game_state(path[1])})
|
||||
return
|
||||
if len(path) == 4 and path[0] == "games" and path[2] == "hands" and path[3] == "run":
|
||||
if len(path) == 4 and path[0] in {"game", "games"} and path[2] == "hands" and path[3] == "run":
|
||||
body = self._read_json()
|
||||
count = int(body.get("count", 1))
|
||||
until_one_left = bool(body.get("until_one_left", False))
|
||||
summaries = MANAGER.run_hands(path[1], count, until_one_left)
|
||||
self._json({"hands": summaries, "game": MANAGER.get_game(path[1]).to_dict()})
|
||||
small_blind, big_blind = self._extract_blinds(body)
|
||||
summaries = MANAGER.run_hands(
|
||||
path[1],
|
||||
count,
|
||||
until_one_left,
|
||||
small_blind=small_blind,
|
||||
big_blind=big_blind,
|
||||
)
|
||||
self._json({"hands": summaries, "game": MANAGER.get_game_state(path[1])})
|
||||
return
|
||||
self._json({"error": "not found"}, HTTPStatus.NOT_FOUND)
|
||||
except KeyError as exc:
|
||||
@@ -78,6 +92,25 @@ class PokerRequestHandler(BaseHTTPRequestHandler):
|
||||
raise ValueError("request body must be a JSON object")
|
||||
return payload
|
||||
|
||||
@staticmethod
|
||||
def _extract_blinds(body: dict[str, Any]) -> tuple[int | None, int | None]:
|
||||
"""Parse optional blind overrides from a /hands POST body.
|
||||
|
||||
Callers may omit both keys (keep current level), or supply both to
|
||||
raise the blinds for the upcoming batch. Providing only one is
|
||||
treated as a client error and surfaced via ``ValueError`` so the
|
||||
handler can reply with 400.
|
||||
"""
|
||||
raw_small = body.get("small_blind")
|
||||
raw_big = body.get("big_blind")
|
||||
if raw_small is None and raw_big is None:
|
||||
return None, None
|
||||
if raw_small is None or raw_big is None:
|
||||
raise ValueError(
|
||||
"small_blind and big_blind must be provided together"
|
||||
)
|
||||
return int(raw_small), int(raw_big)
|
||||
|
||||
def _json(self, payload: dict[str, Any], status: HTTPStatus = HTTPStatus.OK) -> None:
|
||||
body = json.dumps(payload, ensure_ascii=True).encode("utf-8")
|
||||
self.send_response(status)
|
||||
|
||||
+64
-7
@@ -5,13 +5,14 @@ from threading import RLock
|
||||
from typing import Any
|
||||
from uuid import uuid4
|
||||
|
||||
from texas_holdem.agents import build_agent
|
||||
from texas_holdem.agents import build_agent, http_agent_endpoint_from_spec
|
||||
from texas_holdem.engine import TableGame
|
||||
|
||||
|
||||
class GameManager:
|
||||
def __init__(self) -> None:
|
||||
self._games: dict[str, TableGame] = {}
|
||||
self._http_endpoint_owners: dict[str, str] = {}
|
||||
self._lock = RLock()
|
||||
|
||||
def create_game(self, payload: dict[str, Any]) -> TableGame:
|
||||
@@ -29,12 +30,19 @@ class GameManager:
|
||||
big_blind = int(payload.get("big_blind", 10))
|
||||
|
||||
specs = []
|
||||
http_endpoints: set[str] = set()
|
||||
for seat, raw_spec in enumerate(players):
|
||||
if not isinstance(raw_spec, dict):
|
||||
raise ValueError("each player must be an object")
|
||||
player_id = str(raw_spec.get("id") or raw_spec.get("player_id") or f"p{seat + 1}")
|
||||
name = str(raw_spec.get("name") or player_id)
|
||||
agent = build_agent(raw_spec.get("agent", raw_spec), rng)
|
||||
agent_spec = raw_spec.get("agent", raw_spec)
|
||||
if not isinstance(agent_spec, dict):
|
||||
raise ValueError("agent spec must be an object")
|
||||
endpoint = http_agent_endpoint_from_spec(agent_spec)
|
||||
if endpoint is not None:
|
||||
http_endpoints.add(endpoint)
|
||||
agent = build_agent(agent_spec, rng, player_id=player_id)
|
||||
specs.append((player_id, name, agent))
|
||||
|
||||
game = TableGame(
|
||||
@@ -46,9 +54,18 @@ class GameManager:
|
||||
rng=rng,
|
||||
)
|
||||
with self._lock:
|
||||
self._release_completed_http_endpoints_locked()
|
||||
if game_id in self._games:
|
||||
raise ValueError(f"game already exists: {game_id}")
|
||||
for endpoint in http_endpoints:
|
||||
owner = self._http_endpoint_owners.get(endpoint)
|
||||
if owner is not None and owner != game_id:
|
||||
raise ValueError(
|
||||
f"http agent endpoint already belongs to game {owner}: {endpoint}"
|
||||
)
|
||||
self._games[game_id] = game
|
||||
for endpoint in http_endpoints:
|
||||
self._http_endpoint_owners[endpoint] = game_id
|
||||
return game
|
||||
|
||||
def get_game(self, game_id: str) -> TableGame:
|
||||
@@ -58,14 +75,54 @@ class GameManager:
|
||||
except KeyError as exc:
|
||||
raise KeyError(f"game not found: {game_id}") from exc
|
||||
|
||||
def get_game_state(self, game_id: str) -> dict[str, object]:
|
||||
return self.get_game(game_id).snapshot_completed()
|
||||
|
||||
def list_games(self) -> list[dict[str, object]]:
|
||||
with self._lock:
|
||||
return [game.to_dict() for game in self._games.values()]
|
||||
games = list(self._games.values())
|
||||
return [game.snapshot_completed() for game in games]
|
||||
|
||||
def run_hands(self, game_id: str, count: int = 1, until_one_left: bool = False) -> list[dict[str, object]]:
|
||||
def run_hands(
|
||||
self,
|
||||
game_id: str,
|
||||
count: int = 1,
|
||||
until_one_left: bool = False,
|
||||
small_blind: int | None = None,
|
||||
big_blind: int | None = None,
|
||||
) -> list[dict[str, object]]:
|
||||
"""Run ``count`` hands, optionally raising the blinds first.
|
||||
|
||||
``small_blind`` / ``big_blind`` are forwarded to the engine so the
|
||||
blinds can change between batches. Leaving them as ``None`` keeps
|
||||
the previously configured level, which preserves the original
|
||||
no-argument behaviour.
|
||||
"""
|
||||
game = self.get_game(game_id)
|
||||
with self._lock:
|
||||
return [
|
||||
summaries = [
|
||||
summary.to_dict()
|
||||
for summary in game.run_hands(count, until_one_left=until_one_left)
|
||||
for summary in game.run_hands(
|
||||
count,
|
||||
until_one_left=until_one_left,
|
||||
small_blind=small_blind,
|
||||
big_blind=big_blind,
|
||||
)
|
||||
]
|
||||
if game.is_complete:
|
||||
with self._lock:
|
||||
self._release_http_endpoints_for_game_locked(game_id)
|
||||
return summaries
|
||||
|
||||
def _release_completed_http_endpoints_locked(self) -> None:
|
||||
for game_id, game in list(self._games.items()):
|
||||
if game.lock.acquire(blocking=False):
|
||||
try:
|
||||
if game.is_complete:
|
||||
self._release_http_endpoints_for_game_locked(game_id)
|
||||
finally:
|
||||
game.lock.release()
|
||||
|
||||
def _release_http_endpoints_for_game_locked(self, game_id: str) -> None:
|
||||
for endpoint, owner in list(self._http_endpoint_owners.items()):
|
||||
if owner == game_id:
|
||||
del self._http_endpoint_owners[endpoint]
|
||||
|
||||
Reference in New Issue
Block a user