game: online: recoded but collision not work
This commit is contained in:
272
games/routine.py
272
games/routine.py
@ -1,25 +1,145 @@
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from __future__ import annotations
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from .objects.pong.PongGame import PongPlayer
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from .objects.pong.Segment import Segment
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from .objects.pong.Point import Point
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from .objects.pong.Ball import Ball
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from .objects.pong.PongPlayer import PongPlayer
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from .objects.pong.PongGame import PongGame
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from .objects.pong.Ball import Ball
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from .objects.pong.Point import Point
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from .objects.pong.Segment import Segment
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from . import config
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import math
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import asyncio
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from asgiref.sync import SyncToAsync
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import asyncio
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VERTICALLY = 1
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NORMAL = 2
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def get_player_hitted(players: list[PongPlayer], segment: Segment) -> PongPlayer | None:
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for player in players:
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if (player.rail is segment):
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return player
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return None
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def wall_collision(ball_angle: float, wall: Segment) -> float:
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wall_angle: float = wall.angle()
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cos: float = math.cos(wall_angle) * -1
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sin: float = math.sin(wall_angle)
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wall_angle: float = math.atan2(sin, cos)
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incident_angle: float = ball_angle - wall_angle
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reflection_angle: float = wall_angle - incident_angle
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return reflection_angle
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async def paddle_collision(game: PongGame, impact: Point, player: PongPlayer, inc_x: float, inc_y: float):
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diff_x: float = player.rail.stop.x - player.rail.start.x
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diff_y: float = player.rail.stop.y - player.rail.start.y
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paddle_center_x: float = player.rail.start.x + diff_x * player.position.location
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paddle_center_y: float = player.rail.start.y + diff_y * player.position.location
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paddle_center: Point = Point(paddle_center_x, paddle_center_y)
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rail_length: float = player.rail.length()
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paddle_length: float = rail_length * config.PADDLE_RATIO
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start_x: float = paddle_center.x - (diff_x * (paddle_length / 2 / rail_length))
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start_y: float = paddle_center.y - (diff_y * (paddle_length / 2 / rail_length))
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stop_x: float = paddle_center.x + (diff_x * (paddle_length / 2 / rail_length))
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stop_y: float = paddle_center.y + (diff_y * (paddle_length / 2 / rail_length))
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start: Point = Point(start_x, start_y)
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stop: Point = Point(stop_x, stop_y)
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paddle: Segment = Segment(start, stop)
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hit_point: Point = Point(impact.x - inc_x, impact.y - inc_y)
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if not paddle.is_on(hit_point):
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await asyncio.sleep(0.1) # delay to create frontend animation
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await SyncToAsync(game.goal)(player)
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return None
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paddle_angle: float = paddle.angle()
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normal: float = paddle_angle - math.pi / 2
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start_distance: float = paddle.start.distance(impact)
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stop_distance: float = paddle.stop.distance(impact)
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hit_percent: float = (start_distance) / (start_distance + stop_distance)
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hit_percent = round(hit_percent, 1)
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new_angle: float = normal + (math.pi * 0.85) * (hit_percent - 0.5)
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return new_angle
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async def collision(game: PongGame, impact_data: dict) -> bool:
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segment: Segment = impact_data.get("segment")
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player_hitted = None
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for player in game.players:
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if (not player.is_connected()):
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continue
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if (player.rail is segment):
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player_hitted = player
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break
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angle: float
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print(impact_data.get("impact"))
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if (player_hitted is None):
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print("wall")
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angle = wall_collision(game.ball.angle, segment)
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else:
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print("paddle")
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angle = await paddle_collision(game, impact_data.get("impact"), player_hitted, impact_data.get("inc_x"), impact_data.get("inc_y"))
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if (angle is None):
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return False
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print((game.ball.angle % (math.pi * 2)) * 180 / math.pi, (angle % (math.pi * 2)) * 180 / math.pi)
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game.ball.speed += config.BALL_SPEED_INC
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game.ball.angle = angle
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return True
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async def update_ball(game: PongGame, impact_data: dict):
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distance: float = impact_data.get("distance")
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time_before_impact: float = distance / game.ball.speed
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print(time_before_impact)
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await asyncio.sleep(time_before_impact)
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hit: bool = await collision(game, impact_data)
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print("HIT" * 10 + str(hit))
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if hit:
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game.ball.position.location = impact_data.get("impact")
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SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict())
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def get_sign(num: float) -> int:
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if (num == 0):
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return 0
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@ -153,143 +273,31 @@ def get_impact_data(segments: list[Segment], ball: Ball) -> dict:
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return closest
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def wall_collision(ball_angle: float, wall: Segment) -> float:
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wall_angle: float = wall.angle()
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cos: float = math.cos(wall_angle) * -1
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sin: float = math.sin(wall_angle)
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wall_angle: float = math.atan2(sin, cos)
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incident_angle: float = ball_angle - wall_angle
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reflection_angle: float = wall_angle - incident_angle
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return reflection_angle
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async def paddle_collision(game: PongGame, impact: Point, player: PongPlayer, inc_x: float, inc_y: float):
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diff_x: float = player.rail.stop.x - player.rail.start.x
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diff_y: float = player.rail.stop.y - player.rail.start.y
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paddle_center_x: float = player.rail.start.x + diff_x * player.position.location
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paddle_center_y: float = player.rail.start.y + diff_y * player.position.location
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paddle_center: Point = Point(paddle_center_x, paddle_center_y)
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rail_length: float = player.rail.length()
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paddle_length: float = rail_length * config.PADDLE_RATIO
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start_x: float = paddle_center.x - (diff_x * (paddle_length / 2 / rail_length))
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start_y: float = paddle_center.y - (diff_y * (paddle_length / 2 / rail_length))
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stop_x: float = paddle_center.x + (diff_x * (paddle_length / 2 / rail_length))
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stop_y: float = paddle_center.y + (diff_y * (paddle_length / 2 / rail_length))
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start: Point = Point(start_x, start_y)
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stop: Point = Point(stop_x, stop_y)
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paddle: Segment = Segment(start, stop)
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hit_point: Point = Point(impact.x - inc_x, impact.y - inc_y)
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if (not paddle.is_on(hit_point)):
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await SyncToAsync(game.goal)(player)
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return None
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paddle_angle: float = paddle.angle()
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normal: float = paddle_angle - math.pi / 2
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start_distance: float = paddle.start.distance(impact)
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stop_distance: float = paddle.stop.distance(impact)
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hit_percent: float = (start_distance) / (start_distance + stop_distance)
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hit_percent = round(hit_percent, 1)
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new_angle: float = normal + (math.pi * 0.85) * (hit_percent - 0.5)
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return new_angle
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async def collision(game: PongGame, impact_data: dict) -> bool:
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segment: Segment = impact_data.get("segment")
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player_hitted = None
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for player in game.players:
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if (not player.is_connected()):
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continue
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if (player.rail is segment):
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player_hitted = player
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break
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angle: float
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if (player_hitted is None):
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angle = wall_collision(game.ball.angle, segment)
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else:
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angle = await paddle_collision(game, impact_data.get("impact"), player_hitted, impact_data.get("inc_x"), impact_data.get("inc_y"))
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if (angle is None):
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return False
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game.ball.speed += config.BALL_SPEED_INC
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game.ball.angle = angle
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return True
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async def update_ball(game: PongGame, impact_data: dict) -> None:
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distance: float = impact_data.get("distance")
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time_before_impact: float = distance / game.ball.speed
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await asyncio.sleep(time_before_impact)
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hit: bool = await collision(game, impact_data)
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if (hit == False):
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await asyncio.sleep(0.1) # delay to create frontend animation
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game.ball.reset()
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else:
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game.ball.position.location = impact_data.get("impact")
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await SyncToAsync(game.broadcast)("update_ball", game.ball.to_dict())
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async def render_ball(game: PongGame):
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segments: list[Segment] = [player.rail for player in game.players] + game.walls
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while True:
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segments: list[Segment] = [player.rail for player in game.players] + game.walls
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impact_data: dict = get_impact_data(segments, game.ball)
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await update_ball(game, impact_data)
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async def async_routine(game: PongGame):
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async def render_players(game: PongGame):
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#TODO DEBUG collision
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ball_routine = asyncio.create_task(render_ball(game))
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while True:
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for player in game._updated_players:
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await SyncToAsync(game.broadcast)("update_player", player.to_dict(), [player])
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game._updated_players.clear()
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await asyncio.sleep(1 / config.SERVER_TPS)
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async def render(game: PongGame):
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routine_ball = asyncio.create_task(render_ball(game))
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routine_players = asyncio.create_task(render_players(game))
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while(True):
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if (game.stopped):
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routine_ball.cancel()
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routine_players.cancel()
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if game.stopped:
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ball_routine.cancel()
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return
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await asyncio.sleep(0.05)
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def routine(game: PongGame):
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asyncio.run(render(game))
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asyncio.run(async_routine(game))
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