add: tictactoe: security fix
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@ -55,6 +55,7 @@ class TicTacToe
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case 'game_move':
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case 'game_move':
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if (messageData.targetMorpion === undefined || messageData.targetCase === undefined)
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if (messageData.targetMorpion === undefined || messageData.targetCase === undefined)
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return ;
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this.map[messageData.targetMorpion][messageData.targetCase] = (this.sign == "x") ? 1 : 0;
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this.map[messageData.targetMorpion][messageData.targetCase] = (this.sign == "x") ? 1 : 0;
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this.printSign(messageData.targetMorpion, messageData.targetCase, (this.sign == "x") ? "o" : "x");
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this.printSign(messageData.targetMorpion, messageData.targetCase, (this.sign == "x") ? "o" : "x");
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this.setOutline(this.currentMorpion, false);
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this.setOutline(this.currentMorpion, false);
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@ -154,6 +155,7 @@ class TicTacToe
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return -1
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return -1
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}
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}
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}
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}
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onClick(event, morpion)
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onClick(event, morpion)
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{
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{
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let x = event.offsetX;
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let x = event.offsetX;
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@ -58,25 +58,26 @@ class TicTacToeWebSocket(WebsocketConsumer):
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def receive(self, text_data=None, bytes_data=None):
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def receive(self, text_data=None, bytes_data=None):
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data = json.loads(text_data)
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data = json.loads(text_data)
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if (data.get("targetMorpion") is not None and data.get("targetCase") is not None):
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if (data.get("targetMorpion") is not None and data.get("targetCase") is not None): # A move has been played
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if (self.game.add(data, self.member) == False):
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if (self.game.add(data, self.member) == False): # If the move is invalid
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return
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return
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self.game.broadcast("game_move", data, [self.member])
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if (data.get("timerIsDue") is not None and self.game.time + 20 < time.time()):
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if (data.get("timerIsDue") is not None and self.game.time + 20 < time.time()): # Frontend asking if the timer is due
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self.winner = 'x' if self.game.turn == 'o' else 'o'
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self.winner = 'x' if self.game.turn == 'o' else 'o'
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self.game.model.finish(self.user)
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self.game.model.finish(self.user)
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self.game.broadcast("game_end", {"winning_sign": self.winner})
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self.game.broadcast("game_end", {"winning_sign": self.winner})
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if (self.game.checkWin() != False):
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if (self.game.checkWin() != False): # Check if after a move, the game is finished
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self.winner = self.game.checkWin()
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self.winner = self.game.checkWin()
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self.game.model.finish(self.user)
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self.game.model.finish(self.user)
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self.game.broadcast("game_end", {"winning_sign": self.winner})
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self.game.broadcast("game_end", {"winning_sign": self.winner})
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self.game.broadcast("game_move", data, [self.member])
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def disconnect(self, event):
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def disconnect(self, event):
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try:
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try:
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self.member.socket = None
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if (self.member is not None):
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self.member.disconnect()
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except:
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except:
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pass
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pass
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