Server: implement JOIN/JOIN_ACK/JOIN_DENY handling, input parsing/relay, spawn logic, apples maintenance; fix InMemoryTransport to address specific peer; add state_full encoder
- Protocol: join parser, join_ack/deny builders, input parser, state_full builder - Server: on_datagram dispatch, spawn per rules (prefer length 3 else 1), join deny if no cell, immediate input_broadcast relay - Model: occupancy map and helpers - Transport: deliver to specified peer in in-memory mode
This commit is contained in:
182
server/server.py
182
server/server.py
@@ -2,17 +2,22 @@ from __future__ import annotations
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import asyncio
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from dataclasses import dataclass
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from typing import Dict, List
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from typing import Dict, List, Optional, Tuple
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from .config import ServerConfig
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from .model import GameState, PlayerSession
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from .model import GameState, PlayerSession, Snake, Coord
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from .protocol import (
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Direction,
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InputEvent,
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PacketType,
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build_join_ack,
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build_join_deny,
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build_config_update,
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build_input_broadcast,
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build_state_full,
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pack_header,
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parse_input,
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parse_join,
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)
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from .transport import DatagramServerTransport, TransportPeer
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@@ -37,8 +42,21 @@ class GameServer:
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self._config_update_interval_ticks = 50 # periodic resend
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async def on_datagram(self, data: bytes, peer: TransportPeer) -> None:
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# Skeleton: just ignore inbound for now; real impl would parse and dispatch
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return
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# Minimal header parse
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if len(data) < 5:
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return
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ver = data[0]
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ptype = PacketType(data[1])
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flags = data[2]
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# seq = int.from_bytes(data[3:5], 'big') # currently unused
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off = 5
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if ptype == PacketType.JOIN:
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await self._handle_join(data, off, peer)
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elif ptype == PacketType.INPUT:
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await self._handle_input(data, off, peer)
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else:
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# ignore others in skeleton
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return
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async def broadcast_config_update(self) -> None:
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r = self.runtime
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@@ -97,6 +115,161 @@ class GameServer:
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elapsed = asyncio.get_event_loop().time() - start
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await asyncio.sleep(max(0.0, tick_duration - elapsed))
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# --- Join / Spawn ---
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def _allocate_player_id(self) -> Optional[int]:
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used = {s.player_id for s in self.sessions.values()}
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for pid in range(self.runtime.config.players_max):
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if pid not in used:
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return pid
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return None
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def _choose_color_id(self) -> int:
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used = {s.color_id for s in self.sessions.values()}
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for cid in range(32):
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if cid not in used:
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return cid
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return 0
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def _neighbors(self, x: int, y: int) -> List[Tuple[Direction, Coord]]:
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return [
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(Direction.UP, (x, y - 1)),
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(Direction.RIGHT, (x + 1, y)),
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(Direction.DOWN, (x, y + 1)),
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(Direction.LEFT, (x - 1, y)),
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]
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def _find_spawn(self) -> Optional[Snake]:
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st = self.runtime.state
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# Try to find a 3-cell straight strip
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for y in range(st.height):
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for x in range(st.width):
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if not st.cell_free(x, y):
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continue
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for d, (nx, ny) in self._neighbors(x, y):
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# check two cells in direction
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x2, y2 = nx, ny
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x3, y3 = nx + (1 if d == Direction.RIGHT else -1 if d == Direction.LEFT else 0), ny + (1 if d == Direction.DOWN else -1 if d == Direction.UP else 0)
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if st.in_bounds(x2, y2) and st.in_bounds(x3, y3) and st.cell_free(x2, y2) and st.cell_free(x3, y3):
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body = [
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(x, y),
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(x2, y2),
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(x3, y3),
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]
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return Snake(snake_id=-1, head=(x, y), direction=d, body=deque(body))
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# Fallback: any single free cell
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for y in range(st.height):
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for x in range(st.width):
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if st.cell_free(x, y):
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return Snake(snake_id=-1, head=(x, y), direction=Direction.RIGHT, body=deque([(x, y)]))
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return None
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def _ensure_apples(self) -> None:
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st = self.runtime.state
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cfg = self.runtime.config
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import random
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random.seed(0xC0FFEE)
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target = 3 if not self.sessions else min(cfg.apples_cap, max(0, len(self.sessions) * cfg.apples_per_snake))
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# grow apples up to target
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while len(st.apples) < target:
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x = random.randrange(st.width)
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y = random.randrange(st.height)
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if st.cell_free(x, y) and (x, y) not in st.apples:
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st.apples.append((x, y))
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# shrink if too many
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if len(st.apples) > target:
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st.apples = st.apples[:target]
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async def _handle_join(self, buf: bytes, off: int, peer: TransportPeer) -> None:
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name, preferred, off2 = parse_join(buf, off)
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# enforce name <=16 bytes utf-8
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name = name.encode("utf-8")[:16].decode("utf-8", errors="ignore")
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pid = self._allocate_player_id()
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if pid is None:
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payload = build_join_deny(version=self.runtime.version, seq=self.runtime.next_seq(), reason="Server full")
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await self.transport.send(payload, peer)
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return
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# Spawn snake
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snake = self._find_spawn()
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if snake is None:
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payload = build_join_deny(version=self.runtime.version, seq=self.runtime.next_seq(), reason="No free cell, please wait")
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await self.transport.send(payload, peer)
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return
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# Register session and snake
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color_id = preferred if (preferred is not None) else self._choose_color_id()
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session = PlayerSession(player_id=pid, name=name, color_id=color_id, peer=peer.addr)
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self.sessions[pid] = session
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snake.snake_id = pid
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self.runtime.state.snakes[pid] = snake
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self.runtime.state.occupy_snake(snake)
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self._ensure_apples()
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# Send join_ack
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cfg = self.runtime.config
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ack = build_join_ack(
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version=self.runtime.version,
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seq=self.runtime.next_seq(),
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player_id=pid,
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color_id=color_id,
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width=cfg.width,
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height=cfg.height,
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tick_rate=cfg.tick_rate,
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wrap_edges=cfg.wrap_edges,
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apples_per_snake=cfg.apples_per_snake,
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apples_cap=cfg.apples_cap,
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compression_mode=0 if cfg.compression_mode == "none" else 1,
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)
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await self.transport.send(ack, peer)
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# Send initial state_full
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snakes_dirs: List[Tuple[int, int, int, int, List[Direction]]] = []
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for s in self.runtime.state.snakes.values():
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dirs: List[Direction] = []
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# build directions from consecutive coords: from head toward tail
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coords = list(s.body)
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for i in range(len(coords) - 1):
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x0, y0 = coords[i]
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x1, y1 = coords[i + 1]
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if x1 == x0 and y1 == y0 - 1:
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dirs.append(Direction.UP)
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elif x1 == x0 + 1 and y1 == y0:
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dirs.append(Direction.RIGHT)
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elif x1 == x0 and y1 == y0 + 1:
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dirs.append(Direction.DOWN)
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elif x1 == x0 - 1 and y1 == y0:
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dirs.append(Direction.LEFT)
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hx, hy = coords[0]
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snakes_dirs.append((s.snake_id, s.length, hx, hy, dirs))
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full = build_state_full(
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version=self.runtime.version,
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seq=self.runtime.next_seq(),
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tick=self.runtime.state.tick,
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snakes=snakes_dirs,
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apples=self.runtime.state.apples,
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)
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await self.transport.send(full, peer)
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async def _handle_input(self, buf: bytes, off: int, peer: TransportPeer) -> None:
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try:
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ack_seq, input_seq, base_tick, events, off2 = parse_input(buf, off)
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except Exception:
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return
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# Find player by peer
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player_id = None
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for pid, sess in self.sessions.items():
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if sess.peer is peer.addr:
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player_id = pid
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break
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if player_id is None:
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return
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# Relay to others immediately for prediction
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await self.relay_input_broadcast(
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from_player_id=player_id,
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input_seq=input_seq,
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base_tick=base_tick,
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events=events,
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apply_at_tick=None,
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)
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async def main() -> None:
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from .transport import InMemoryTransport
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@@ -112,4 +285,3 @@ if __name__ == "__main__":
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asyncio.run(main())
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except KeyboardInterrupt:
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pass
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