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# app.py
from flask import Flask, render_template, send_from_directory, request
from flask_socketio import SocketIO, emit
from collections import defaultdict
import os
app = Flask(__name__)
app.config['SECRET_KEY'] = 'your-secret-key'
socketio = SocketIO(app, cors_allowed_origins="*") # polling OK with Werkzeug
# Read password from Hugging Face Space secret (prefer 'password', fallback to 'PASSWORD')
SPACE_PASSWORD = os.environ.get('password') or os.environ.get('PASSWORD') or None
# --------------------
# Game state
# --------------------
class GoGame:
def __init__(self, size=13):
# (unchanged)
self.size = size
self.board = [[None for _ in range(size)] for _ in range(size)]
self.current_player = 'black'
self.captured = {'black': 0, 'white': 0} # stones captured OF that color
self.passes = 0
self.game_over = False
self.scores = {'black': 0, 'white': 0}
self.game_history = {'black': 0, 'white': 0} # per-color tally (kept for reference)
self.last_move = None
def place_stone(self, x, y, color):
if self.game_over:
return False
if not (0 <= x < self.size and 0 <= y < self.size):
return False
if self.board[x][y] is not None:
return False
self.board[x][y] = color
self.last_move = (x, y)
opponent = 'white' if color == 'black' else 'black'
removed = self.check_captures(x, y, opponent)
self.captured[opponent] += len(removed)
# suicide check (simplified)
if not self.has_liberties(x, y, color):
self.board[x][y] = None
return False
self.current_player = opponent
self.passes = 0
return True
def check_captures(self, x, y, opponent):
captured = []
for dx, dy in [(0,1), (1,0), (0,-1), (-1,0)]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.size and 0 <= ny < self.size:
if self.board[nx][ny] == opponent and not self.has_liberties(nx, ny, opponent):
captured.extend(self.remove_group(nx, ny, opponent))
return captured
def has_liberties(self, x, y, color):
visited = set()
return self._has_liberties_recursive(x, y, color, visited)
def _has_liberties_recursive(self, x, y, color, visited):
if (x, y) in visited:
return False
visited.add((x, y))
for dx, dy in [(0,1), (1,0), (0,-1), (-1,0)]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.size and 0 <= ny < self.size:
if self.board[nx][ny] is None:
return True
if self.board[nx][ny] == color and self._has_liberties_recursive(nx, ny, color, visited):
return True
return False
def remove_group(self, x, y, color):
visited = set()
self._remove_group_recursive(x, y, color, visited)
return list(visited)
def _remove_group_recursive(self, x, y, color, visited):
if (x, y) in visited:
return
if not (0 <= x < self.size and 0 <= y < self.size):
return
if self.board[x][y] != color:
return
visited.add((x, y))
self.board[x][y] = None
for dx, dy in [(0,1), (1,0), (0,-1), (-1,0)]:
self._remove_group_recursive(x + dx, y + dy, color, visited)
def pass_turn(self):
if self.game_over:
return
self.passes += 1
self.current_player = 'white' if self.current_player == 'black' else 'black'
if self.passes >= 2:
self.end_game()
def resign(self, player_color):
winner = 'white' if player_color == 'black' else 'black'
self.game_history[winner] += 1 # per-color history (kept)
self.game_over = True
return winner
def end_game(self):
# simple scoring: stones on board + captured; komi for white
black_score = self.captured['black']
white_score = self.captured['white'] + 6.5
for row in self.board:
for cell in row:
if cell == 'black':
black_score += 1
elif cell == 'white':
white_score += 1
self.scores['black'] = int(black_score)
self.scores['white'] = int(white_score)
if black_score > white_score:
self.game_history['black'] += 1
else:
self.game_history['white'] += 1
self.game_over = True
def reset(self, keep_history=True):
"""Reset board/state; preserve per-color history by default."""
hist = self.game_history if keep_history else {'black': 0, 'white': 0}
self.board = [[None for _ in range(self.size)] for _ in range(self.size)]
self.current_player = 'black'
self.captured = {'black': 0, 'white': 0}
self.passes = 0
self.game_over = False
self.scores = {'black': 0, 'white': 0}
self.last_move = None
self.game_history = hist
# --------------------
# Globals
# --------------------
game = GoGame(size=13)
sid_to_username = {} # sid -> username
current_player_user = {'black': None, 'white': None} # color -> username
wins_by_user = defaultdict(int) # username -> wins
# --------------------
# Helpers
# --------------------
def winner_username_for_color(color):
return current_player_user.get(color)
def snapshot():
return {
'board_size': game.size,
'current_player': game.current_player,
'scores': game.scores,
'game_history': game.game_history, # per-color (legacy)
'wins_by_user': dict(wins_by_user), # username-based (authoritative for UI)
'board': game.board,
'last_move': game.last_move,
'captured': game.captured,
'passes': game.passes,
'game_over': game.game_over
}
def broadcast_colors():
socketio.emit('colors', {
'black': current_player_user['black'],
'white': current_player_user['white']
})
def require_auth():
"""Ensure the current socket is authenticated via successful join."""
if request.sid not in sid_to_username:
emit('error', {'message': 'Not authenticated'})
return False
return True
# --------------------
# HTTP
# --------------------
@app.route('/')
def index():
return render_template('index.html')
@app.route('/<path:path>')
def static_files(path):
return send_from_directory('.', path)
# --------------------
# Socket events
# --------------------
@socketio.on('connect')
def on_connect():
print('Client connected', request.sid)
@socketio.on('disconnect')
def on_disconnect():
sid = request.sid
username = sid_to_username.pop(sid, None)
print('Client disconnected', sid, username)
# Do not clear color mapping on disconnect; persists until new_game.
@socketio.on('join')
def on_join(data):
username = (data or {}).get('username')
provided_password = (data or {}).get('password')
# Enforce password if configured
if SPACE_PASSWORD and provided_password != SPACE_PASSWORD:
emit('error', {'message': 'Invalid password'})
return
if not username:
emit('error', {'message': 'Username required'})
return
sid_to_username[request.sid] = username
emit('init', snapshot())
broadcast_colors()
@socketio.on('claim_color')
def on_claim_color(data):
if not require_auth():
return
username = (data or {}).get('username')
color = (data or {}).get('color')
if color not in ('black', 'white'):
emit('error', {'message': 'Bad color'})
return
other = 'white' if color == 'black' else 'black'
# user cannot hold both colors
if current_player_user.get(other) == username:
emit('error', {'message': 'You already claimed the other color'})
return
# idempotent
if current_player_user.get(color) == username:
broadcast_colors()
return
# claim if free
if current_player_user.get(color) is None:
current_player_user[color] = username
broadcast_colors()
else:
emit('error', {'message': f'{color} already taken'})
@socketio.on('move')
def on_move(data):
if not require_auth():
return
x = int((data or {}).get('x', -1))
y = int((data or {}).get('y', -1))
user = (data or {}).get('player')
moving_color = game.current_player
if user != current_player_user.get(moving_color):
emit('error', {'message': 'Not your turn!'})
return
if game.place_stone(x, y, moving_color):
socketio.emit('move', {
'x': x,
'y': y,
'player': moving_color,
'next_player': game.current_player,
'captured': game.captured
})
else:
emit('error', {'message': 'Invalid move!'})
@socketio.on('pass')
def on_pass(data):
if not require_auth():
return
user = (data or {}).get('player')
if user != current_player_user.get(game.current_player):
emit('error', {'message': 'Not your turn!'})
return
game.pass_turn()
socketio.emit('pass', {'next_player': game.current_player})
if game.game_over:
# award win to username (if not a draw)
if game.scores['black'] != game.scores['white']:
winner_color = 'black' if game.scores['black'] > game.scores['white'] else 'white'
wuser = winner_username_for_color(winner_color)
if wuser:
wins_by_user[wuser] += 1
socketio.emit('game_over', {
'scores': game.scores,
'game_history': game.game_history,
'wins_by_user': dict(wins_by_user)
})
@socketio.on('resign')
def on_resign(data):
if not require_auth():
return
user = (data or {}).get('player')
# find resigning player's color
player_color = None
for color, uname in current_player_user.items():
if uname == user:
player_color = color
break
if not player_color:
emit('error', {'message': 'You have not claimed a color'})
return
winner_color = game.resign(player_color)
wuser = winner_username_for_color(winner_color)
if wuser:
wins_by_user[wuser] += 1
socketio.emit('resign', {
'winner': winner_color,
'scores': game.scores,
'game_history': game.game_history,
'wins_by_user': dict(wins_by_user)
})
@socketio.on('new_game')
def on_new_game(data):
if not require_auth():
return
# reset board; keep username win history and per-color history
game.reset(keep_history=True)
current_player_user['black'] = None
current_player_user['white'] = None
socketio.emit('init', snapshot())
broadcast_colors()
# --------------------
# Run
# --------------------
if __name__ == '__main__':
socketio.run(app, host='0.0.0.0', port=int(os.environ.get('PORT', 7860)), allow_unsafe_werkzeug=True)