Don't list item_link on neither trackers nor main patch download page.

This commit is contained in:
CaitSith2 2022-02-23 01:51:49 -08:00
parent 4c64c5ad05
commit 7708d3d157
4 changed files with 31 additions and 14 deletions

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@ -9,6 +9,8 @@ from flask import Flask, request, redirect, url_for, render_template, Response,
from flask_caching import Cache from flask_caching import Cache
from flask_compress import Compress from flask_compress import Compress
from worlds.AutoWorld import AutoWorldRegister from worlds.AutoWorld import AutoWorldRegister
from MultiServer import Context
from NetUtils import SlotType
from .models import * from .models import *
@ -178,7 +180,11 @@ def host_room(room: UUID):
with db_session: with db_session:
room.last_activity = datetime.utcnow() # will trigger a spinup, if it's not already running room.last_activity = datetime.utcnow() # will trigger a spinup, if it's not already running
return render_template("hostRoom.html", room=room) multidata = Context.decompress(room.seed.multidata)
groups = {slot: slot_info.group_members for slot, slot_info in multidata.get("slot_info", {}).items()
if slot_info.type == SlotType.group}
return render_template("hostRoom.html", room=room, groups=groups)
@app.route('/favicon.ico') @app.route('/favicon.ico')

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@ -22,7 +22,7 @@
{% if room.last_port %} {% if room.last_port %}
You can connect to this room by using '/connect {{ config['PATCH_TARGET'] }}:{{ room.last_port }}' You can connect to this room by using '/connect {{ config['PATCH_TARGET'] }}:{{ room.last_port }}'
in the <a href="{{ url_for("tutorial_landing")}}">client</a>.<br>{% endif %} in the <a href="{{ url_for("tutorial_landing")}}">client</a>.<br>{% endif %}
{{ macros.list_patches_room(room) }} {{ macros.list_patches_room(room, groups) }}
{% if room.owner == session["_id"] %} {% if room.owner == session["_id"] %}
<form method=post> <form method=post>
<div class="form-group"> <div class="form-group">

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@ -6,7 +6,7 @@
{{ caller() }} {{ caller() }}
</ul> </ul>
{%- endmacro %} {%- endmacro %}
{% macro list_patches_room(room) %} {% macro list_patches_room(room, groups) %}
{% if room.seed.slots %} {% if room.seed.slots %}
<table> <table>
<thead> <thead>
@ -19,7 +19,7 @@
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
{% for patch in room.seed.slots|list|sort(attribute="player_id") %} {% for patch in room.seed.slots|list|sort(attribute="player_id") if patch.player_id not in groups %}
<tr> <tr>
<td>{{ patch.player_id }}</td> <td>{{ patch.player_id }}</td>
<td>{{ patch.player_name }}</td> <td>{{ patch.player_name }}</td>

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@ -12,6 +12,7 @@ from WebHostLib import app, cache, Room
from Utils import restricted_loads from Utils import restricted_loads
from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name
from MultiServer import get_item_name_from_id, Context from MultiServer import get_item_name_from_id, Context
from NetUtils import SlotType
alttp_icons = { alttp_icons = {
"Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png", "Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
@ -256,6 +257,10 @@ def get_static_room_data(room: Room):
# in > 100 players this can take a bit of time and is the main reason for the cache # in > 100 players this can take a bit of time and is the main reason for the cache
locations: Dict[int, Dict[int, Tuple[int, int, int]]] = multidata['locations'] locations: Dict[int, Dict[int, Tuple[int, int, int]]] = multidata['locations']
names: Dict[int, Dict[int, str]] = multidata["names"] names: Dict[int, Dict[int, str]] = multidata["names"]
groups = {}
if "slot_info" in multidata:
groups = {slot: slot_info.group_members for slot, slot_info in multidata["slot_info"].items()
if slot_info.type == SlotType.group}
seed_checks_in_area = checks_in_area.copy() seed_checks_in_area = checks_in_area.copy()
use_door_tracker = False use_door_tracker = False
@ -269,12 +274,14 @@ def get_static_room_data(room: Room):
player_checks_in_area = {playernumber: {areaname: len(multidata["checks_in_area"][playernumber][areaname]) player_checks_in_area = {playernumber: {areaname: len(multidata["checks_in_area"][playernumber][areaname])
if areaname != "Total" else multidata["checks_in_area"][playernumber]["Total"] if areaname != "Total" else multidata["checks_in_area"][playernumber]["Total"]
for areaname in ordered_areas} for areaname in ordered_areas}
for playernumber in range(1, len(names[0]) + 1)} for playernumber in range(1, len(names[0]) + 1)
if playernumber not in groups}
player_location_to_area = {playernumber: get_location_table(multidata["checks_in_area"][playernumber]) player_location_to_area = {playernumber: get_location_table(multidata["checks_in_area"][playernumber])
for playernumber in range(1, len(names[0]) + 1)} for playernumber in range(1, len(names[0]) + 1)
if playernumber not in groups}
result = locations, names, use_door_tracker, player_checks_in_area, player_location_to_area, \ result = locations, names, use_door_tracker, player_checks_in_area, player_location_to_area, \
multidata["precollected_items"], multidata["games"], multidata["slot_data"] multidata["precollected_items"], multidata["games"], multidata["slot_data"], groups
_multidata_cache[room.seed.id] = result _multidata_cache[room.seed.id] = result
return result return result
@ -292,7 +299,7 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int, want
# Collect seed information and pare it down to a single player # Collect seed information and pare it down to a single player
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \ locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
precollected_items, games, slot_data = get_static_room_data(room) precollected_items, games, slot_data, groups = get_static_room_data(room)
player_name = names[tracked_team][tracked_player - 1] player_name = names[tracked_team][tracked_player - 1]
location_to_area = player_location_to_area[tracked_player] location_to_area = player_location_to_area[tracked_player]
inventory = collections.Counter() inventory = collections.Counter()
@ -930,13 +937,13 @@ def getTracker(tracker: UUID):
if not room: if not room:
abort(404) abort(404)
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \ locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
precollected_items, games, slot_data = get_static_room_data(room) precollected_items, games, slot_data, groups = get_static_room_data(room)
inventory = {teamnumber: {playernumber: collections.Counter() for playernumber in range(1, len(team) + 1)} inventory = {teamnumber: {playernumber: collections.Counter() for playernumber in range(1, len(team) + 1) if playernumber not in groups}
for teamnumber, team in enumerate(names)} for teamnumber, team in enumerate(names)}
checks_done = {teamnumber: {playernumber: {loc_name: 0 for loc_name in default_locations} checks_done = {teamnumber: {playernumber: {loc_name: 0 for loc_name in default_locations}
for playernumber in range(1, len(team) + 1)} for playernumber in range(1, len(team) + 1) if playernumber not in groups}
for teamnumber, team in enumerate(names)} for teamnumber, team in enumerate(names)}
hints = {team: set() for team in range(len(names))} hints = {team: set() for team in range(len(names))}
@ -949,6 +956,8 @@ def getTracker(tracker: UUID):
hints[team] |= set(slot_hints) hints[team] |= set(slot_hints)
for (team, player), locations_checked in multisave.get("location_checks", {}).items(): for (team, player), locations_checked in multisave.get("location_checks", {}).items():
if player in groups:
continue
player_locations = locations[player] player_locations = locations[player]
if precollected_items: if precollected_items:
precollected = precollected_items[player] precollected = precollected_items[player]
@ -968,11 +977,13 @@ def getTracker(tracker: UUID):
checks_done[team][player]["Total"] += 1 checks_done[team][player]["Total"] += 1
for (team, player), game_state in multisave.get("client_game_state", {}).items(): for (team, player), game_state in multisave.get("client_game_state", {}).items():
if player in groups:
continue
if game_state == 30: if game_state == 30:
inventory[team][player][106] = 1 # Triforce inventory[team][player][106] = 1 # Triforce
player_big_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)} player_big_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1) if playernumber not in groups}
player_small_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)} player_small_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1) if playernumber not in groups}
for loc_data in locations.values(): for loc_data in locations.values():
for values in loc_data.values(): for values in loc_data.values():
if len(values) == 3: if len(values) == 3:
@ -986,7 +997,7 @@ def getTracker(tracker: UUID):
player_small_key_locations[item_player].add(ids_small_key[item_id]) player_small_key_locations[item_player].add(ids_small_key[item_id])
group_big_key_locations = set() group_big_key_locations = set()
group_key_locations = set() group_key_locations = set()
for player in range(1, len(names[0]) + 1): for player in [player for player in range(1, len(names[0]) + 1) if player not in groups]:
group_key_locations |= player_small_key_locations[player] group_key_locations |= player_small_key_locations[player]
group_big_key_locations |= player_big_key_locations[player] group_big_key_locations |= player_big_key_locations[player]