384 lines
16 KiB
Python
384 lines
16 KiB
Python
from fastapi import FastAPI, WebSocket, WebSocketDisconnect, Request
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from fastapi.staticfiles import StaticFiles
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from fastapi.templating import Jinja2Templates
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from fastapi.responses import HTMLResponse, JSONResponse
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import json, time, random, sqlite3, os
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from datetime import datetime
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DB_PATH = os.environ.get("DB_PATH", "/data/quiz.db")
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# ── DATABASE ──────────────────────────────────────────────────────────────────
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def get_db():
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os.makedirs(os.path.dirname(DB_PATH), exist_ok=True)
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conn = sqlite3.connect(DB_PATH)
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conn.row_factory = sqlite3.Row
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return conn
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def init_db():
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with get_db() as conn:
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conn.executescript("""
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CREATE TABLE IF NOT EXISTS sessions (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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started_at TEXT NOT NULL,
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ended_at TEXT,
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total_players INTEGER DEFAULT 0
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);
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CREATE TABLE IF NOT EXISTS scores (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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session_id INTEGER NOT NULL REFERENCES sessions(id),
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player TEXT NOT NULL,
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score INTEGER NOT NULL DEFAULT 0,
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rank INTEGER,
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dept TEXT NOT NULL DEFAULT '',
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finished_at TEXT NOT NULL
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);
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""")
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# Safe migration: add dept column if it doesn't exist yet
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try:
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conn.execute("ALTER TABLE scores ADD COLUMN dept TEXT NOT NULL DEFAULT ''")
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except Exception:
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pass # column already exists
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init_db()
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def save_session(players: list) -> int:
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now = datetime.utcnow().isoformat()
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with get_db() as conn:
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cur = conn.execute(
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"INSERT INTO sessions (started_at, ended_at, total_players) VALUES (?,?,?)",
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(now, now, len(players))
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)
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session_id = cur.lastrowid
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ranked = sorted(players, key=lambda p: p["score"], reverse=True)
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for rank, p in enumerate(ranked, 1):
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conn.execute(
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"INSERT INTO scores (session_id, player, score, rank, dept, finished_at) VALUES (?,?,?,?,?,?)",
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(session_id, p.get("display", p["name"]), p["score"], rank, p.get("dept", ""), now)
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)
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return session_id
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# ── APP ───────────────────────────────────────────────────────────────────────
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app = FastAPI()
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app.mount("/static", StaticFiles(directory="static"), name="static")
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templates = Jinja2Templates(directory="templates")
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# ── QUESTIONS ─────────────────────────────────────────────────────────────────
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QUESTIONS = [
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{
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"q": "¿Cuál es el enfoque principal del equipo de Network Intelligence?",
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"options": [
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"Vender licencias de software a otras empresas",
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"Construir herramientas propias que empoderan a los equipos operacionales",
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"Administrar el presupuesto de TI de LCPR",
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"Instalar equipos físicos en planta externa"
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],
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"correct": 1,
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"fun_fact": "¡Exacto! Construimos para quienes operan la red día a día — no solo dashboards bonitos."
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},
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{
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"q": "¿Qué problema resolvió el equipo al reemplazar Power BI con frontend propio?",
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"options": [
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"La pantalla se veía más bonita",
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"Eliminamos la dependencia de licencias costosas y ganamos control total",
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"Fue más fácil de instalar en los servidores",
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"Los colores del dashboard coincidían con los de Liberty"
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],
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"correct": 1,
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"fun_fact": "$0 en licencias de visualización. El código es nuestro y lo extendemos como queremos."
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},
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{
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"q": "¿Qué es Pathfinder?",
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"options": [
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"Una aplicación para rastrear camiones de campo",
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"Un sistema de GPS para la red de fibra",
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"Una plataforma web que centraliza herramientas operacionales de red en un solo lugar",
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"Un reporte mensual de disponibilidad de red"
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],
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"correct": 2,
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"fun_fact": "Pathfinder es el 'panel de control' propio de LCPR — construido exactamente para nuestros flujos de trabajo."
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},
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{
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"q": "¿Qué logró el proyecto de Firmware Upgrade Automation?",
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"options": [
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"Actualizar manualmente 10 modems por semana",
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"Contratar más técnicos para visitas a domicilio",
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"Automatizar la actualización masiva de modems sin intervención humana",
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"Comprar equipos nuevos para reemplazar los modems viejos"
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],
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"correct": 2,
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"fun_fact": "400+ modems actualizados en batches automáticos. Antes era trabajo manual uno por uno."
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},
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{
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"q": "¿Hacia dónde se dirige el equipo en su visión AIOps?",
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"options": [
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"Depender más de herramientas comerciales como ServiceNow",
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"Detectar y predecir fallas antes de que el cliente las reporte",
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"Reducir el equipo de ingeniería a la mitad",
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"Migrar toda la red a la nube pública"
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],
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"correct": 1,
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"fun_fact": "La meta: que el técnico salga a campo con el diagnóstico ya hecho — no a diagnosticar."
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}
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]
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# ── GAME STATE ────────────────────────────────────────────────────────────────
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class GameState:
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def __init__(self):
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self.reset()
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def reset(self):
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self.phase = "lobby"
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self.players: dict = {}
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self.current_q = -1
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self.q_start_time = 0
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self.answers_this_round = []
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self.question_order = list(range(len(QUESTIONS)))
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random.shuffle(self.question_order)
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game = GameState()
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# ── CONNECTION MANAGER ────────────────────────────────────────────────────────
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class ConnectionManager:
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def __init__(self):
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self.players: dict = {}
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self.hosts: list = []
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async def connect_player(self, ws_id: str, ws: WebSocket):
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await ws.accept()
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self.players[ws_id] = ws
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async def connect_host(self, ws: WebSocket):
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await ws.accept()
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self.hosts.append(ws)
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def disconnect(self, ws_id: str):
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self.players.pop(ws_id, None)
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game.players.pop(ws_id, None)
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def disconnect_host(self, ws: WebSocket):
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if ws in self.hosts:
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self.hosts.remove(ws)
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async def send_to(self, ws_id: str, data: dict):
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ws = self.players.get(ws_id)
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if ws:
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try:
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await ws.send_json(data)
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except Exception:
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pass
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async def broadcast_players(self, data: dict):
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dead = []
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for ws_id, ws in list(self.players.items()):
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try:
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await ws.send_json(data)
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except Exception:
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dead.append(ws_id)
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for d in dead:
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self.disconnect(d)
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async def broadcast_hosts(self, data: dict):
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dead = []
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for ws in list(self.hosts):
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try:
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await ws.send_json(data)
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except Exception:
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dead.append(ws)
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for d in dead:
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self.disconnect_host(d)
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async def broadcast_all(self, data: dict):
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await self.broadcast_players(data)
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await self.broadcast_hosts(data)
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mgr = ConnectionManager()
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def get_leaderboard():
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ranked = sorted(game.players.values(), key=lambda p: p["score"], reverse=True)
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return [{"name": p.get("display", p["name"]), "score": p["score"], "dept": p.get("dept","")} for p in ranked]
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# ── ROUTES ────────────────────────────────────────────────────────────────────
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@app.get("/", response_class=HTMLResponse)
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async def player_page(request: Request):
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return templates.TemplateResponse("player.html", {"request": request})
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@app.get("/host", response_class=HTMLResponse)
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async def host_page(request: Request):
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return templates.TemplateResponse("host.html", {"request": request})
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@app.get("/scores", response_class=HTMLResponse)
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async def scores_page(request: Request):
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return templates.TemplateResponse("scores.html", {"request": request})
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@app.delete("/api/scores/clear")
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async def clear_scores():
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with get_db() as conn:
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conn.execute("DELETE FROM scores")
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conn.execute("DELETE FROM sessions")
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return {"ok": True}
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@app.get("/api/scores")
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async def api_scores():
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with get_db() as conn:
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sessions = conn.execute(
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"SELECT * FROM sessions ORDER BY started_at DESC LIMIT 50"
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).fetchall()
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result = []
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for s in sessions:
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players = conn.execute(
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"SELECT player, score, rank, dept FROM scores WHERE session_id=? ORDER BY rank",
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(s["id"],)
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).fetchall()
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result.append({
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"id": s["id"],
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"started_at": s["started_at"],
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"ended_at": s["ended_at"],
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"total_players": s["total_players"],
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"players": [{"player": p["player"], "score": p["score"], "rank": p["rank"], "dept": p["dept"] if "dept" in p.keys() else ""} for p in players]
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})
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return JSONResponse(result)
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# ── PLAYER WEBSOCKET ──────────────────────────────────────────────────────────
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@app.websocket("/ws/player/{ws_id}")
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async def player_ws(ws: WebSocket, ws_id: str):
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await mgr.connect_player(ws_id, ws)
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try:
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await mgr.send_to(ws_id, {"type": "phase", "phase": game.phase})
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async for raw in ws.iter_text():
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msg = json.loads(raw)
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if msg["type"] == "join":
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name = msg["name"].strip()[:40]
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dept = msg.get("dept", "").strip()[:40]
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display = msg.get("display", name).strip()[:40]
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if not name:
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continue
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game.players[ws_id] = {"name": name, "score": 0, "answered": False, "dept": dept, "display": display}
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await mgr.send_to(ws_id, {"type": "joined", "name": name, "display": display, "dept": dept})
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await mgr.broadcast_hosts({
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"type": "lobby_update",
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"players": [{"name": p["name"], "display": p.get("display", p["name"]), "dept": p.get("dept","")} for p in game.players.values()],
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"count": len(game.players)
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})
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elif msg["type"] == "answer":
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if game.phase != "question":
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continue
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player = game.players.get(ws_id)
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if not player or player["answered"]:
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continue
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elapsed = time.time() - game.q_start_time
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TIME_LIMIT = 15
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if elapsed > TIME_LIMIT:
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continue
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player["answered"] = True
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chosen = msg["choice"]
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q_idx = game.question_order[game.current_q]
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correct = QUESTIONS[q_idx]["correct"]
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is_correct = chosen == correct
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points = 0
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if is_correct:
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speed_bonus = max(0, (TIME_LIMIT - elapsed) / TIME_LIMIT)
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points = int(200 + 800 * speed_bonus)
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player["score"] += points
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game.answers_this_round.append({
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"name": player["name"], "correct": is_correct, "elapsed": round(elapsed, 2)
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})
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await mgr.send_to(ws_id, {
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"type": "answer_result",
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"correct": is_correct,
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"points": points,
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"total": player["score"],
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"correct_idx": correct
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})
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answered = sum(1 for p in game.players.values() if p["answered"])
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await mgr.broadcast_hosts({
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"type": "answer_update",
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"answered": answered,
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"total": len(game.players),
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"details": game.answers_this_round
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})
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except WebSocketDisconnect:
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mgr.disconnect(ws_id)
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await mgr.broadcast_hosts({
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"type": "lobby_update",
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"players": [{"name": p["name"], "display": p.get("display", p["name"]), "dept": p.get("dept","")} for p in game.players.values()],
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"count": len(game.players)
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})
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# ── HOST WEBSOCKET ────────────────────────────────────────────────────────────
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@app.websocket("/ws/host")
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async def host_ws(ws: WebSocket):
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await mgr.connect_host(ws)
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try:
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await ws.send_json({
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"type": "lobby_update",
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"players": [{"name": p["name"], "display": p.get("display", p["name"]), "dept": p.get("dept","")} for p in game.players.values()],
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"count": len(game.players)
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})
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async for raw in ws.iter_text():
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msg = json.loads(raw)
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if msg["type"] == "start_game":
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existing_players = dict(game.players) # preserve joined players
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game.reset()
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game.players = existing_players # restore them
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# Reset scores and state for a fresh game
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for p in game.players.values():
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p["score"] = 0
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p["answered"] = False
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await mgr.broadcast_all({"type": "phase", "phase": "lobby"})
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elif msg["type"] == "next_question":
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game.current_q += 1
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if game.current_q >= len(QUESTIONS):
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lb = get_leaderboard()
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save_session(list(game.players.values())) # ← persist to SQLite
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game.phase = "podium"
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await mgr.broadcast_all({"type": "podium", "leaderboard": lb})
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continue
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game.phase = "question"
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game.q_start_time = time.time()
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game.answers_this_round = []
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for p in game.players.values():
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p["answered"] = False
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q_idx = game.question_order[game.current_q]
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q = QUESTIONS[q_idx]
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await mgr.broadcast_all({
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"type": "question",
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"number": game.current_q + 1,
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"total": len(QUESTIONS),
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"q": q["q"],
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"options": q["options"],
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"time_limit": 15,
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"correct_idx_hint": -1 # not revealed until show_results
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})
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elif msg["type"] == "show_results":
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game.phase = "results"
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q_idx = game.question_order[game.current_q]
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q = QUESTIONS[q_idx]
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await mgr.broadcast_all({
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"type": "results",
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"correct_idx": q["correct"],
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"fun_fact": q["fun_fact"],
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"leaderboard": get_leaderboard()
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})
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elif msg["type"] == "reset":
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# Kick all players back to join screen, then wipe state
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await mgr.broadcast_players({"type": "kicked"})
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game.reset()
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await mgr.broadcast_hosts({"type": "lobby_update", "players": [], "count": 0})
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except WebSocketDisconnect:
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mgr.disconnect_host(ws) |