Initial commit of mtgonline project

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2026-07-18 04:57:40 +00:00
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"""Game management router endpoints."""
from fastapi import APIRouter, Depends, HTTPException, status
from sqlalchemy.ext.asyncio import AsyncSession
from sqlalchemy import select, insert, update, delete
from typing import Optional, List
from datetime import datetime
from app.core.database import get_db
from app.core.security import get_current_user
from app.models.models import User
from app.schemas.schemas import GameCreate, GameResponse
router = APIRouter()
@router.get("/", response_model=List[GameResponse])
async def list_games(
room_id: Optional[int] = None,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""List active games."""
# This would query a games table - simplified for now
# In production, you'd have a CockatriceGames model
return []
@router.post("/", response_model=GameResponse)
async def create_game(
request: GameCreate,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""Create a new game."""
user_id = int(current_user["user_id"])
# Verify user exists
stmt = select(User).where(User.id == user_id)
result = await db.execute(stmt)
user = result.scalar_one_or_none()
if not user:
raise HTTPException(
status_code=status.HTTP_404_NOT_FOUND,
detail="User not found",
)
# In production, you'd create a game in the game database
# For now, return a mock response
game_data = {
"id": 1, # Mock ID
"room_id": request.room_id,
"game_type": request.game_type,
"description": request.description,
"with_password": bool(request.password),
"max_players": 4,
"player_count": 1,
"started": False,
"creation_date": datetime.now(),
}
return GameResponse(**game_data)
@router.get("/{game_id}", response_model=GameResponse)
async def get_game(
game_id: int,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""Get game by ID."""
# In production, query the games table
return GameResponse(
id=game_id,
room_id=1,
game_type="Casual",
description="Test game",
with_password=False,
max_players=4,
player_count=0,
started=False,
creation_date=datetime.now(),
)
@router.post("/{game_id}/join")
async def join_game(
game_id: int,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""Join a game."""
user_id = int(current_user["user_id"])
# In production, add user to game players table
return {"message": f"User {user_id} joined game {game_id}"}
@router.post("/{game_id}/leave")
async def leave_game(
game_id: int,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""Leave a game."""
user_id = int(current_user["user_id"])
# In production, remove user from game players table
return {"message": f"User {user_id} left game {game_id}"}
@router.post("/{game_id}/start")
async def start_game(
game_id: int,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""Start a game (host only)."""
user_id = int(current_user["user_id"])
# In production, update game started status
return {"message": f"Game {game_id} started"}
@router.post("/{game_id}/end")
async def end_game(
game_id: int,
db: AsyncSession = Depends(get_db),
current_user: dict = Depends(get_current_user),
):
"""End a game."""
user_id = int(current_user["user_id"])
# In production, update game closed status
return {"message": f"Game {game_id} ended"}