refactor(room): 重构房间相关路由

- 优化了房间列表获取逻辑,增加了对房间状态的筛选
- 重构了单个房间获取路由,提高了代码可读性和性能
- 移除了未使用的导入和冗余代码,提高了代码整洁度
- 增加了对 Redis 的错误处理,提高了系统稳定性
This commit is contained in:
jimmy-sketch
2025-07-29 07:53:34 +00:00
parent 6d736528e3
commit 9402eaece6

View File

@@ -2,14 +2,11 @@ from __future__ import annotations
from app.database.room import RoomIndex
from app.dependencies.database import get_db, get_redis
from app.models.room import (
MultiplayerRoom,
MultiplayerRoomUser,
Room,
)
from .api_router import router
from app.dependencies.fetcher import get_fetcher
from app.fetcher import Fetcher
from app.models.room import MultiplayerRoom, MultiplayerRoomState, Room
from api_router import router
from fastapi import Depends, HTTPException, Query
from sqlmodel import select
from sqlmodel.ext.asyncio.session import AsyncSession
@@ -17,51 +14,52 @@ from sqlmodel.ext.asyncio.session import AsyncSession
@router.get("/rooms", tags=["rooms"], response_model=list[Room])
async def get_all_rooms(
mode: str = Query(
None
), # TODO: lazer源码显示房间不会是除了open以外的其他状态先放在这里
mode: str = Query(None), # TODO: 对房间根据状态进行筛选
status: str = Query(None),
category: str = Query(None),
category: str = Query(None), # TODO: 对房间根据分类进行筛选(真的有人用这功能吗)
db: AsyncSession = Depends(get_db),
fetcher: Fetcher = Depends(get_fetcher),
):
all_room_ids = (await db.exec(select(RoomIndex).where(True))).all()
all_roomID = (await db.exec(select(RoomIndex))).all()
redis = get_redis()
roomsList: list[Room] = []
if redis:
for room_index in all_room_ids:
dumped_room = redis.get(str(room_index.id))
if dumped_room:
actual_room = MultiplayerRoom.model_validate_json(str(dumped_room))
actual_room = Room.from_MultiplayerRoom(actual_room)
if actual_room.status == status and actual_room.category == category:
roomsList.append(actual_room)
return roomsList
if redis is not None:
resp: list[Room] = []
for id in all_roomID:
dumped_room = redis.get(str(id))
validated_room = MultiplayerRoom.model_validate_json(str(dumped_room))
flag: bool = False
if validated_room.State == MultiplayerRoomState.OPEN and status == "idle":
flag = True
elif validated_room != MultiplayerRoomState.CLOSED:
flag = True
if flag:
resp.append(
await Room.from_mpRoom(
MultiplayerRoom.model_validate_json(str(dumped_room)),
db,
fetcher,
)
)
return resp
else:
raise HTTPException(status_code=500, detail="Redis Error")
@router.put("/rooms/{room}/users/{user}", tags=["rooms"], response_model=Room)
async def add_user_to_room(
room: int, user: int, password: str, db: AsyncSession = Depends(dependency=get_db)
@router.get("/rooms/{room}", tags=["room"], response_model=Room)
async def get_room(
room: int,
db: AsyncSession = Depends(get_db),
fetcher: Fetcher = Depends(get_fetcher),
):
redis = get_redis()
if redis:
dumped_room = redis.get(str(room))
if not dumped_room:
raise HTTPException(status_code=404, detail="房间不存在")
actual_room = MultiplayerRoom.model_validate_json(str(dumped_room))
# 验证密码
if password != actual_room.settings.password:
raise HTTPException(status_code=403, detail="Invalid password")
# 继续处理加入房间的逻辑
actual_room.users.append(
MultiplayerRoomUser(
id=user, matchState=None, rulesetId=None, beatmapId=None
dumped_room = str(redis.get(str(room)))
if dumped_room is not None:
resp = await Room.from_mpRoom(
MultiplayerRoom.model_validate_json(str(dumped_room)), db, fetcher
)
)
actual_room = Room.from_MultiplayerRoom(actual_room)
return actual_room
return resp
else:
raise HTTPException(status_code=404, detail="Room Not Found")
else:
raise HTTPException(status_code=500, detail="Redis Error")
raise HTTPException(status_code=500, detail="Redis error")