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server.py
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162 lines (131 loc) · 4.71 KB
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import socket, connect4logic, threading, time
PORT = 7890
def serverLoop():
"""Loops continuously and handles joinging clients"""
roomDict = {}
sock = socket.socket()
sock.bind(("", PORT))
sock.listen(5)
print("Server started")
while True:
conn, addr = sock.accept()
player = Player(conn)
roomName = player.getMessage()
if roomName not in roomDict.keys():
roomDict[roomName] = Gameroom()
roomDict[roomName].addPlayer(player)
elif roomName in roomDict.keys():
if not roomDict[roomName].isFull():
roomDict[roomName].addPlayer(player)
else:
player.sendMessage("Room is full")
class Player(object):
def __init__(self, sock):
self._colour = None
self._sock = sock
print("Player created")
def getColour(self):
return self._colour
def setColour(self, colour):
if colour.lower() == "red":
self._colour = "red"
elif colour.lower() == "yellow":
self._colour = "yellow"
else:
raise ValueError("Argument must be 'red' or 'yellow'")
return 0
self.sendMessage(colour.lower())
def getSock(self):
return self._sock
def getMessage(self):
"""Wait until you get message from player and return it"""
while True:
try:
message = self._sock.recv(4096)
messageDecoded = message.decode()
return messageDecoded
except socket.timeout:
continue
except ConnectionResetError:
return None
def sendMessage(self, message):
"""Send a string to the player"""
if type(message) != str:
raise TypeError("Arg must be a string")
if "&" in message:
raise ValueError("Message cant contain '&'")
else:
message = message + "&"
self._sock.sendall(message.encode())
class Gameroom(object):
def __init__(self):
#players is list of player objects
self._players = []
print("Room created")
def isFull(self):
if len(self._players) > 1:
return True
def checkToStart(self):
"""Checks if enough players are in room, starts if true"""
if len(self._players) == 2:
self._start()
else:
for player in self._players:
player.sendMessage("Waiting for more players...")
def addPlayer(self, player):
"""Adds player to game room"""
if type(player) != Player:
raise TypeError("Arg must be a player object")
elif self.isFull():
raise RuntimeError("Added player to full room")
else:
self._players.append(player)
player.sendMessage("Added to gameroom...")
self.checkToStart()
def _gameThreadMethod(self):
"""Runs as thread, handles gameloop that players interact with"""
self._players[0].setColour("red")
self._players[1].setColour("yellow")
whosTurn = self._players[0]
exit = False
turn = 0
lastMove = ()
self.board = connect4logic.Board()
while not exit:
for player in self._players:
if whosTurn == player:
player.sendMessage("yours")
else:
otherPlayer = player
otherPlayer.sendMessage("other")
while True:
move = whosTurn.getMessage()
columnNum = int(move)
invalid = self.board.fullColumn(columnNum)
if not invalid:
whosTurn.sendMessage("confirmed")
otherPlayer.sendMessage(move)
lastMove = self.board.placePiece(columnNum, whosTurn.getColour())
break
else:
whosTurn.sendMessage("denied")
win = self.board.checkWin(lastMove)
if not win:
for player in self._players:
player.sendMessage("false")
whosTurn = otherPlayer
else:
whosTurn.sendMessage("won")
otherPlayer.sendMessage("lose")
break
turn += 1
def _start(self):
"""Starts the gameloop"""
time.sleep(0.5)
self._gameThread = threading.Thread(target = self._gameThreadMethod)
for player in self._players:
player.sendMessage("start")
#Sleep for buffer so second player not overloaded
print("A game has started")
self._gameThread.start()
serverLoop()