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server.py
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328 lines (289 loc) · 11.7 KB
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# -*- coding:utf-8 -*-
import asyncio
import json
from nothanks import Nothanks
import time
import threading
class Lobby():#static class #all socket enter here firstly and can choice entering room
sockets = []#private #sockets list
rooms ={}#private # one room has one gamecontroller {"name":gcon}
@staticmethod
def add_game_nothanks_normal(name):#add game room nothanks
gcon = GameController(Nothanks(),"normal")
gcon.start()
Lobby.rooms[name] = gcon
@staticmethod
def add_game_nothanks_learning(name,epoc_num):
gcon = GameController(Nothanks(),"learning",epoc_num)
gcon.start()
Lobby.rooms[name] = gcon
@staticmethod
def get_rooms():#get room list
li = []
for k in Lobby.rooms.keys():
li.append(k)
return li
@staticmethod
def enter_lobby(socket):#generated socket use this methods difinitely
Lobby.sockets.append(socket)
socket.send(json.dumps({
"type":"request_room_name_and_role",
"payload":{"roomlist":Lobby.get_rooms()}
}))
@staticmethod
def enter_room_as_viewer(roomname,socket):
if roomname not in Lobby.rooms.keys():
socket.send(json.dumps({
"type":"_room_name_and_role",
"payload":{"result_message":"Room of the name is not exist"}
}))
else:
result = Lobby.rooms[roomname].add_viewer(Viewer(socket))
socket.send(json.dumps({
"type":"_room_name_and_role",
"payload":{"result_message":result}
}))
@staticmethod
def enter_room_as_player(roomname,playername,socket):#go to game room
if roomname not in Lobby.rooms.keys():
socket.send(json.dumps({
"type":"_room_name_and_role",
"payload":{"result_message":"Room of the name is not exist"}
}))
else:
result = Lobby.rooms[roomname].add_player(playername,socket)
if result==False:
socket.send(json.dumps({
"type":"result_room_name_and_role",
"payload":{"result":"declined","reason":"Room is already full"}
}))
else:
Lobby.sockets.remove(socket)
socket.send(json.dumps({
"type":"result_room_name_and_role",
"payload":{"result":"accepted"}
}))
@staticmethod
def game_end(gcon):#ロビーに戻ってくる
for s in gcon.get_sockets_list():
Lobby.enter_lobby(s)
print("Debug"+str(Lobby.rooms))
temp = None
for k,v in Lobby.rooms.items():#遊んでた部屋の削除
if v == gcon:
temp = k
Lobby.rooms.pop(temp)
if gcon.mode == "normal":
Lobby.add_game_nothanks_normal(temp)
if gcon.mode == "learning":
Lobby.add_game_nothanks_learning(temp,gcon.epoc_num)
class GameController(threading.Thread):
def __init__(self,game,mode,epoc_num=None):
self.players =[]#paticipater
self.viewers =[]
self.game = game#gamemodule
self.mode = mode
self.epoc_num = epoc_num
super(GameController, self).__init__()
def add_player(self,name,socket):#if you can enter, return Ture or if not,return false
result = self.game.addPlayer(name)
if result == "You entered":
self.players.append(Player(socket,name))
return True
if result == "Game start":
self.players.append(Player(socket,name))
else:#game was already started
return result
def add_viewer(self,viewer):
self.viewers.append(viewer)
return "Add ok"
#override
def run(self):# wait since players come after that start game
while True:
if len(self.players) == self.game.playercap:
if self.mode == "learning":
for epoc in range(1,self.epoc_num+1):
for p in self.players:
p.send_notice_epoc(epoc)
self.start_game()
break
if self.mode == "normal":
self.start_game()
break
Lobby.game_end(self)
def start_game(self):#send start notice and info
#print("gamestart")
self.game.startGame()
for p in self.players:
p.send_notice_start(self.game.getInfo())
for v in self.viewers:
v.send_notice_start(self.game.getInfo())
self.turn_flow()
def turn_flow(self):#controll turn
while True:
for v in self.viewers:
v.send_infomation_game(self.game.getInfo())
turn_player = self.game.nextTurn()
self.player_action(turn_player)
gameinfo = self.game.getInfo()
if gameinfo["end_flg"] == "True":
for p in self.players:
p.send_notice_end(gameinfo)
for v in self.viewers:
v.send_notice_end(gameinfo)
break
def player_action(self,turn_player_name):#send requestaciton and wait reply after that do action and reply to cliant
for p in self.players:
if p.name == turn_player_name:
p.send_request_action(self.game.getActionTypes(turn_player_name),self.game.getInfo())
message=self.wait_message(p,"reply_action")
action_result = self.game.action(message["payload"]["action_type"],p.name)
result = "accepted"
reason = ""
if action_result != "Ok":
result = "declined"
reason = action_result
p.send_result_action(result,reason,self.game.getInfo())
for v in self.viewers:
v.send_player_action(p.name,message["payload"]["action_type"])
if message["payload"]["action_type"] == "pick":#pickなら次のカード情報を送る
v.send_draw_card(self.game.fieldcard)
def wait_message(self,p,type_str):# wait message change to anticipated type_str
timecon = 0
while True:
timecon += 1
message = p.socket.pop_message()
if message["type"] == type_str:
return message
if timecon > 10**4:
print("TLE")
break
time.sleep(0.001)
def get_sockets_list(self):# for Lobby.end_game()
slist = [p.socket for p in self.players]
slist.extend([v.socket for v in self.viewers])
return slist
class Player():#plyer classs
def __init__(self,socket,name):
self.socket = socket
self.name = name
def send_request_action(self,action_types,info):
self.message = {"type":"no_message","payload":None}
self.socket.send(json.dumps({
"type":"request_action",
"payload":{"action_types":action_types,"game_status":info}
}))
def send_result_action(self,result,reason,info):
self.socket.send(json.dumps({
"type":"result_action",
"payload":{"result":result,"reason":reason,"game_status":info}
}))
def send_notice_start(self,info):
self.socket.send(json.dumps({
"type":"notice_start",
"payload":{"game_status":info}
}))
def send_infomation_game(self,info):
self.socket.send(json.dumps({
"type":"infomation_game",
"payload":{"game_status":info}
}))
def send_notice_end(self,info):
self.socket.send(json.dumps({
"type":"notice_end",
"payload":{"game_status":info}
}))
def send_notice_epoc(self,epoc):
self.socket.send(json.dumps({
"type":"notice_epoc",
"payload":{"epoc_num":epoc}
}))
class Viewer():
def __init__(self,socket):
self.socket = socket
def send_notice_start(self,info):
self.socket.send(json.dumps({
"type":"notice_start",
"payload":{"game_status":info}
}))
def send_infomation_game(self,info):
self.socket.send(json.dumps({
"type":"information_game",
"payload":{"game_status":info}
}))
def send_notice_end(self,info):
self.socket.send(json.dumps({
"type":"notice_end",
"payload":{"game_status":info}
}))
def send_player_action(self,pname,action):#playernameと行動経歴を返す
self.socket.send(json.dumps({
"type":"notice_player_action",
"payload":{"pname":pname,"action":action}
}))
def send_draw_card(self,next_card):#playernameと行動経歴を返す
self.socket.send(json.dumps({
"type":"notice_draw_card",
"payload":{"next_card":next_card}
}))
class Socket(asyncio.Protocol):#gconとcmserverにsendとdatareceivedを渡すクラス
def __init__(self):
self.message =""
def connection_made(self, transport):
self.transport = transport
self.addr, self.port = self.transport.get_extra_info('peername')
self.id = "{}:{}".format(self.addr, self.port)
self.send(json.dumps({
"type":"notice_connection_ok",
"payload":{}
}))
self.message =""
Lobby.enter_lobby(self)
def send(self,data):#data is str
#print(data)
b = (data + "\n").encode()
self.transport.write(b)
def pop_message(self):
m = self.message
self.message={"type":"no_message","payload":None}
return m
def data_received(self,data):
#print("data received")
s = self.byte_to_str(data)
for r in s:
if len(r) == 0:
continue
r = json.loads(r.strip())
self.message = r
#print(self.message)
if self.message["type"] == "reply_room_name_and_role":
if self.message["payload"]["role"] == "viewer":
Lobby.enter_room_as_viewer(self.message["payload"]["room_name"],self)
if self.message["payload"]["role"] == "player":
Lobby.enter_room_as_player(self.message["payload"]["room_name"],self.message["payload"]["player_name"],self)
self.message = {"type":"no_message","payload":None}
def byte_to_str(self,b):
if type(b) == "str":
return b.split("\n")
else:
return b.decode().split("\n")
def main():
host = "localhost" #お使いのサーバーのホスト名を入れます
port = 2004 #クライアントで設定したPORTと同じもの指定してあげます
Lobby.add_game_nothanks_normal("normal")#一回ゲームするだけのルーム
Lobby.add_game_nothanks_learning("q",5000)#指定回数ゲームする学習用のルーム
'''
好きなroom追加してね
'''
ev_loop = asyncio.get_event_loop()
factory = ev_loop.create_server(Socket, host, port)
server = ev_loop.run_until_complete(factory)
try:
ev_loop.run_forever()
finally:
print("finally")
server.close()
ev_loop.run_until_complete(server.wait_closed())
ev_loop.close()
if __name__ == '__main__':
main()