Exemple #1
0
 def _handle_outgoing(self, writable):
     for s in writable:
         wrapped_socket = SocketWrapper(s)
         try:
             next_msg = self._message_queues[s].get_nowait()
         except queue.Empty:
             logger.debug('output queue for {} is empty'.format((s.getpeername())))
             self._outgoing_connections.remove(s)
         else:
             logger.debug('sending "%s" to %s' % (next_msg, s.getpeername()))
             wrapped_socket.send(next_msg)
Exemple #2
0
 def connect(self):
     self._sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
     self._sock.connect(self.server_address())
     self._wrapped_sock = SocketWrapper(self._sock)
Exemple #3
0
class Client():
    def __init__(self):
        self._config = configuration.Configuration()
        self._sock = None
        self._wrapped_sock = None
        self._board = Board()
        self._logger = logging.getLogger(__name__)
        self._finished = False
        self._player_sign = None

    def server_port(self):
        return int(self._config.server_port)

    def server_host(self):
        return self._config.server_ip

    def server_address(self):
        return self.server_host(), self.server_port()

    def connect(self):
        self._sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self._sock.connect(self.server_address())
        self._wrapped_sock = SocketWrapper(self._sock)

    def disconnect(self):
        self._sock.close()

    def join_game(self):
        self.send(msg.JoinGame('Hello'))

    def send(self, message):
        self._wrapped_sock.send(message)
        print('sending: {}'.format(message))

    def receive(self):
        return self._wrapped_sock.recv()

    def _handle_response(self, data):
        if not data:
            print('Could not get response from server')
            s.close()
            sys.exit()
        else:
            if isinstance(data, msg.GameFull):
                print(data)
                self._sock.close()
                return
            elif isinstance(data, msg.PlayerSign):
                print(data)
                self._player_sign = data
            elif isinstance(data, msg.RefreshBoard):
                self._board = data.message()
                print('Received Board\n', self._board)
            elif isinstance(data, msg.GameFinish):
                print(data)
                self._finished = True
            elif isinstance(data, msg.IllegalMove):
                print(data)
            elif isinstance(data, msg.MoveAccepted):
                print(data)
            elif isinstance(data, msg.GameReady):
                print(data)
            elif isinstance(data, msg.GameStart):
                print(data)
            elif isinstance(data, msg.GameNotReady):
                print(data)

    def run(self):
        self.connect()
        self.join_game()
        socks = [self._sock, sys.stdin]
        while not self._finished:
            received, writable, exceptional = select.select(socks, [], [])

            for s in received:
                if s == self._sock:
                    data = self.receive()
                    self._handle_response(data)
                else:
                    params = sys.stdin.readline().split()
                    self.send(msg.MakeMove(params))