/
mingserver.py
252 lines (204 loc) · 6.79 KB
/
mingserver.py
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import socket
import connection
import traceback
import threading
import string
import Queue
import Tkinter
import tkSimpleDialog
class mingserver:
def __init__(self, host, port, alias):
try:
#problem set requirements
self.id = 0
self.alias = alias
self.__idctr = 1
self.__plist = [0, None, None, None]
self.__pready = [False, None, None, None]
self.__playing = False
#other fields
self.host = host
self.port = port
self.__serversocket = socket.socket()
self.__players = {} #only client connections
self.__playercount = 1 #self included already
self.__serversocket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.__serversocket.bind((self.host, self.port))
print 'Server ready...'
#threads stoppers
self.__waiting = threading.Event()
#start server
self.__serversocket.listen(5)
threading.Thread(target = self.__wait_for_players).start()
except Exception as e:
traceback.print_exc()
def leave_room(self):
print 'Exiting game...'
#kick out all players from the room
for cid in self.__players.keys():
self.remove_player(str(cid), 'SERVER_LEFT')
#connect dummy to kill socket.accept()
self.__waiting.set()
socket.socket().connect((self.host, self.port))
self.__serversocket.close()
def toggle_ready(self):
self.__pready[0] = False if self.__pready[0] else True
self.__update_players()
def remove_player(self, clientid, means):
toremove = int(clientid)
if toremove in self.__players:
#close connection + stop thread of client to remove
addr, connection, stopper, alias = self.__players[toremove]
if means == 'KICK' or means == 'SERVER_LEFT':
connection.sendMessage(means+' '+clientid)
connection.mySocket.close()
stopper.set()
self.__playercount-=1
del self.__players[toremove]
for i in range(len(self.__plist)):
if self.__plist[i] == toremove:
self.__plist[i] = None
self.__pready[i] = None
break
#inform other clients that player has been removed
if means == 'LEFT':
self.__sendmsg_toall('LEFT '+clientid)
elif means == 'KICK':
self.__sendmsg_toall('KICK '+clientid)
self.__update_players()
else:
print 'player to remove not found'
def get_players(self):
p = [(self.id, self.alias, self.__pready[0])]
for i in range(1, len(self.__plist)):
if self.__plist[i] == None:
p.append((None, None, None))
else:
try:
p.append((self.__plist[i], self.__players[self.__plist[i]][3], self.__pready[i]))
except Exception:
p.append((self.__plist[i], '', self.__pready[i]))
b = True
if len(self.__players) == 0:
b = False
elif False in self.__pready:
b = False
return p, b
def start_game(self):
print 'Attempting to start game...'
if len(self.__players) == 0:
print 'Can\'t play with only one player'
elif False in self.__pready:
print 'Not all players are ready'
else:
self.__playing = True
print 'Starting game!'
self.__sendmsg_toall("GAME START")
def stop_game(self, means):
#means could either be
# OVER - game over for the players
# KILL - server left the game unexpectedly
print 'Ending game...'
self.__playing = False
self.__sendmsg_toall("GAME "+means)
if means == 'KILL':
self.leave_room()
def send_panels(self, panels):
plist = {self.id: panels[0]}
for i, cid in enumerate(self.__players):
addr, connection, stopper, alias = self.__players[cid]
plist[cid] = panels[i+1]
connection.sendMessage('GAME_UPDATE PANELS '+str(plist[cid])[1:-1].replace(' ',''))
return plist
#add command to game queue
def send_game_command(self, msg, pid = 0):
self.for_game_front.put((msg, pid))
#send game update to clients
def send_game_update(self, msg):
self.__sendmsg_toall('GAME_UPDATE '+msg)
def reset_queue(self):
self.for_game_front = Queue.Queue()
#send player status to clients
def __update_players(self):
message = 'PLAYERS '+str(self.id)+':'+str(self.alias)+':'+str(self.__pready[0])+', '
for i in range(1, len(self.__plist)):
message+=str(self.__plist[i])
if self.__plist[i] == None:
message+=':None:None'
else:
message+=':'+str(self.__players[self.__plist[i]][3])+':'+str(self.__pready[i])
if i+1 != len(self.__plist):
message+=', '
self.__sendmsg_toall(message)
#handles clients connecting to server
def __wait_for_players(self):
while not self.__waiting.is_set():
remote_socket, addr = self.__serversocket.accept()
remote_connection = connection.connection(remote_socket)
#if server leaves
if self.__waiting.is_set():
#to be recieved by the dummy client that closed this thread
remote_connection.sendMessage('SETID SERVER_DEAD')
remote_socket.close()
break
#room is busy
if self.__playing == True:
remote_connection.sendMessage('SETID SERVER_BUSY')
remote_socket.close()
else:
#determine if room is full
ind = -1
for i in range(len(self.__plist)):
if self.__plist[i] == None:
ind = i
break
#room is full
if ind == -1:
remote_connection.sendMessage('SETID SERVER_FULL')
remote_socket.close()
#room can accommodate
else:
#add identifier to client
remote_connection.sendMessage('SETID '+str(self.__idctr))
self.__players.update({self.__idctr: (addr, remote_connection, threading.Event())})
#add to list of players
self.__plist[ind] = self.__idctr
self.__pready[ind] = False
#receive client messages
msg_thread = threading.Thread(target = self.__clientmsgs, args = (self.__idctr,))
msg_thread.start()
print(str(addr) + ' connected! '+str(self.__idctr))
self.__playercount+=1
self.__idctr+=1
print 'done waiting for players'
#send message to all connected clients
def __sendmsg_toall(self, msg):
for cid in self.__players:
addr, connection, stopper, alias = self.__players[cid]
connection.sendMessage(msg)
#handles client requests (leave, ...)
def __clientmsgs(self, cid):
addr, remote_connection, stopper = self.__players[cid]
while not stopper.is_set():
message = remote_connection.getMessage()
#certain client leaves room
if message.startswith('LEAVE'):
self.remove_player(message[6:], 'LEFT')
#set alias name
elif message.startswith('SET_ALIAS'):
self.__players[cid] = self.__players[cid]+(message[10:],)
print 'client '+str(cid)+' alias set to '+message[10:]
self.__update_players()
#set to ready
elif message.startswith('READY'):
a, pid, pready = message.split(' ')
for i in range(len(self.__plist)):
if self.__plist[i] == int(pid):
self.__pready[i] = True if pready == 'True' else False
break
self.__update_players()
#receive game command
elif message.startswith('GAME_CMD'):
msg, pid = string.split(message[9:], ' ')
self.send_game_command(msg, int(pid))
print 'done accommodating client '+str(cid)