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WizardsMagicServer.py
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WizardsMagicServer.py
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# -*- coding: utf-8 -*-
#Wizards Magic Server
#Copyright (C) 2011-2014 https://code.google.com/p/wizards-magic/
#This program is free software; you can redistribute it and/or
#modify it under the terms of the GNU General Public License
#as published by the Free Software Foundation; either version 2
#of the License, or (at your option) any later version.
#This program is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#You should have received a copy of the GNU General Public License
#along with this program; if not, write to the Free Software
#Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
# To change this template, choose Tools | Templates
# and open the template in the editor.
#import pygame.sprite
#Внимание!! Для того, чтоsбы слои не наслаивались, я использую объект surface_backup , который является копией изображения. После этого они заменяются
#__author__ = "chubakur"
#__date__ = "$12.02.2011 12:11:42$"
#import pygame
#from pygame.locals import *
#Коды answ
#100 - NO
#200 - OK
#300 - ping packag
#400 - service message
import sys
import player
try:
import json
except ImportError:
import simplejson as json
import socket
import select
import threading
import cards
import globals
import options
#host = ""
#port = 7712
sockets = [] #сокеты игроков
sockets.append([])
sockets.append([])
connections = [] #подключения
connections.append([])
connections.append([])
s = ""
num_players = 0 #tangente: remove use of num_player for inconsistence
game_id = 1 # идентификатор игры game_id=0 reserved for single player
class Connect(threading.Thread):
def get_package(self):
#trick to avoid blocking socket hang thread forever
while globals.running:
do_read = False
try:
r, _, _ = select.select([self.sock], [], [], 1)
do_read = bool(r)
except socket.error:
return dict(action='socket_error')
if do_read:
try:
MSGLEN, answ = int( self.sock.recv(8) ), ''
while len(answ)<MSGLEN: answ += self.sock.recv(MSGLEN - len(answ))
except ValueError:
return dict(action='value_error')
except socket.error:
return dict(action='socket_error')
#print "ANSW",answ
return json.loads(answ)
print "Closing client connection"
return dict(action='server_close')
def __init__(self, sock, addr):
self.sock = sock
self.addr = addr
global connections
self.game_id = game_id
#if players>=2:
# self.sock.send(json.dumps({"answ":100, "players":len(connections[self.game_id])}))
# return
#self.game = False
#self.id = num_players
sockets[self.game_id].append(self.sock)
connections[self.game_id].append(self)
self.id = 0
threading.Thread.__init__(self)
def send(self, sock, msg):
msg = json.dumps(msg)
service = '%08i'%len(msg)
#service = json.dumps(service)
try:
sock.send(service)
sock.send(msg)
except socket.error:
pass
def run(self):
#global num_players,game_id
global game_id
while globals.running:
query = self.get_package()
if query['action'] == "join":
# init deck if it is a new game
# if num_players == 0:
if len(globals.players[self.game_id]) == 0:
globals.games_cards[self.game_id]['water'] = cards.water_cards_deck[:]
globals.games_cards[self.game_id]['fire'] = cards.fire_cards_deck[:]
globals.games_cards[self.game_id]['air'] = cards.air_cards_deck[:]
globals.games_cards[self.game_id]['earth'] = cards.earth_cards_deck[:]
globals.games_cards[self.game_id]['life'] = cards.life_cards_deck[:]
globals.games_cards[self.game_id]['death'] = cards.death_cards_deck[:]
#num_players+=1
self.nickname = query['nickname']
print "Nick: ", self.nickname
globals.players[self.game_id].append(player.Player(self.game_id))
self.id = len(globals.players[self.game_id]) - 1
#globals.players[self.game_id][id].id = num_players
globals.players[self.game_id][self.id].id = len(globals.players[self.game_id])
#массив игроки. Элемент 0 - 1 игрок , элемент 1 - второй игрок
#Отправляем сообщение , что все прошло Гуд, id игрока
self.send(self.sock, {"answ":200, "action":"join","id":globals.players[self.game_id][self.id].id})
#if num_players == 2: #когда заходит второй игрок. раздаем карты и ману.
if len(globals.players[self.game_id]) == 2 and game_id == self.game_id:
#p_id = 0
#num_players = 0
game_id += 1
sockets.append([])
connections.append([])
globals.players.append([])
globals.games_cards.append({})
# cards.water_cards = cards.water_cards_deck[:]
# cards.fire_cards = cards.fire_cards_deck[:]
# cards.air_cards = cards.air_cards_deck[:]
# cards.earth_cards = cards.earth_cards_deck[:]
# cards.life_cards = cards.life_cards_deck[:]
# cards.death_cards = cards.death_cards_deck[:]
# for gamer in globals.players[self.game_id]: #GAMER = PLAYER. просто почему-то питон неверно обрабатывает в таком случае сообщения
# gamer.get_mana()
# gamer.get_cards()
deck_cards = []
deck_cards.append({"water": globals.players[self.game_id][0].cards['water'].keys(),"fire":globals.players[self.game_id][0].cards['fire'].keys(), "air":globals.players[self.game_id][0].cards['air'].keys(),"earth":globals.players[self.game_id][0].cards['earth'].keys(), "life":globals.players[self.game_id][0].cards['life'].keys(), "death":globals.players[self.game_id][0].cards['death'].keys()})
deck_cards.append({"water": globals.players[self.game_id][1].cards['water'].keys(),"fire":globals.players[self.game_id][1].cards['fire'].keys(), "air":globals.players[self.game_id][1].cards['air'].keys(),"earth":globals.players[self.game_id][1].cards['earth'].keys(), "life":globals.players[self.game_id][1].cards['life'].keys(), "death":globals.players[self.game_id][1].cards['death'].keys()})
for connection in connections[self.game_id]:
#p_id += 1
self.send(connection.sock,{"answ":200,"nicknames":[connections[self.game_id][0].nickname,connections[self.game_id][1].nickname] ,"action":"update","mana":[globals.players[self.game_id][0].get_mana_count(), globals.players[self.game_id][1].get_mana_count()], "deck_cards":deck_cards})
elif query['action'] == "switch_turn":
if self.id:
self.send(sockets[self.game_id][0],{"answ":200,"action":"switch_turn"})
else:
self.send(sockets[self.game_id][1],{"answ":200,"action":"switch_turn"})
elif query['action'] == "card":
#print query
if self.id:
#self.send()
if query['type'] == 'warrior':
self.send(sockets[self.game_id][0], {"answ":200,"action":"card","card":query['card'],"position":query['position'],"type":query['type']})
else:
self.send(sockets[self.game_id][0], {"answ":200,"action":"card","card":query['card'],"type":query['type']})
else:
if query['type'] == 'warrior':
self.send(sockets[self.game_id][1], {"answ":200,"action":"card","card":query['card'],"position":query['position'],"type":query['type']})
else:
self.send(sockets[self.game_id][1], {"answ":200,"action":"card","card":query['card'],"type":query['type']})
elif query['action'] == 'cast':
if self.id:
if not query['focus']:
self.send(sockets[self.game_id][0], {"answ":200,"action":"cast","position":query['position'],"focus":False})
else:
self.send(sockets[self.game_id][0], {"answ":200,"action":"cast","position":query['position'],"target":query['target'],"focus":True})
else:
if not query['focus']:
self.send(sockets[self.game_id][1], {"answ":200,"action":"cast","position":query['position'],"focus":False})
else:
self.send(sockets[self.game_id][1], {"answ":200,"action":"cast","position":query['position'],"target":query['target'],"focus":True})
elif query['action'] == 'bye':
try:
if query['player_id'] == 1:
self.send(sockets[self.game_id][1], {"answ":200,"action":"opponent_disconnect"})
else:
self.send(sockets[self.game_id][0], {"answ":200,"action":"opponent_disconnect"})
except IndexError:
print 'Player has left, not waiting for another'
#print "Client ",query['player_id'],"disconnected"
self.sock.close()
break
elif query['action'] == 'bbye':
self.sock.close()
break
elif query['action'] == 'server_close':
try:
self.send(self.sock, {"answ":200, "action":"server_close"}) #send to client signal that server is going down
except:
pass
self.sock.close()
break
elif query['action'] == 'value_error':
print 'Socket value error'
try:
self.send(self.sock, {"answ":200, "action":"bye"})
except:
pass
self.sock.close()
break
elif query['action'] == 'socket_error':
print 'Socket error. Closing.'
try:
self.sock.close()
except:
pass
break
else:
print query['action']
self.send(self.sock, {"answ":300})
self.sock.close()
class Server(threading.Thread):
socket = None
def __init__(self):
print "starting server"
self.socket = get_socket()
threading.Thread.__init__(self)
def run(self):
while globals.running:
print "waiting for client"
sock, addr = self.socket.accept()
print "Client connected"
if globals.running:
Connect(sock, addr).start()
# print "Closing connections"
# global connections
# for game in connections:
# for conn in game:
# try:
# conn.send(conn.sock, {"answ":200, "action":"server_close"})
# except:
# pass
print "Closing server"
self.socket.close()
def get_socket():
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
s.bind(("", int(globals.port)))
s.listen(5)
return s
def main():
print "Starting server..."
options.read_configuration()
socket = get_socket()
while True:
print "Waiting for clients on TCP port "+globals.port
sock, addr = socket.accept()
Connect(sock, addr).start()
if __name__ == '__main__': main()