/
server.py
261 lines (217 loc) · 6.58 KB
/
server.py
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import enum
import json
import random
import socket
import traceback
from collections import deque
from contextlib import suppress
from itertools import islice
from string import ascii_uppercase
from typing import Collection, Dict
import gevent.server
def get_random_id(k=5):
return ''.join(random.choices(ascii_uppercase, k=k))
class GameState(enum.Enum):
LOBBY = 'LOBBY'
PREPARATION = 'PREPARATION'
MAIN = 'MAIN'
ENDED = 'ENDED'
class Player:
def __init__(self, client, name=""):
while True:
self.id = get_random_id()
if self.id not in players: break
self.name = name
self.client = client
self.ready = False
self.score = 0
def reset(self):
self.ready = False
self.score = 0
def __repr__(self):
return f'Player({self.id}, {self.name})'
game_state = GameState.LOBBY
clients = list()
players = deque()
questions = list()
answers = list()
def client_connected(client: socket.socket, address):
clients.append(client)
player = Player(client)
print(f'new connection from {address}')
while True:
try:
data = recv_json(client)
except ConnectionError:
break
except ValueError:
traceback.print_exc()
continue
print(f'{address} sent "{data}"')
try:
callback = globals()['handle_' + data['op']]
except KeyError as e:
print(e)
else:
try:
callback(client, player, data)
except Exception:
traceback.print_exc()
with suppress(ValueError):
players.remove(player)
if not players:
reset_game()
clients.remove(client)
print(f"client {address} disconnected")
def handle_Join(client, player, data):
if game_state != GameState.LOBBY:
return
player.reset()
player.name = data['username']
if player not in players:
players.append(player)
send_json(client, {
'op': 'Joined',
'player-id': player.id
})
msg = {
'op': 'LobbyUpdated',
'players': [
{'id': plr.id, 'name': plr.name, 'ready': plr.ready}
for plr in players
]
}
broadcast(players, msg)
def handle_SetReady(client, player, data):
print(f"Player {player} is ready")
player.ready = data['ready']
msg = {
'op': 'LobbyUpdated',
'players': [
{'id': plr.id, 'name': plr.name, 'ready': plr.ready}
for plr in players
]
}
broadcast(players, msg)
if len(players) >= 3 and all(p.ready for p in players):
global game_state
game_state = GameState.PREPARATION
broadcast(players, {
"op": "PreparationStarted",
"players": [
{'id': plr.id, 'name': plr.name, 'ready': plr.ready}
for plr in players
],
"#questions": 2,
"#answers": 2 * (len(players) - 1)
})
def handle_AddQuestions(client, player, data):
print(f'player {player} added questions')
questions.extend(data['questions'])
init_game()
def handle_AddAnswers(client, player, data):
print(f'player {player} added answers')
answers.extend(data['answers'])
init_game()
def reset_game():
global game_state
game_state = GameState.LOBBY
questions.clear()
answers.clear()
players.clear()
def init_game():
min_questions = 2 * len(players)
min_answers = 2 * len(players) * (len(players) - 1)
if (len(questions) >= min_questions) and (len(answers) >= min_answers):
print('starting main game')
broadcast(players, {
'op': 'MainStarted',
"players": [
{'id': plr.id, 'name': plr.name}
for plr in players
]
})
global game_state
game_state = GameState.MAIN
random.shuffle(players)
random.shuffle(questions)
random.shuffle(answers)
play_turn()
def handle_Vote(client, player, data):
if player == players[0]:
winner = next(plr for plr in players if plr.id == data['winner'])
winner.score += 1
broadcast(players, {
'op': 'UpdateScore',
'scores': [
{'id': plr.id, 'name': plr.name, 'score': plr.score}
for plr in players
],
'winner': {'id': winner.id, 'name': winner.name}
})
if len(questions) > 0:
play_turn()
else:
summarize_game()
def play_turn():
question = questions.pop()
current_player = players.pop()
players.appendleft(current_player)
for player in islice(players, 1, None):
send_json(player.client, {
'op': 'NewTurn',
'your-turn': False,
'current-player': {'id': current_player.id,
'name': current_player.name},
'question': question,
'answer': answers.pop()
})
send_json(current_player.client, {
'op': 'NewTurn',
'your-turn': True,
'current-player': {'id': current_player.id,
'name': current_player.name},
'question': question,
'answer': None
})
def summarize_game():
global game_state
game_state = GameState.ENDED
ordered = sorted(players, key=lambda p: p.score, reverse=True)
winner = ordered[0]
broadcast(players, {
'op': 'GameOver',
'scores': [
{'id': plr.id, 'name': plr.name, 'score': plr.score}
for plr in ordered
],
'winner': {'id': winner.id, 'name': winner.name, 'score': winner.score}
})
reset_game()
def broadcast(players: Collection[Player], msg: Dict):
gevent.wait([
gevent.spawn(send_json, plr.client, msg)
for plr in players
])
def send_json(client, obj):
data = json.dumps(obj).encode()
client.sendall(len(data).to_bytes(4, 'big'))
client.sendall(data)
def recv_json(client):
size = b''.join(client.recv(1) for _ in range(4))
size = int.from_bytes(size, 'big')
if not size: raise ConnectionResetError
buffer = b''
while len(buffer) < size:
buffer += client.recv(size - len(buffer))
print(f'read {buffer}')
return json.loads(buffer.decode())
ADDRESS = ('127.0.0.1', 7575)
if __name__ == '__main__':
server = gevent.server.StreamServer(ADDRESS, client_connected)
server.start()
print(f'server started {server.server_host}:{server.server_port}')
try:
server.serve_forever()
except KeyboardInterrupt:
server.stop()