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room_server.py
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import pickle
import socket
import threading
import time
from select import select
from typing import List
from requests import get
from database.db_post_creator import DBPostCreator
from database.server_communicator import ServerCommunicator
from game_server import GameServer
class RoomServer:
SERVER_PORT = 44444
def __init__(
self,
outer_ip: str,
inner_ip: str,
default: bool,
room_name: str,
min_apm: int = 0,
max_apm: int = 999,
private: bool = False,
admin="",
):
self.client_list: List[socket.socket] = []
self.players = {}
self.reversed_players = {}
self.players_wins = {}
self.ready_clients = []
self.responses_list = []
self.data_dict = {}
self.game_running = False
self.room_name = room_name
self.admin = admin
self.default = default
self.current_game_port = self.SERVER_PORT + 2
self.server_socket = socket.socket()
self.outer_ip = outer_ip
self.inner_ip = inner_ip
self.min_apm = min_apm
self.max_apm = max_apm
self.private = private
self.server_communicator = ServerCommunicator()
self.create_server_db()
def create_server_db(self):
"""Add the room to the database"""
self.server_communicator.create_room(
DBPostCreator.create_room_post(
self.default,
self.room_name,
self.outer_ip,
self.inner_ip,
self.min_apm,
self.max_apm,
self.private,
)
)
def run(self):
try:
# listen_ip = get_inner_ip() if self.default else self.outer_ip
listen_ip = self.inner_ip
self.server_socket.bind((listen_ip, self.SERVER_PORT))
self.server_socket.listen(1)
# Always accept new clients
threading.Thread(target=self.connect_clients, daemon=True).start()
while True:
if not self.client_list:
continue
read_list, write_list, _ = select(
self.client_list, self.client_list, []
)
self.handle_read(read_list)
self.handle_write(write_list)
if len(self.ready_clients) < 2:
continue
else:
# Start the game
game_server = GameServer(
listen_ip, self.current_game_port, self.ready_clients
)
self.game_running = True
print(self.client_list)
winner, players = game_server.run()
self.game_running = False
# Update the player's on the winner
if winner:
self.players_wins[winner] += 1
player_left = None
temp_players = {
player: self.players[player]
for player in self.players
if self.players[player] in players
}
for player in self.players:
if player not in temp_players:
player_left = player
if winner:
for client in self.client_list:
client.send(f"Win%{winner}".encode())
else:
self.handle_message("disconnect", player_left)
self.players = temp_players
self.client_list = list(self.players.keys())
# Accept clients again
threading.Thread(target=self.connect_clients, daemon=True).start()
self.current_game_port += 1
self.ready_clients = []
# self.client_list = new_clients
except Exception as e:
print("bruhhh", e)
def remove_server(self):
self.server_communicator.remove_room(self.room_name)
@staticmethod
def notify_client_of_game_start(client, time_at_start, server_port):
client.send(f"Started%{time_at_start},{server_port}".encode())
def handle_read(self, read_list: List[socket.socket]):
"""Handles reading from the clients"""
for client in read_list:
data = client.recv(25600)
try:
data = data.decode()
# Info from the last game
except UnicodeDecodeError:
print("skipped")
continue
self.handle_message(data, client)
def handle_message(self, data, client):
# The client pressed the ready button
if data[0 : len("Ready%")] == "Ready%":
if client in self.ready_clients:
self.ready_clients.remove(client)
else:
self.ready_clients.append(client)
# Client disconnected
elif data == "disconnect":
closed = False
# This was the admin
if self.players[client] == self.admin:
self.remove_server()
closed = True
self.client_list.remove(client)
player_name = self.players[client]
self.players.pop(client)
if client in self.ready_clients:
self.ready_clients.remove(client)
self.players_wins.pop(player_name)
for other_client in self.client_list:
text_to_send = "closed" if closed else f"!{player_name}"
other_client.send(text_to_send.encode())
if closed:
quit()
# Update the removed player in the database
threading.Thread(target=self.update_player_num).start()
return
elif data == self.players[client]:
return
# Send the message to every client
for other_client in self.client_list:
self.data_dict[other_client] = data.encode()
def handle_write(self, write_list: List[socket.socket]):
"""Handles writing from the client"""
# Send every client their foe's screen
for client in write_list:
foe_data = self.data_dict.get(client)
# A screen is available to send
if foe_data:
self.data_dict.pop(client)
if foe_data.decode() != "got info":
client.send(foe_data)
def connect_clients(self):
while not self.game_running:
client, addr = self.server_socket.accept()
if client in self.client_list:
continue
# Send the client the player name list
client.send(pickle.dumps(self.players_wins))
# Receive ok/declination from client
msg = ""
ok = client.recv(1024).decode()
if ok[0 : len("Declined%")] == "Declined%":
msg = f"{ok[len('Declined%'):]} declined an invitation"
# The client declined an invitation
if msg:
self.handle_message(msg, client)
return
# Send the client all ready players
ready_players = [self.players[client] for client in self.ready_clients]
client.send(pickle.dumps(ready_players))
# Add the client to the relevant lists
self.client_list.append(client)
name = client.recv(1024).decode()
self.players[client] = name
self.reversed_players[name] = client
self.players_wins[name] = 0
for client in self.client_list:
client.send(name.encode())
threading.Thread(target=self.update_player_num).start()
def update_player_num(self):
print(len(self.client_list))
self.server_communicator.update_player_num(
self.outer_ip, self.inner_ip, len(self.client_list)
)
def get_outer_ip():
return get("https://api.ipify.org").text
def get_inner_ip():
return socket.gethostbyname(socket.gethostname())
if __name__ == "__main__":
outer_ip = get_outer_ip()
inner_ip = get_inner_ip()
print("server starts on", outer_ip, inner_ip)
server = RoomServer(outer_ip, inner_ip, True, "Default room")
server.run()