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server.py
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224 lines (183 loc) · 7.38 KB
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import socket
import threading
from threading import Thread, Semaphore
import SocketServer
from multiprocessing import Pipe, Manager, Queue
from select import select
from copy import deepcopy
import json
from tmp_mapgen import *
class ThreadedTCPRequestHandler(SocketServer.StreamRequestHandler):
def handle(self):
p = self.server.chatserver.getPipe()
q = self.server.gameserver.getPipe()
self.data = ""
while self.data != "bye":
if p.poll():
self.wfile.write(p.recv())
if q.poll():
self.wfile.write(q.recv())
readable, writable, error = select([self.request], [], [], 0)
if self.request in readable:
self.data = self.rfile.readline().strip()
p.send(self.data)
q.send(self.data)
class ThreadedTCPServer(SocketServer.ThreadingMixIn, SocketServer.TCPServer):
def setChatServer(self, chatserver):
self.chatserver = chatserver
def setGameServer(self, gameserver):
self.gameserver = gameserver
class ChatServer(Thread):
def __init__(self):
Thread.__init__(self)
self.clients = list()
self.lock = Semaphore()
# Set this to false when you want to stop the chat server
self.RUNNING = True
def run(self):
while self.RUNNING:
self.lock.acquire()
for c in self.clients:
try:
if c.poll():
self.relayMessage(c, c.recv())
except EOFError:
# Poll apparently thinks it's cute to say that there is data on the pipe when it is closed
self.clients.remove(c)
self.lock.release()
def getPipe(self):
server_side, client_side = Pipe()
self.addPipe(server_side) # Blocks for an indeterminate amount of time
return client_side
def addPipe(self, connection):
self.lock.acquire()
self.clients.append(connection)
self.lock.release()
def relayMessage(self, client, message):
print "----"
print message
print "----"
message = json.dumps(message)
if 'say' not in message:
return
# assuming that this will only be called by the chatserver's run method
# also assuming that the client list is locked from modification
for c in self.clients:
if c is client:
continue
c.send(message['say'])
class GameServer(Thread):
def __init__(self):
Thread.__init__(self)
self.clients = list()
self.map = make_level()
self.locations = {}
self.lock = Semaphore()
# Set this to false when you want to stop the game server
self.RUNNING = True
def run(self):
while self.RUNNING:
self.lock.acquire()
for c in self.clients:
try:
if c.poll():
self.handleMessage(c, c.recv())
except EOFError:
# Poll apparently thinks it's cute to say that there is data on the pipe when it is closed
self.clients.remove(c)
self.lock.release()
def getPipe(self):
server_side, client_side = Pipe()
self.addPipe(server_side) # Blocks for an indeterminate amount of time
return client_side
def addPipe(self, connection):
self.lock.acquire()
self.clients.append(connection)
self.lock.release()
def movePlayer(self, client, direction):
if self.clients.index(client) in self.locations:
curr_location = self.locations[self.clients.index(client)]
else:
for i in range(0, len(self.map)):
for j in range(0, len(self.map[i])):
if self.map[i][j] == 1:
curr_location = (i, j)
if direction == "LEFT":
for others in self.locations:
if self.locations[others][1] == curr_location[1]-1 and self.locations[others][0] == curr_location[0]:
return
if self.map[curr_location[0]][curr_location[1]-1] == 1:
curr_location = (curr_location[0], curr_location[1]-1)
elif direction == "RIGHT":
for others in self.locations:
if self.locations[others][1] == curr_location[1]+1 and self.locations[others][0] == curr_location[0]:
return
if self.map[curr_location[0]][curr_location[1]+1] == 1:
curr_location = (curr_location[0], curr_location[1]+1)
elif direction == "UP":
for others in self.locations:
if self.locations[others][0] == curr_location[0]-1 and self.locations[others][1] == curr_location[1]:
return
if self.map[curr_location[0]-1][curr_location[1]] == 1:
curr_location = (curr_location[0]-1, curr_location[1])
elif direction == "DOWN":
for others in self.locations:
if self.locations[others][0] == curr_location[0]+1 and self.locations[others][1] == curr_location[1]:
return
if self.map[curr_location[0]+1][curr_location[1]] == 1:
curr_location = (curr_location[0]+1, curr_location[1])
self.locations[self.clients.index(client)] = curr_location
return
def getGameState(self):
output = deepcopy(self.map)
for i in range(0, len(output)):
for j in range(0, len(output[i])):
if output[i][j] == 0:
output[i][j] = '#'
else:
output[i][j] = '.'
for location in self.locations:
location = self.locations[location]
output[location[0]][location[1]] = '@'
s = ""
for row in output:
s += ''.join(row)
s += '\n'
return s
def handleMessage(self, client, message):
# message should be a json encoded object
try:
message = json.loads(message)
if "move" in message:
self.movePlayer(client, message['move'])
print self.getGameState()
client.send(self.getGameState())
except ValueError:
pass
if __name__ == "__main__":
# Create the chat server to pass messages between clients
chatserver = ChatServer()
chatserver.start()
# Create the game server to store game state
gameserver = GameServer()
gameserver.start()
# Port 0 means to select an arbitrary unused port
HOST, PORT = "localhost", 0
server = ThreadedTCPServer((HOST, PORT), ThreadedTCPRequestHandler)
ip, port = server.server_address
# Tell the socket server to use this chat server
server.setChatServer(chatserver)
server.setGameServer(gameserver)
# Start a thread with the server -- that thread will then start one
# more thread for each request
server_thread = threading.Thread(target=server.serve_forever)
# Exit the server thread when the main thread terminates
server_thread.setDaemon(True)
server_thread.start()
print "Server Address:", ip, " ", port
message = ""
while message != "bye":
message = raw_input("Type bye to exit: ")
chatserver.RUNNING = False
gameserver.RUNNING = False
server.shutdown()