added udp connectivity to game server

This commit is contained in:
steev 2023-12-17 21:24:33 +01:00
parent 39e07e4cb6
commit 0b447f9505
4 changed files with 89 additions and 18 deletions

View File

@ -5,36 +5,48 @@ import threading
class Server: class Server:
__address:str __address:str
__port:str __tcpPort:str
__socket:socket __udpPort:str
__tcpSocket:socket
__udpSocket:socket
__clientThread:threading.Thread __clientThread:threading.Thread
def __init__(self, address:str, port:str): def __init__(self, address:str, tcpPort:str, udpPort:str):
self.__address = address self.__address = address
self.__port = port self.__tcpPort = tcpPort
self.__socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.__udpPort = tcpPort
self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.startServer() self.startServer()
# handles starting the server and assigning socket values to the local reference # handles starting the server and assigning socket values to the local reference
def startServer(self): def startServer(self):
self.__socket.bind(self.__address, self.__port) self.__tcpSocket.bind(self.__address, self.__tcpPort)
self.__socket.listen() self.__tcpSocket.listen()
print(f"server started on: {self.__address}:{self.__port}") print(f"tcp server started on: {self.__address}:{self.__tcpPort}")
self.__udpSocket.bind(self.__address, self.__udpPort)
self.__udpSocket.listen()
print(f"tcp server started on: {self.__address}:{self.__udpPort}")
# server loop forwards connection to handleConnection # server loop forwards connection to handleConnection
while True: while True:
# accept incoming connection # accept incoming connection
# TODO: validate this connection is a valid game connection # TODO: validate this connection is a valid game connection
client_socket, client_address = self.__socket.accept() client_tcpSocket, client_tcpAddress = self.__tcpSocket.accept()
# create network thread for connection # create network thread for connection
self.__clientThread = threading.Thread(target=self.handleConnection, args=(client_socket, client_address)) self.__TCPclientThread = threading.Thread(target=self.handleTCPConnection, args=(client_tcpSocket, client_tcpAddress))
self.__clientThread.start() self.__TCPclientThread.start()
client_udpSocket, client_udpAddress = self.__udpSocket.accept()
self.__UDPclientThread = threading.Thread(target=self.handleUDPConnection, args=(client_udpSocket, client_udpAddress))
self.__UDPclientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler # handles ticking the game loop server side converting data and passing of to the event handler
def handleConnection(self, socket:socket, address): def handleTCPConnection(self, socket:socket, address):
# states that a connection has been established # states that a connection has been established
print(f"Connected with {address}") print(f"Connected with {address}")
@ -49,14 +61,36 @@ class Server:
messageJson = json.loads(message) messageJson = json.loads(message)
if messageJson["user"] in self.__users: if messageJson["user"] in self.__users:
self.handleEvents(messageJson) self.handleTCPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# handles ticking the game loop server side converting data and passing of to the event handler
def handleUDPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.handleUDPEvents(messageJson)
else: else:
break break
print(f"received message from {address}: {message}") print(f"received message from {address}: {message}")
# handles passing of event data to the right functions # handles passing of event data to the right functions
def handleEvents(self, event): def handleTCPEvents(self, event):
# decide which event should be performed # decide which event should be performed
if event["event"] == "login": if event["event"] == "login":
pass pass
@ -68,6 +102,8 @@ class Server:
elif event["event"] == "leave_queue": elif event["event"] == "leave_queue":
# just remove player from the queue # just remove player from the queue
pass pass
elif event["event"] == "gameAction":
def handleUDPEvents(self, event):
if event["event"] == "gameAction":
# pass of to own handler function which handles game logic # pass of to own handler function which handles game logic
pass pass

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@ -0,0 +1,29 @@
import pygame
class Player:
__hp:int
__name:str
__handCards:pygame.Sprite.Group
def __init__(self, hp:int, name:str):
self.__hp = hp
self.__name = name
def getName(self) -> str:
return self.__name
def getHP(self) -> int:
return self.__hp
def adjustHP(self, hp:int) -> int:
self.__hp = self.__hp + hp
def getHand(self) -> pygame.Sprite.Group:
return self.__handCards
def getAddToHand(self, card) -> pygame.Sprite.Group:
return self.__handCards
def removeFromHand(self, pos:int) -> pygame.Sprite.Group:
self.__handCards.remove(pos)
return self.__handCards

View File

@ -25,7 +25,7 @@ class World():
def buildGameWorld(self): def buildGameWorld(self):
# construct elements arround the playerfield # construct elements arround the playerfield
# Todo add lifepoint label for player and enemy and make them scriptable # Todo add lifepoint label for player and enemy and make them scriptable move to player class
# presets the y position later passed down to the vector2 # presets the y position later passed down to the vector2
eRow1Height = 85 eRow1Height = 85
@ -43,15 +43,18 @@ class World():
pNamePos = pygame.Vector2(20, pRow2Height + 195) pNamePos = pygame.Vector2(20, pRow2Height + 195)
pHPPos = pygame.Vector2(20, pRow2Height + 225) pHPPos = pygame.Vector2(20, pRow2Height + 225)
# labeling
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos)) self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos)) self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos)) self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos)) self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos))
self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png"))
# handle field creation
for i in range(5): for i in range(5):
pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height) pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height) pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
@ -81,3 +84,7 @@ class World():
def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard: def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard:
self.__cards.add(MonsterCard(pos, asset, inputHandler)) self.__cards.add(MonsterCard(pos, asset, inputHandler))
def spawnCards(self, cards:pygame.sprite.Group):
for card in cards:
self.__cards.append(card)

View File

@ -92,7 +92,6 @@ class App:
field.image = card.image.copy() field.image = card.image.copy()
card.setDragging(False) card.setDragging(False)
# card.kill() # card.kill()
elif event.type == pygame.MOUSEBUTTONUP: elif event.type == pygame.MOUSEBUTTONUP:
mouse_x, mouse_y = pygame.mouse.get_pos() mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y) mouse_pos = pygame.Vector2(mouse_x, mouse_y)