theoretically reworked packet structure for gamestart event + fixed client issue flooding the server with packets

This commit is contained in:
2024-01-15 10:26:14 +01:00
parent afa2d779a1
commit 1a9f49f5e9
30 changed files with 205 additions and 34 deletions

View File

@ -7,10 +7,10 @@ from Classes.System.Components.InputHandler import InputHandler
# send from the server to tell the player the game starts
# gives the client its and the opponents stats (not cards!!)
def GameStart(world: World, handCards:list, inputHandler:InputHandler, owner:Player, opponent:Player):
def GameStart(world: World, handCards:list, inputHandler:InputHandler, opponent:Player):
index:int = 0
world.setEnemy(opponent)
for card in handCards:
world.AddToPlayerHand(Card(pygame.Vector2(500 + (index + 100), 1050), f"Assets/Cards/{card}/", inputHandler, owner))
world.AddToPlayerHand(Card(pygame.Vector2(500 + (index + 100), 1050), f"Assets/Cards/{card}/", inputHandler, world.getPlayer()))

View File

@ -16,7 +16,9 @@ def Login(tcpClient:TCPClient):
tcpClient.send(payload)
# server response for login event
def LoginResponse(message:json):
def LoginResponse(message:dict, world:World):
# checks if the response on the login request is successfull
if message["status"] != "success":
print("login failed")
print("login failed")
else:
world.setPlayer(Player(0,0, message["username"], message["id"]))

View File

@ -3,7 +3,7 @@ from Classes.Game.World import World
from Classes.System.Components.InputHandler import InputHandler
# the event the client sends to the server when it places a card
def PlaceCard(tcpClient, card):
def PlaceCard(tcpClient, card, id):
# todo: send card information to the server
# todo: required info is:
# - position
@ -13,6 +13,7 @@ def PlaceCard(tcpClient, card):
"event":"placecard",
"card": card.getID(),
"type": card.getType(),
"user": id,
"x": card.getPos().x,
"y": card.getPos().y,
}

View File

@ -7,10 +7,11 @@ class Player:
__name:str
__handCards:pygame.sprite.Group
def __init__(self, hp:int, mana:int, name:str):
def __init__(self, hp:int, mana:int, name:str, id:int):
self.__hp = hp
self.__mana = mana
self.__name = name
self.__id = id
def setID(self, id:int):
self.__id = id

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@ -27,6 +27,9 @@ class App:
self.__myFont = pygame.font.SysFont('Comic Sans MS', 30)
self.__window = Window(width=width, height=height, title=title)
self.__inputHandler = InputHandler()
# store selected card globaly in order to prevent packet flooding
self.selectedCard = None
# game word
self.__world = World(self.__window.getScreen())
@ -47,12 +50,12 @@ class App:
# create sprite groups
# todo: remove these and let server handle card creation instead
# blocker: server - client communication [WIP]
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
while self.__running:
self.__clock.tick(self.__FPS)
@ -79,7 +82,7 @@ class App:
# handles incoming event queue
def handleEvent(self, events):
# TODO: fix bug that stacks cards when dragging them around
self.selectedCard = None
# TODO: something prevents selected card from becoming function global
for event in events:
if event.type == pygame.QUIT:
@ -112,7 +115,6 @@ class App:
self.__world.spawnMonsterCard("Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler.getMousePos(), self.__inputHandler)
elif event.type == pygame.MOUSEBUTTONUP:
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y)
if event.button == 1: # Wenn linke Maustaste losgelassen wird
for card in self.__world.getCards():
card.setDragging(False)
@ -120,14 +122,14 @@ class App:
# TODO: send place card event to server
# resets the currently selected card in order to prevent it getting moved
try:
print(self.selectedCard)
if self.selectedCard == card:
PlaceCard(self.__tcpClient, card) # tells the server that the player placed this card
print(self.selectedCard)
PlaceCard(self.__tcpClient, self.selectedCard, 1) # tells the server that the player placed this card
except Exception as e:
print(f"failed to place card on server due to error: {e}")
if not card == None:
card = None
if not self.selectedCard == None:
self.selectedCard = None
# sets the running state for the gameloop
def setRunning(self, running:bool):

View File

@ -7,14 +7,16 @@ from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.World import World
from Classes.Game.Events.GameStart import GameStart
from Classes.Game.Player import Player
from Classes.Game.Events.Login import LoginResponse
class TCPEventHandler:
def __init__(self, socket:socket):
self.tcp_socket = socket
def handleEvents(self, message, inputHandler:InputHandler, world:World):
if message["event"] == "login":
def handleEvents(self, message:dict, inputHandler:InputHandler, world:World):
if message["event"] == "loginresponse":
# todo: handle login response here
LoginResponse(message, world)
pass
elif message["event"] == "startgame":
print("gamestart")
@ -24,14 +26,14 @@ class TCPEventHandler:
CardPlaced(world, message["card"], message["type"], message["owner"], pygame.Vector2(int(message["x"]), int(message["y"]), inputHandler))
pass
elif message["event"] == "MoveCard":
CardMoved(
world,
message["card"],
message["type"],
message["owner"],
pygame.Vector2(int(message["old_x"]), int(message["old_y"])),
pygame.Vector2(int(message["new_x"]), int(message["new_y"])),
inputHandler)
# CardMoved(
# world,
# message["card"],
# message["type"],
# message["owner"],
# pygame.Vector2(int(message["old_x"]), int(message["old_y"])),
# pygame.Vector2(int(message["new_x"]), int(message["new_y"])),
# inputHandler, world)
pass
elif message["event"] == "RemoveCard":
pass