fixed a bunch of shit
This commit is contained in:
52
Game Server/Classes/System/PlayerManager.py
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52
Game Server/Classes/System/PlayerManager.py
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@ -0,0 +1,52 @@
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import json
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from Classes.Objects.Player import Player
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class Player:
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__queue:list
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__users:list
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def __init__(self):
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self.__queue = []
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self.__users = []
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def getQueue(self) -> list:
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return self.__queue
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def addToQueue(self, user):
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if self.isInQueue(user["id"]):
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self.__queue.append(user)
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def isInQueue(self, user:int) -> bool:
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for user in self.__queue:
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if int(user["id"]) == user:
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return user
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def isInQueue(self, user:str) -> bool:
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for user in self.__queue:
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if user["username"] == user:
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return user
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def createUser(self, user:json):
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self.__users.append(user)
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def createUser(self, user:json):
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if self.getUser(user["username"]) == None:
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self.__users.append(Player(user["username"]))
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def removeUser(self, user:int):
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self.__users.remove(user)
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def removeUser(self, user:str):
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self.__users.remove(user)
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def getUsers(self) -> list:
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return self.__users
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def getUser(self, user:int) -> (any | None):
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for user in self.__users:
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if int(user["id"]) == user:
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return user
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def getUser(self, user:str) -> (any | None):
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for user in self.__users:
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if user["name"] == user:
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return user
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120
Game Server/Classes/System/Server.py
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120
Game Server/Classes/System/Server.py
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@ -0,0 +1,120 @@
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import json
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import socket
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import threading
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class Server:
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__address:str
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__tcpPort:str
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__udpPort:str
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__tcpSocket:socket
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__udpSocket:socket
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__TCPclientThread:threading.Thread
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__UDPclientThread:threading.Thread
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def __init__(self, address:str, tcpPort:str, udpPort:str):
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self.__address = address
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self.__tcpPort = tcpPort
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self.__udpPort = udpPort
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self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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self.startServer()
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# handles starting the server and assigning socket values to the local reference
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def startServer(self):
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self.__tcpSocket.bind(self.__address, self.__tcpPort)
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self.__tcpSocket.listen()
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print(f"tcp server started on: {self.__address}:{self.__tcpPort}")
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self.__udpSocket.bind(self.__address, self.__udpPort)
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self.__udpSocket.listen()
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print(f"tcp server started on: {self.__address}:{self.__udpPort}")
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# server loop forwards connection to handleConnection
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while True:
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# accept incoming connection
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# TODO: validate this connection is a valid game connection
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clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
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# create network thread for connection
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self.__TCPClientThread = threading.Thread(target=self.handleTCPConnection, args=(clientTcpSocket, clientTcpAddress))
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self.__TCPClientThread.start()
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clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
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self.__UDPClientThread = threading.Thread(target=self.handleUDPConnection, args=(clientUdpSocket, clientUdpAddress))
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self.__UDPClientThread.start()
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# handles ticking the game loop server side converting data and passing of to the event handler
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def handleTCPConnection(self, socket:socket, address):
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# states that a connection has been established
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print(f"Connected with {address}")
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# Communication with client
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while True:
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data = socket.recv(1024)
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if not data:
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break
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# decode message for handling
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message = data.decode()
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messageJson = json.loads(message)
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if messageJson["user"] in self.__users:
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self.handleTCPEvents(messageJson)
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else:
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break
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print(f"received message from {address}: {message}")
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# handles ticking the game loop server side converting data and passing of to the event handler
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def handleUDPConnection(self, socket:socket, address):
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# states that a connection has been established
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print(f"Connected with {address}")
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# Communication with client
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while True:
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data = socket.recv(1024)
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if not data:
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break
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# decode message for handling
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message = data.decode()
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messageJson = json.loads(message)
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if messageJson["user"] in self.__users:
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self.handleUDPEvents(messageJson)
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else:
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break
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print(f"received message from {address}: {message}")
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# handles passing of event data to the right functions
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def handleTCPEvents(self, event):
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# decide which event should be performed
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if event["event"] == "login":
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pass
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elif event["event"] == "join_queue":
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# count queue
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# move start game if 2 players are in the queue
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# remove player from the queue once game starts
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pass
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elif event["event"] == "leave_queue":
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# just remove player from the queue
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pass
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def handleUDPEvents(self, event):
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if event["event"] == "placeCard":
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pass
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elif event["event"] == "removeCard":
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pass
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elif event["event"] == "attackCard":
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pass
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elif event["event"] == "attackPlayer":
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pass
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elif event["event"] == "activateeffectCard":
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pass
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elif event["event"] == "activatemonstereffect":
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pass
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