moved card placing and keeping of cards to world class
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@ -1,11 +1,13 @@
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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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__port:str
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__socket:socket
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__clientThread:threading.Thread
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def __init__(self, address:str, port:str):
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self.__address = address
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@ -20,6 +22,17 @@ class Server:
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self.__socket.listen()
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print(f"server started on: {self.__address}:{self.__port}")
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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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client_socket, client_address = self.__socket.accept()
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# create network thread for connection
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self.__clientThread = threading.Thread(target=self.handleConnection, args=(client_socket, client_address))
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self.__clientThread.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 handleConnection(self, socket:socket, address):
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# states that a connection has been established
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@ -34,7 +47,7 @@ class Server:
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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.handleEvents(messageJson)
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else:
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@ -1,76 +1,17 @@
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import threading
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import os
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import json
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from dotenv import load_dotenv
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import dotenv
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__users:list
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# TODO: setup tcp service for authorization
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def handleConnection(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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handleEvents(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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# connection is not required anymore and gets closed
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socket.close()
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print(f"connection closed for {address}")
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def handleEvents(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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elif event["event"] == "gameAction":
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# pass of to own handler function which handles game logic
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pass
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from Classes.Server import Server
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def main(self):
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load_dotenv()
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dotenv.load_dotenv()
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# retrieves host data from environment
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HOST = os.getenv("HOST")
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PORT = os.getenv("PORT")
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self.__users = []
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Server(HOST, PORT)
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# create tcp socket
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server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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# make socket bind connection info and listen for connections
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print(f"authorization server online on {HOST}:{PORT}")
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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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client_socket, client_address = server_socket.accept()
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# create network thread for connection
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client_thread = threading.Thread(target=handleConnection, args=(client_socket, client_address))
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client_thread.start()
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if __name__ == "__main__":
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main()
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