added server communication between client and server
This commit is contained in:
@ -7,6 +7,8 @@ from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.World import World
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from Classes.System.Network.NetworkManager import NetworkManager
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from Classes.Game.Events.Login import Login
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from Classes.Game.Events.PlaceCard import PlaceCard
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from Classes.Game.Player import Player
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class App:
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@ -24,9 +26,15 @@ class App:
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self.__myFont = pygame.font.SysFont('Comic Sans MS', 30)
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self.__window = Window(width=width, height=height, title=title)
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self.__inputHandler = InputHandler()
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self.__networkManager("127.0.0.1", "54322", "54323")
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Login(self.__networkManager) # will login to the server
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try:
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self.__networkManager = NetworkManager("127.0.0.1", "54322", "54323")
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Login(self.__networkManager) # will login to the server
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except Exception as e:
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print(f"failed to login due to error {e}")
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print("server connection failed or got refused")
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pass
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# game word
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self.__world = World(self.__window.getScreen())
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@ -38,12 +46,12 @@ class App:
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# create sprite groups
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# todo: remove these and let server handle card creation instead
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# blocker: server - client communication [WIP]
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(500, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(600, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(700, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(800, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(900, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(1000, 1050), self.__inputHandler))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
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while self.__running:
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self.__clock.tick(self.__FPS)
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@ -57,7 +65,8 @@ class App:
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self.__world.getCards().update()
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# draw groups
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self.__window.drawSpriteGroup(self.cards)
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self.__window.drawSpriteGroup(self.__world.getCards())
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self.__window.drawSpriteGroup(self.__world.getHandCards())
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# event handler
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self.handleEvent(pygame.event.get())
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@ -69,7 +78,7 @@ class App:
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def handleEvent(self, events):
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# TODO: fix bug that stacks cards when dragging them around
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selectedCard = None
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for event in events:
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if event.type == pygame.QUIT:
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self.onCleanup()
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@ -95,7 +104,9 @@ class App:
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card.rect.center = field.rect.center
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field.image = card.image.copy()
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card.setDragging(False)
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elif self.__inputHandler.getPressed()[pygame.K_SPACE]:
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print("card spawned")
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self.__world.spawnMonsterCard("Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler.getMousePos(), self.__inputHandler)
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elif event.type == pygame.MOUSEBUTTONUP:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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mouse_pos = pygame.Vector2(mouse_x, mouse_y)
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@ -104,6 +115,7 @@ class App:
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card.setDragging(False)
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# TODO: send place card event to server
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# resets the currently selected card in order to prevent it getting moved
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PlaceCard(self.__networkManager, card) # tells the server that the player placed this card
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if not card == None:
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card = None
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@ -1,17 +1,18 @@
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import pygame
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from Classes.Objects.World import World
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from Classes.Objects.BoardField import BoardField
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from Classes.Game.BoardField import BoardField
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class InputHandler:
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# returns pressed key
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@staticmethod
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def getPressed():
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return pygame.key.get_pressed()
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# takes in movement inputs and maps them to x and y axis
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@staticmethod
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def getInputAxis() -> tuple:
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xvel:int = 0
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yvel:int = 0
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xvel = 0
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yvel = 0
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# construct x and y velocity input axis
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if InputHandler.getPressed()[pygame.K_a] or InputHandler.getPressed()[pygame.K_LEFT]:
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@ -25,22 +26,23 @@ class InputHandler:
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return tuple((xvel, yvel))
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def getMousePos(self) -> pygame.Vector2:
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@staticmethod
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def getMousePos() -> pygame.Vector2:
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return pygame.Vector2(pygame.mouse.get_pos())
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# get field under mousbutton
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def getMouseHover(self, world:World) -> BoardField:
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mouse_pos = self.getMousePos()
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x_pos = mouse_pos.x / world.getCardWidth()
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y_pos = mouse_pos.y / world.getCardHeight()
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@staticmethod
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def getMouseHover(mouse_pos: pygame.Vector2, world_card_width: int, world_card_height: int, board_fields: list) -> BoardField:
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x_pos = mouse_pos.x / world_card_width
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y_pos = mouse_pos.y / world_card_height
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for field in world.getBoardFields():
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for field in board_fields:
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field_x = field.getPos().x
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field_y = field.getPos().y
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field_width = world.getCardWidth() # Annahme: Jedes Feld hat eine Breite von 1 Einheit
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field_height = world.getCardHeight() # Annahme: Jedes Feld hat eine Höhe von 1 Einheit
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field_width = world_card_width # Annahme: Jedes Feld hat eine Breite von 1 Einheit
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field_height = world_card_height # Annahme: Jedes Feld hat eine Höhe von 1 Einheit
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if field_x <= x_pos < field_x + field_width and field_y <= y_pos < field_y + field_height:
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return field
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return None
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return None
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@ -1,8 +1,8 @@
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import pygame
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from pygame.locals import *
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from Classes.Objects.BoardField import BoardField
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from Classes.Objects.World import World
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from Classes.Game.BoardField import BoardField
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from Classes.Game.World import World
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class Window:
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__width:int = 800
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@ -2,7 +2,7 @@ import json
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import socket
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import threading
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from Game_Client.Classes.System.Network.EventHandler import TCPEventHandler, UDPEventHandler
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from Classes.System.Network.EventHandler import TCPEventHandler, UDPEventHandler
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class NetworkManager:
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class UDP:
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@ -11,19 +11,22 @@ class NetworkManager:
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self.port = int(port)
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self.udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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self.eventHandler = UDPEventHandler(self.udpSocket)
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try:
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self.udpSocket.bind((self.addr, self.port))
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except Exception as e:
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print(f"Error binding UDP socket: {e}")
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# start listener thread
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self.listen()
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def send(self, message: dict):
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self.udpSocket.sendto(json.dumps(message).encode(), (self.addr, self.port))
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try:
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self.udpSocket.sendto(json.dumps(message).encode(), (self.addr, self.port))
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except Exception as e:
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print(f"Error sending UDP data: {e}")
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# starts a listener thread for udp data
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def listen(self):
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udpThread = threading.Thread(target=self.receive)
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udpThread.daemon = True
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udpThread.start()
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def receive(self):
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while True:
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try:
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@ -35,6 +38,11 @@ class NetworkManager:
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print(f"Error receiving UDP data: {e}")
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break
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def listen(self):
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udpThread = threading.Thread(target=self.receive)
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udpThread.daemon = True
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udpThread.start()
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class TCP:
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def __init__(self, addr: str, port: str):
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self.addr = addr
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@ -42,20 +50,19 @@ class NetworkManager:
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self.tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self.eventHandler = TCPEventHandler(self.tcpSocket)
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# start listener thread
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try:
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self.tcpSocket.connect((self.addr, self.port))
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except Exception as e:
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print(f"Error connecting TCP socket: {e}")
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# Starten des Listener-Threads
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self.listen()
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def connect(self):
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self.tcpSocket.connect((self.addr, self.port))
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def send(self, message: dict):
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self.tcpSocket.sendall(json.dumps(message).encode())
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# starts a listener thread for tcp data
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def listen(self):
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tcp_thread = threading.Thread(target=self.receive)
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tcp_thread.daemon = True
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tcp_thread.start()
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try:
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self.tcpSocket.sendall(json.dumps(message).encode())
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except Exception as e:
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print(f"Error sending TCP data: {e}")
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def receive(self):
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while True:
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@ -68,6 +75,11 @@ class NetworkManager:
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print(f"Error receiving TCP data: {e}")
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break
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def __init__(self, addr: str, port: str):
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self.tcp = self.TCP(addr, port)
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self.udp = self.UDP(addr, port)
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def listen(self):
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tcpThread = threading.Thread(target=self.receive)
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tcpThread.daemon = True
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tcpThread.start()
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def __init__(self, addr: str, tcpport: str, udpport: str):
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self.tcp = self.TCP(addr, tcpport)
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self.udp = self.UDP(addr, udpport)
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