moved game management into own class serverside

This commit is contained in:
2024-01-07 22:27:43 +01:00
parent d9b367dd42
commit 8f90633b16
14 changed files with 176 additions and 45 deletions

View File

@ -1,4 +1,8 @@
import socket
from Classes.Game.Player import Player
from Classes.System.GameManager import GameManager
from Classes.System.World import World
class TCPEventHandler:
@ -8,13 +12,13 @@ class TCPEventHandler:
self.__tcpSocket = socket
# handles passing of event data to the right functions
def handleTCPEvents(self, event):
def handleTCPEvents(self, event, gameManager:GameManager, address):
pass
class UDPEventHandler:
__udpSocket:socket
def __init__(self, socket:socket):
def __init__(self, socket:socket, gameManager:GameManager):
self.__udpSocket = socket
def handleUDPEvents(self, event):

View File

@ -1,8 +1,11 @@
import json
import socket
import threading
from Classes.Game.Player import Player
from Classes.System.GameManager import GameManager
from Classes.System.Network.EventHandler import UDPEventHandler, TCPEventHandler
from Classes.System.World import World
class NetworkManager:
@ -11,24 +14,28 @@ class NetworkManager:
__Port:str
__BufferSize:int = 1024
__udpSocket:socket
__users:list
__users:dict
__eventHandler: UDPEventHandler
__UDPClientThread:threading.Thread
def __init__(self, Addr:str, Port:str):
__gameManager:GameManager
def __init__(self, Addr:str, Port:str, gameManager:GameManager):
self.__Addr = Addr
self.__Port = int(Port)
self.__gameManager = gameManager
self.__users = {}
self.__eventHandler = {}
self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.__udpSocket.bind((self.__Addr, self.__Port))
# Starten eines Threads für das Empfangen von UDP-Daten
try:
self.__udpSocket.bind((self.__Addr, self.__Port))
except OSError as e:
print(f"Error binding UDP socket: {e}")
self.__UDPClientThread = threading.Thread(target=self.receive)
self.__UDPClientThread.start()
# handles incomming udp data
# handles incoming udp data
def receive(self):
while True:
data, address = self.__udpSocket.recvfrom(self.__BufferSize)
@ -40,7 +47,7 @@ class NetworkManager:
self.__users[user] = address # Storing new user in dictionary
# Process the message and handle accordingly
self.__eventHandler.handleUDPEvents(messageJson)
self.__eventHandler.handleUDPEvents(messageJson, self.__serverWorld)
print(f"Received message from {address}: {message}")
def broadcast(self, payload:dict):
@ -56,15 +63,14 @@ class NetworkManager:
__Port:str
__BufferSize:int = 1024
__tcpSocket:socket
__users:list
__eventHandler: TCPEventHandler
__eventHandler: dict
__TCPClientThread:threading.Thread
__gameManager:GameManager
def __init__(self, Addr:str, Port:str):
def __init__(self, Addr:str, Port:str, gameManager:GameManager):
self.__Addr = Addr
self.__Port = int(Port)
self.__users = {}
self.__gameManager = gameManager
self.__eventHandler = {}
self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.__tcpSocket.bind((self.__Addr, self.__Port))
@ -95,16 +101,20 @@ class NetworkManager:
data = client_socket.recv(self.__BufferSize)
if not data:
print(f"Connection with {client_address} closed.")
break # Verbindung geschlossen, Schleife beenden
break
message = data.decode()
messageJson = json.loads(message)
user = messageJson.get("user")
# creates a user and counts how many currently are connected to the server
# if enough users for a round are connected the server has to start the game
if user not in self.__users:
self.__users[user] = client_address
if messageJson["event"] == "login":
self.__gameManager.addPlayers(Player(messageJson["username"]), self.__tcpSocket, client_address)
print(f"connected users {len(self.__users)}")
self.__eventHandler[client_address].handleTCPEvents(messageJson)
self.__eventHandler[client_address].handleTCPEvents(messageJson, self.__gameManager, client_address)
print(f"Received message from {client_address}: {message}")
except socket.error as e:
@ -118,16 +128,20 @@ class NetworkManager:
print(f"Error receiving data from {client_address}: {e}")
def broadcast(self, payload:dict):
for user_socket in self.__users.values():
user_socket.send(json.dumps(payload).encode())
for user in self.__gameManager.getPlayers().values():
user["socket"].send(json.dumps(payload).encode())
def send(self, payload:dict, user:str):
if user in self.__users:
self.__users[user].send(json.dumps(payload).encode())
def send(self, payload: dict, user: str):
players = self.__gameManager.getPlayers()
if user in players and "socket" in players[user]:
players[user]["socket"].send(json.dumps(payload).encode())
else:
print(f"user '{user}' or socket was not found 'socket' failed to send data.")
tcp: TCP
udp: UDP
def __init__(self, Addr:str, TCPPort:str, UDPPort:str):
self.tcp = self.TCP(Addr, TCPPort)
self.udp = self.UDP(Addr, UDPPort)
def __init__(self, Addr:str, TCPPort:str, UDPPort:str, gameManager:GameManager):
self.tcp = self.TCP(Addr, TCPPort, gameManager)
self.udp = self.UDP(Addr, UDPPort, gameManager)