added first ground tech for game server
This commit is contained in:
52
Game Server/Classes/Player.py
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52
Game Server/Classes/Player.py
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import json
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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["id"]) == None:
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self.__users.append(user)
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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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60
Game Server/Classes/Server.py
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60
Game Server/Classes/Server.py
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import json
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import socket
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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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def __init__(self, address:str, port:str):
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self.__address = address
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self.__port = port
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self.__socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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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.__socket.bind(self.__address, self.__port)
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self.__socket.listen()
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print(f"server started on: {self.__address}:{self.__port}")
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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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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.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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# handles passing of event data to the right functions
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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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76
Game Server/index.py
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76
Game Server/index.py
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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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__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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def main(self):
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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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# 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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import socket
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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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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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# TODO: setup tcp service for authorization
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def handle_connection(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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message_json = json.loads(message)
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print(f"received message from {address}: {message}")
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# decide which event should be performed
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if message_json["event"] == "login":
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# encode message and respond to client
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# TODO: Handle login
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# TODO: request user information based on input
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# TODO: validate informateion given is valid
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# TODO: create session id for user
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# TODO: send session information to user
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response = f"<place_holder_message>"
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socket.sendall(response.encode())
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elif message_json["event"] == "register":
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# encode message and respond to client
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# TODO: Handle registration
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response = f"<place_holder_message>"
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socket.sendall(response.encode())
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elif message_json["event"] == "logout":
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# encode message and respond to client
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# TODO: Handle registration
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response = f"<place_holder_message>"
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socket.sendall(response.encode())
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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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# 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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socket.bind(HOST, PORT)
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socket.listen()
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print(f"authorization server online on {HOST}:{PORT}")
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# server loop forwards connection to handle_connection
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while True:
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# accept incomming 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=handle_connection, args=(client_socket, client_address))
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client_thread.start()
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