reworked client netcode
This commit is contained in:
14
Game Server/.vscode/settings.json
vendored
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14
Game Server/.vscode/settings.json
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@ -0,0 +1,14 @@
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{
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"cSpell.words": [
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"DGRAM"
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],
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"cSpell.ignoreWords": [
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"activateeffectcard",
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"activatemonstereffect",
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"attackcard",
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"attackplayer",
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"movecard",
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"placecard",
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"removecard"
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]
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}
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34
Game Server/Classes/System/Network/Handler/EventHandler.py
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34
Game Server/Classes/System/Network/Handler/EventHandler.py
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import socket
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class TCPEventHandler:
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__tcpSocket:socket
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def __init__(self, socket:socket):
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self.__tcpSocket = socket
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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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pass
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class UDPEventHandler:
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__udpSocket:socket
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def __init__(self, socket:socket):
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self.__udpSocket = socket
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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"] == "MoveCard":
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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"] == "ActivateMonsterCard":
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pass
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102
Game Server/Classes/System/Network/NetworkManger.py
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102
Game Server/Classes/System/Network/NetworkManger.py
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@ -0,0 +1,102 @@
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import json
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import socket
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import threading
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from Classes.System.Network.Handler.EventHandler import UDPEventHandler, TCPEventHandler
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class NetworkManager:
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class UDP:
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__Addr:str
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__Port:str
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__BufferSize:int = 1024
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__udpSocket:socket
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__UDPClientThread:threading.Thread
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__eventHandler: UDPEventHandler
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def __init__(self, Addr:str, Port:str):
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clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
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self.__Addr = Addr
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self.__Port = Port
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self.__eventHandler = UDPEventHandler(clientUdpSocket)
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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 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(self.__bufferSize)
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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.__eventHandler.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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def send(payload:bytes):
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# todo: lookup how to send data
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pass
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class TCP:
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__Addr:str
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__Port:str
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__BufferSize:int = 1024
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__tcpSocket:socket
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__TCPClientThread:threading.Thread
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__eventHandler:TCPEventHandler
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def __init__(self, Addr:str, Port:str):
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clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
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self.__Addr = Addr
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self.__Port = Port
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self.__eventHandler = TCPEventHandler(clientTcpSocket)
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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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# 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.__eventHandler.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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def send(payload:bytes):
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# todo: lookup how to send data
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pass
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tcp: TCP
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udp: UDP
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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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@ -2,123 +2,24 @@ import json
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import socket
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import threading
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from Classes.System.Network.NetworkManger import NetworkManager
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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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networkManager:NetworkManager
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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.__UDPClientThread = None
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self.__TCPClientThread = None
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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"] == "movecard":
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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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self.__networkManager = NetworkManager(self.__address, self.__tcpPort, self.__udpPort)
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