reworked client netcode

This commit is contained in:
2024-01-04 01:28:28 +01:00
parent 2eddf27f88
commit ccb507369d
26 changed files with 401 additions and 112 deletions

14
Game Server/.vscode/settings.json vendored Normal file
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@ -0,0 +1,14 @@
{
"cSpell.words": [
"DGRAM"
],
"cSpell.ignoreWords": [
"activateeffectcard",
"activatemonstereffect",
"attackcard",
"attackplayer",
"movecard",
"placecard",
"removecard"
]
}

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@ -0,0 +1,34 @@
import socket
class TCPEventHandler:
__tcpSocket:socket
def __init__(self, socket:socket):
self.__tcpSocket = socket
# handles passing of event data to the right functions
def handleTCPEvents(self, event):
pass
class UDPEventHandler:
__udpSocket:socket
def __init__(self, socket:socket):
self.__udpSocket = socket
def handleUDPEvents(self, event):
if event["event"] == "PlaceCard":
pass
elif event["event"] == "MoveCard":
pass
elif event["event"] == "RemoveCard":
pass
elif event["event"] == "AttackCard":
pass
elif event["event"] == "AttackPlayer":
pass
elif event["event"] == "ActivateEffectCard":
pass
elif event["event"] == "ActivateMonsterCard":
pass

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@ -0,0 +1,102 @@
import json
import socket
import threading
from Classes.System.Network.Handler.EventHandler import UDPEventHandler, TCPEventHandler
class NetworkManager:
class UDP:
__Addr:str
__Port:str
__BufferSize:int = 1024
__udpSocket:socket
__UDPClientThread:threading.Thread
__eventHandler: UDPEventHandler
def __init__(self, Addr:str, Port:str):
clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
self.__Addr = Addr
self.__Port = Port
self.__eventHandler = UDPEventHandler(clientUdpSocket)
self.__UDPClientThread = threading.Thread(target=self.handleUDPConnection, args=(clientUdpSocket, clientUdpAddress))
self.__UDPClientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler
def handleUDPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(self.__bufferSize)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.__eventHandler.handleUDPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
def send(payload:bytes):
# todo: lookup how to send data
pass
class TCP:
__Addr:str
__Port:str
__BufferSize:int = 1024
__tcpSocket:socket
__TCPClientThread:threading.Thread
__eventHandler:TCPEventHandler
def __init__(self, Addr:str, Port:str):
clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
self.__Addr = Addr
self.__Port = Port
self.__eventHandler = TCPEventHandler(clientTcpSocket)
self.__TCPClientThread = threading.Thread(target=self.handleTCPConnection, args=(clientTcpSocket, clientTcpAddress))
self.__TCPClientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler
def handleTCPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.__eventHandler.handleTCPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
def send(payload:bytes):
# todo: lookup how to send data
pass
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)

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@ -2,123 +2,24 @@ import json
import socket
import threading
from Classes.System.Network.NetworkManger import NetworkManager
class Server:
__address:str
__tcpPort:str
__udpPort:str
__tcpSocket:socket
__udpSocket:socket
__TCPclientThread:threading.Thread
__UDPclientThread:threading.Thread
networkManager:NetworkManager
def __init__(self, address:str, tcpPort:str, udpPort:str):
self.__address = address
self.__tcpPort = tcpPort
self.__udpPort = udpPort
self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.__UDPClientThread = None
self.__TCPClientThread = None
self.startServer()
# handles starting the server and assigning socket values to the local reference
def startServer(self):
self.__tcpSocket.bind(self.__address, self.__tcpPort)
self.__tcpSocket.listen()
print(f"tcp server started on: {self.__address}:{self.__tcpPort}")
self.__udpSocket.bind(self.__address, self.__udpPort)
self.__udpSocket.listen()
print(f"tcp server started on: {self.__address}:{self.__udpPort}")
# server loop forwards connection to handleConnection
while True:
# accept incoming connection
# TODO: validate this connection is a valid game connection
clientTcpSocket, clientTcpAddress = self.__tcpSocket.accept()
# create network thread for connection
self.__TCPClientThread = threading.Thread(target=self.handleTCPConnection, args=(clientTcpSocket, clientTcpAddress))
self.__TCPClientThread.start()
clientUdpSocket, clientUdpAddress = self.__udpSocket.accept()
self.__UDPClientThread = threading.Thread(target=self.handleUDPConnection, args=(clientUdpSocket, clientUdpAddress))
self.__UDPClientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler
def handleTCPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.handleTCPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# handles ticking the game loop server side converting data and passing of to the event handler
def handleUDPConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
self.handleUDPEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# handles passing of event data to the right functions
def handleTCPEvents(self, event):
# decide which event should be performed
if event["event"] == "login":
pass
elif event["event"] == "join_queue":
# count queue
# move start game if 2 players are in the queue
# remove player from the queue once game starts
pass
elif event["event"] == "leave_queue":
# just remove player from the queue
pass
def handleUDPEvents(self, event):
if event["event"] == "placecard":
pass
elif event["event"] == "movecard":
pass
elif event["event"] == "removecard":
pass
elif event["event"] == "attackcard":
pass
elif event["event"] == "attackplayer":
pass
elif event["event"] == "activateeffectcard":
pass
elif event["event"] == "activatemonstereffect":
pass
self.__networkManager = NetworkManager(self.__address, self.__tcpPort, self.__udpPort)