import json import socket import sys 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: #class UDP: # __Addr:str # __Port:str # __BufferSize:int = 1024 # __udpSocket:socket # __users:dict # __eventHandler: UDPEventHandler # __UDPClientThread:threading.Thread # __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) # # 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 incoming udp data # def receive(self): # while True: # data, address = self.__udpSocket.recvfrom(self.__BufferSize) # message = data.decode() # messageJson = json.loads(message) # user = messageJson.get("user") # # if user not in self.__users: # self.__users[user] = address # Storing new user in dictionary # # # Process the message and handle accordingly # self.__eventHandler.handleUDPEvents(messageJson, self.__serverWorld) # print(f"Received message from {address}: {message}") # # def broadcast(self, payload:dict): # for user_address in self.__users.values(): # self.__udpSocket.sendto(json.dumps(payload).encode(), user_address) # # def send(self, payload:dict, user:str): # if user in self.__users: # self.__udpSocket.sendto(json.dumps(payload).encode(), self.__users[user]) # class TCP: __Addr:str __Port:str __BufferSize:int = 1024 __tcpSocket:socket __eventHandler: dict __users: dict __TCPClientThread:threading.Thread __gameManager:GameManager def __init__(self, Addr:str, Port:str, gameManager:GameManager): self.running = True self.__Addr = Addr self.__Port = int(Port) self.__gameManager = gameManager self.__eventHandler = {} self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.__tcpSocket.bind((self.__Addr, self.__Port)) self.__tcpSocket.listen() self.__TCPClientThread = threading.Thread(target=self.accept_connections) self.__TCPClientThread.start() def accept_connections(self): while self.running: try: client_tcp_socket, client_address = self.__tcpSocket.accept() print(f"Connected with {client_address}") self.__gameManager.getPlayers()[client_address] = client_tcp_socket self.__eventHandler[client_address] = TCPEventHandler(client_tcp_socket) client_handler_thread = threading.Thread( target=self.receive, args=(client_tcp_socket, client_address) ) client_handler_thread.start() except Exception as e: print(f"tcp socket failed to accept connection due to error: {e}") pass def receive(self, client_socket, client_address): while self.running: try: data = client_socket.recv(self.__BufferSize) if not data: print(f"Connection with {client_address} closed.") 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.__gameManager.getPlayers(): if messageJson["event"] == "login": self.__gameManager.addPlayers(Player(messageJson["username"], messageJson["deck"]), client_socket, client_address) print(f"connected users {len(self.__gameManager.getPlayers())}") self.__eventHandler[client_address].handleTCPEvents(messageJson, self.__gameManager, client_address) print(f"Received message from {client_address}: {message}") except socket.error as e: if e.errno == 10054: print(f"Connection with {client_address} forcibly closed by remote host.") break print(f"Socket error receiving data from {client_address}: {e}") except json.JSONDecodeError as e: print(f"JSON decoding error receiving data from {client_address}: {e}") except Exception as e: print(f"Error receiving data from {client_address}: {e}") def broadcast(self, payload:dict): for user in self.__gameManager.getPlayers().values(): user["socket"].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, gameManager:GameManager): self.tcp = self.TCP(Addr, TCPPort, gameManager) # self.udp = self.UDP(Addr, UDPPort, gameManager)