removed server added client code

This commit is contained in:
2024-02-28 21:10:21 +01:00
parent 4ff9591f92
commit 57621537c4
35 changed files with 1093 additions and 512 deletions

141
Classes/System/App.py Normal file
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import pygame
from pygame.locals import *
from Classes.Game.Cards.MonsterCard import MonsterCard
from Classes.System.Components.Window import Window
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.World import World
from Classes.System.Network.TCPClient import TCPClient
from Classes.Game.Events.Login import Login
from Classes.Game.Events.PlaceCard import PlaceCard
from Classes.Game.Player import Player
from Classes.Game.Cards.Card import Card
from Classes.System.Utils.Path import PathUtil
class App:
__window:Window
__running:bool = True
__FPS = 60
__clock = pygame.time.Clock()
__myFont:pygame.font
__world:World
__inputHandler: InputHandler
__tcpClient: TCPClient
def __init__(self, width:int=1920, height:int=1080, title:str="default title"):
pygame.font.init()
self.__myFont = pygame.font.SysFont('Comic Sans MS', 30)
self.__window = Window(width=width, height=height, title=title)
self.__inputHandler = InputHandler()
self.selectedCard = None
# game word
self.__world = World(self.__window.getScreen())
try:
self.__tcpClient = TCPClient("127.0.0.1", "54322", self.__world, self.__inputHandler)
Login(self.__tcpClient) # will login to the server
except Exception as e:
print(f"failed to login due to error {e}")
print("server connection failed or got refused")
pass
self.startGameLoop()
self.onCleanup()
def startGameLoop(self):
# create sprite groups
# todo: remove these and let server handle card creation instead
# blocker: server - client communication [WIP]
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
while self.__running:
self.__clock.tick(self.__FPS)
self.__window.getScreen().fill((0,0,0))
# render world
self.__window.drawWorld(self.__world)
# updates all cards inside the cards Spritegroup at each step the gameloops does
self.__world.getCards().update()
self.__world.getHandCards().update()
# draw groups
self.__window.drawSpriteGroup(self.__world.getCards())
self.__window.drawSpriteGroup(self.__world.getHandCards())
# event handler
self.handleEvent(pygame.event.get())
# emits update to the game
pygame.display.update()
# handles incoming event queue
def handleEvent(self, events):
# TODO: fix bug that stacks cards when dragging them around
try:
for event in events:
if event.type == pygame.QUIT:
self.onCleanup()
elif self.__inputHandler.getMousePressed()[0]:
for card in self.__world.getCards():
if card.getDragable() == True:
if card.rect.collidepoint(self.__inputHandler.getMousePos()):
#self.__logger.info(f"dragging card {card}")
self.selectedCard = card
# failsafe to prevent NoneType errors
if self.selectedCard != None:
#self.__logger.info(f"working with card: {self.selectedCard}")
self.selectedCard.setDragging(True)
elif event.type == pygame.MOUSEBUTTONUP:
print("left mousebutton")
if event.button == 1:
if self.selectedCard != None:
self.selectedCard.setDragging(False)
print(self.selectedCard)
for field in self.__world.getBoardFields():
print(f"checking field {field} is field mathinc? {field.getRect().collidepoint(self.__inputHandler.getMousePos())}")
if field.getRect().collidepoint(self.__inputHandler.getMousePos()):
print(f"is position valid? {field.getSide() == 'Player' and field.getType() == self.selectedCard.getType()} ")
print(f"side {field.getSide()} fieldtype {field.getType()} card type {self.selectedCard.getType()}")
if field.getSide() == "Player" and field.getType() == self.selectedCard.getType():
print(f"found field {field}")
try:
print(f"placing card {self.selectedCard} in field {field}")
# snap card into the correct field
self.selectedCard.rect.center = field.rect.center
self.selectedCard.setDragging(False)
print(self.selectedCard)
# TODO: adapt this into the new game engine version
PlaceCard(self.__tcpClient, self.selectedCard, self.__world.getPlayer()) # tells te server that the player placed this card
self.selectedCard = None
except Exception as e:
print(f"failed to place card on server due to error: {e}")
if self.selectedCard != None:
self.selectedCard = None
else:
raise ValueError("selected card in event handler was found empty this should never happen!")
pass
except:
pass
# sets the running state for the gameloop
def setRunning(self, running:bool):
self.__running = running
# ensures the gameloop stops running and the pygame instance is stopped properly
def onCleanup(self):
self.__running = False
pygame.quit()

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import pygame
from Classes.Game.BoardField import BoardField
class InputHandler:
# returns pressed key
@staticmethod
def getPressed():
return pygame.key.get_pressed()
# returns pressed key
@staticmethod
def getMousePressed():
return pygame.mouse.get_pressed()
# takes in movement inputs and maps them to x and y axis
@staticmethod
def getInputAxis() -> tuple:
xvel = 0
yvel = 0
# construct x and y velocity input axis
if InputHandler.getPressed()[pygame.K_a] or InputHandler.getPressed()[pygame.K_LEFT]:
xvel = -1
if InputHandler.getPressed()[pygame.K_d] or InputHandler.getPressed()[pygame.K_RIGHT]:
xvel = 1
if InputHandler.getPressed()[pygame.K_w] or InputHandler.getPressed()[pygame.K_UP]:
yvel = -1
if InputHandler.getPressed()[pygame.K_s] or InputHandler.getPressed()[pygame.K_DOWN]:
yvel = 1
return tuple((xvel, yvel))
@staticmethod
def getMousePos() -> pygame.Vector2:
return pygame.Vector2(pygame.mouse.get_pos())
# get field under mousbutton
@staticmethod
def getMouseHover(mouse_pos: pygame.Vector2, world_card_width: int, world_card_height: int, board_fields: list) -> BoardField:
x_pos = mouse_pos.x / world_card_width
y_pos = mouse_pos.y / world_card_height
for field in board_fields:
field_x = field.getPos().x
field_y = field.getPos().y
field_width = world_card_width # Annahme: Jedes Feld hat eine Breite von 1 Einheit
field_height = world_card_height # Annahme: Jedes Feld hat eine Höhe von 1 Einheit
if field_x <= x_pos < field_x + field_width and field_y <= y_pos < field_y + field_height:
return field
return None

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import pygame
class Label:
rect:pygame.rect
image:pygame.image
__screen:pygame.surface
__text:str
__pos:pygame.Vector2
__font:pygame.font
font:pygame.font
__name:str
def __init__(self, name:str, screen:pygame.surface, text:str, pos:pygame.Vector2, size:float=20, color:str="white"):
self.__font = pygame.font.SysFont("Arial", size)
self.font = pygame.font.SysFont("Arial", size)
self.image = self.font.render(text, 1, color)
_, _, w, h = self.image.get_rect()
self.__pos = pos
self.rect = pygame.Rect(self.__pos.x, self.__pos.y, w, h)
self.__screen = screen
self.__text = text
self.__name = name
def getText(self) -> str:
return self.__text
def getFont(self) -> pygame.font:
return self.__font
def getPos(self) -> pygame.Vector2:
return self.__pos
def getName(self) -> str:
return self.__name
def setText(self, newtext:str, color:str="white"):
self.image = self.font.render(newtext, 1, color)
def setFont(self, font:pygame.font, size:float, color:str="white"):
self.__font = pygame.font.SysFont(font, size)
self.change_text(self.text, color)
def setPos(self, pos:pygame.Vector2):
self.__pos = pos
def draw(self):
self.__screen.blit(self.image, (self.rect))

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import pygame
from pygame.locals import *
from Classes.Game.BoardField import BoardField
from Classes.Game.World import World
class Window:
__width:int = 800
__height:int = 600 # takes 80% of width which tranlates to 640
__title:str = "python game engine"
__screen:pygame.Surface
__clock:pygame.time.Clock
def __init__(self, width:int=800, height:int=600, title:str="python game engine"):
self.__width = width
self.__height = height
self.__title = title
pygame.init()
self.__screen = pygame.display.set_mode((self.__width, self.__height))
self.__screen.fill((236, 240, 241)) # Hier liegt der Fehler, es muss eine Tuple übergeben werden
pygame.display.set_caption(self.__title)
self.__clock = pygame.time.Clock()
self.__framerate = 60 # Framerate auf 60 FPS festlegen
# set framerate (where the fuck is it?)
def Render(self):
# dear future me figure out what past me did!
pass
def setWidth(self, width:int):
self.__width = width
def setHeight(self, height:int):
self.__height = height
def setTitle(self, title:str):
self.__title = title
def getScreen(self) -> pygame.surface:
return self.__screen
# draws a passed sprite group to the screen
def drawSpriteGroup(self, group:pygame.sprite.Group):
group.draw(self.__screen)
# draws a given group of rectangles onto the screen
def drawWorld(self, world:World):
for field in world.getBoardFields():
pygame.draw.rect(self.__screen, field.getColor(), field.getRect())
for label in world.getLabels():
label.draw()

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import json
import socket
import time
from Classes.Game.Player import Player
from Classes.Game.World import World
class GameManager:
__players:dict
__playingPlayer:Player
__state:str
__round:str
__cards:list
def __init__(self, logger):
self.__players = {}
self.__playingPlayer = None
self.__state = "waiting"
self.__round = "none"
self.logger = logger
self.__cards = []
pass
def getLogger(self):
return self.logger
# card management
def spawnCard(self, card, owner, x, y):
# self.logger.info("spawning card")
self.__cards.append(card)
payload = {
"event":"PlacedCard",
"owner": owner,
"card": card,
"x": x,
"y": y,
}
for userAddr in self.__players.keys():
try:
self.logger.info(f"send to client {self.__players[userAddr]['player'].getID() != owner}")
if self.__players[userAddr]["player"].getID() != owner:
self.__players[userAddr]["socket"].send(json.dumps(payload).encode())
except:
pass
# game round management
# this section manages the flow of rounds this should inherit itself
# =============================================================================
player:Player
enemy:Player
world:World
# this function iterates all
def progressRound(self):
# phases
# - playerPrep => playing player switches, gets a mana point and gets verified
if self.__playingPlayer != None:
for player in self.__players:
if self.__playingPlayer != player:
self.__playingPlayer = player
else:
self.__playingPlayer = next(iter(self.__players))
# - playerDraw => player draws a card
# - playerPlay => player can place cards and active effects
# - playerEnd => player ends his turn and the code reiterates with the remaining player
pass
def __init__(self, world):
self.world = world
# game state management
# this section mostly only used by the networking and event handling classes
# other parts should never need to interface with this unless really required
# =============================================================================
def startGame(self):
self.__state = "running"
def getPlayer(self) -> Player:
return self.player
players = list(self.__players.values())
def getEnemy(self) -> Player:
return self.enemy
print("game starts")
self.logger.info("game manager is starting the game")
for userAddr, player_data in self.__players.items():
try:
user = self.__players[userAddr]["player"]
user.addMana(1000)
user.adjustHP(1000)
user.shuffleDeck()
cards = self.__players[userAddr]["deck"]
user.setHand(cards[:5])
def setPlayer(self, player:Player):
self.player = player
# iterates until the enemy player is not anymore equal to current player
enemy = next(player_data["player"] for player_data in players if player_data["player"] != user)
payload = {
"event": "startgame",
"player": {
"mana": user.getMana(),
"hp": user.getHP(),
"hand": user.getHand()
},
"enemy": {
"id": enemy.getID(),
"name": enemy.getName(),
"hp": enemy.getHP(),
},
}
print(f"user {player_data["socket"]}")
player_data["socket"].send(json.dumps(payload).encode())
except Exception as e:
self.logger.error(f"failed to start game due to error: {e}")
pass
# handles notifying all players that the game starts
pass
def stopGame(self):
# handles notifying all players that the game stops
# handles stoping the game itself and notifies server to stop itself
pass
# player management
# the network manager will create a player instance
# =============================================================
# gets all player known to the game manager and returns them
def getPlayers(self) -> dict:
return self.__players
# creates a player and handles counting all players and if conditions met starting the game
# returns the new dict in which the new player now is added
def addPlayers(self, player:Player, socket:socket, clientAddr, deck) -> dict:
self.logger.info(f"creating user with id: {player.getID}")
self.__players[clientAddr] = {
"player": player,
"deck": deck,
"socket":socket
}
self.logger.info(f"new length of user dictionary: {len(self.__players)}")
payload = {
"event":"loginresponse",
"status": "success",
"id": player.getID(),
"name": player.getName()
}
socket.send(json.dumps(payload).encode())
# counts participating players and starts the game if enough have joined
if len(self.__players) >= 2:
time.sleep(1)
self.logger.info("2 players have join game starts")
self.startGame()
return self.__players
def setEnemy(self, enemy:Player):
self.enemy = enemy

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import logging
class Logger:
def __init__(self, filename):
logging.basicConfig(filename=filename,
filemode='a',
format='%(asctime)s,%(msecs)d %(name)s %(levelname)s %(message)s',
datefmt='%H:%M:%S',
level=logging.DEBUG)
def info(self, message):
print(message)
logging.info(message)
def error(self, message):
print(message)
logging.error(message)

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import socket
import pygame
from Classes.Game.Events.PlaceCard import CardPlaced
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.World import World
from Classes.Game.Events.GameStart import GameStart
from Classes.Game.Player import Player
from Classes.System.GameManager import GameManager
from Classes.System.World import World
from Classes.Game.Events.Login import LoginResponse
class TCPEventHandler:
__tcpSocket:socket
def __init__(self, socket:socket):
self.__tcpSocket = socket
self.tcp_socket = socket
# handles passing of event data to the right functions
def handleTCPEvents(self, event, gameManager:GameManager, address):
gameManager.getLogger().info(f"incommingevent {event}")
if event["event"] == "placecard":
gameManager.spawnCard(event["card"], event["user"], event["x"], event["y"])
def handleEvents(self, message, inputHandler:InputHandler, world:World):
print(message)
if message["event"] == "loginresponse":
LoginResponse(message, world)
pass
elif event["event"] == "MoveCard":
elif message["event"] == "startgame":
print(world.player)
# world.player.setMana(message["player"]["mana"])
# world.player.setHp(message["player"]["hp"])
GameStart(world, message["player"]["hand"], inputHandler, world.getPlayer(), Player(message["enemy"]["hp"],0,message["enemy"]["name"], message["enemy"]["id"]))
pass
elif event["event"] == "RemoveCard":
elif message["event"] == "placecard":
CardPlaced(world, message["card"], message["type"], message["owner"], pygame.Vector2(int(message["x"]), int(message["y"]), inputHandler))
pass
elif message["event"] == "MoveCard":
pass
elif event["event"] == "AttackCard":
elif message["event"] == "RemoveCard":
pass
elif event["event"] == "AttackPlayer":
elif message["event"] == "AttackCard":
pass
elif event["event"] == "ActivateEffectCard":
elif message["event"] == "AttackPlayer":
pass
elif event["event"] == "ActivateMonsterCard":
elif message["event"] == "ActivateEffectCard":
pass
pass
elif message["event"] == "ActivateMonsterCard":
pass

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import json
import signal
import socket
import sys
import threading
from Classes.Game.Player import Player
from Classes.System.GameManager import GameManager
from Classes.System.Network.EventHandler import TCPEventHandler
from Classes.System.World import World
class NetworkManager:
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):
gameManager.getLogger().info("starting up network manager")
self.running = True
self.__Addr = Addr
self.__Port = int(Port)
self.__gameManager = gameManager
self.__eventHandler = {}
gameManager.getLogger().info("starting up tcp server")
self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.__tcpSocket.bind((self.__Addr, self.__Port))
self.__tcpSocket.listen()
gameManager.getLogger().info("starting up thread for client socket accepting")
self.__TCPClientThread = threading.Thread(target=self.accept_connections)
self.__TCPClientThread.daemon = True
self.__TCPClientThread.start()
def accept_connections(self):
while self.running:
try:
client_tcp_socket, client_address = self.__tcpSocket.accept()
self.__gameManager.getLogger().info(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)
)
self.__gameManager.getLogger().info(f"starting client handler thread for client at address {client_address}")
client_handler_thread.daemon = True
client_handler_thread.start()
except Exception as e:
self.__gameManager.getLogger().error(f"tcp socket failed to accept connection due to error: {e}")
pass
client_handler_thread.join()
def receive(self, client_socket, client_address):
while self.running:
try:
data = client_socket.recv(self.__BufferSize)
if not data:
self.__gameManager.getLogger().info(f"Connection with {client_address} closed.")
break
try:
message = data.decode()
messageJson = json.loads(message)
self.__gameManager.getLogger().info(f"decoded message {messageJson}")
user = messageJson.get("user")
self.__gameManager.getLogger().info(f"user in message {user}")
except Exception as ex:
self.__gameManager.getLogger().info(f"decoding incoming packet failed due to exception: {ex}")
# 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.getLogger().info("user logging in")
self.__gameManager.getLogger().info("task passed off to gameManager")
user = self.__gameManager.addPlayers(Player(messageJson["username"], messageJson["deck"]), client_socket, client_address, messageJson["deck"])
self.__gameManager.getLogger().info(f"connected users {len(self.__gameManager.getPlayers())}")
self.__gameManager.getLogger().info(f"confirming login for user")
self.__eventHandler[client_address].handleTCPEvents(messageJson, self.__gameManager, client_address)
self.__gameManager.getLogger().info(f"Received message from {client_address}: {message}")
except socket.error as e:
if e.errno == 10054:
self.__gameManager.getLogger().error(f"Connection with {client_address} forcibly closed by remote host.")
self.__gameManager.getPlayers()[client_address] = None
break
self.__gameManager.getLogger().error(f"Socket error receiving data from {client_address}: {e}")
except json.JSONDecodeError as e:
self.__gameManager.getLogger().error(f"JSON decoding error receiving data from {client_address}: {e}")
# except Exception as e:
# self.__gameManager.getLogger().error(f"UknownError receiving data from {client_address} due to error: {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:
self.__gameManager.getLogger().error(f"user '{user}' or socket was not found 'socket' failed to send data.")
def stop(self):
self.__TCPClientThread.join() # Wait for the thread to finish before exiting
tcp: TCP
# udp: UDP
def __init__(self, Addr:str, TCPPort:str, UDPPort:str, gameManager:GameManager):
self.tcp = self.TCP(Addr, TCPPort, gameManager)
signal.signal(signal.SIGINT, self.handle_interrupt) # Register the signal handler
def handle_interrupt(self, signum, frame):
self.__gameManager.getLogger().info("Received keyboard interrupt. Stopping the server.")
self.tcp().stop()
sys.exit(0)

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import json
import socket
import threading
import pygame
from Classes.Game.World import World
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.Events.GameStart import GameStart
from Classes.Game.Events.Login import LoginResponse
from Classes.Game.Events.PlaceCard import CardPlaced
from Classes.Game.Player import Player
class TCPClient:
def __init__(self, addr: str, port: str, world:World, inputHandler:InputHandler):
self.addr = addr
self.port = int(port)
self.tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.world = world
self.inputHandler = inputHandler
try:
self.tcpSocket.connect((self.addr, self.port))
except Exception as e:
print(f"Error connecting TCP socket: {e}")
# Starten des Listener-Threads
self.listen()
def send(self, message: dict):
try:
self.tcpSocket.sendall(json.dumps(message).encode())
except Exception as e:
print(f"Error sending TCP data: {e}")
def receive(self):
while True:
try:
data = self.tcpSocket.recv(1024)
if data:
decoded_data = json.loads(data.decode())
self.handleEvents(decoded_data)
except Exception as e:
print(f"Error receiving TCP data: {e}")
break
def handleEvents(self, message):
print(message)
if message["event"] == "loginresponse":
if message["status"] != "success":
print("login failed")
else:
print("receiving login confirmation from server")
self.world.setPlayer(Player(0,0,message["name"], message["id"]))
elif message["event"] == "startgame":
print(self.world.player)
# world.player.setMana(message["player"]["mana"])
# world.player.setHp(message["player"]["hp"])
self.world.setEnemy(Player(message["enemy"]["hp"],0,message["enemy"]["name"], message["enemy"]["id"]))
GameStart(self.world, message["player"]["hand"], self.inputHandler, self.world.getPlayer())
pass
elif message["event"] == "PlacedCard":
CardPlaced(self.world, message["card"], message["owner"], pygame.Vector2(message["x"], message["y"]), self.inputHandler)
pass
def listen(self):
tcpThread = threading.Thread(target=self.receive)
tcpThread.daemon = True
tcpThread.start()

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import json
class Player:
def createUser(self, user:json):
self.__users.append(user)
def createUser(self, user:json):
if self.getUser(user["username"]) == None:
self.__users.append(Player(user["username"]))
def removeUser(self, user:int):
self.__users.remove(user)
def removeUser(self, user:str):
self.__users.remove(user)
def getUsers(self) -> list:
return self.__users
def getUser(self, user:int):
for user in self.__users:
if int(user["id"]) == user:
return user

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from Classes.Game.Player import Player
class QueueManager:
__queue:list
def __init__(self):
self.__queue = []
def getQueue(self) -> list:
return self.__queue
def addToQueue(self, user) -> list:
if self.isInQueue(user["id"]):
self.__queue.append(user)
return self.__queue
def removeFromQueue(self, player:Player) -> list:
self.__queue.remove(player)
return self.__queue
def isInQueue(self, user:int) -> bool:
for user in self.__queue:
if int(user["id"]) == user:
return True
return False
def isInQueue(self, user:str) -> bool:
for user in self.__queue:
if user["username"] == user:
return True
return False

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@ -1,40 +0,0 @@
import json
import socket
import threading
from Classes.System.GameManager import GameManager
from Classes.System.Network.NetworkManger import NetworkManager
from Classes.System.PlayerManager import Player
from Classes.System.World import World
from Classes.System.Logger import Logger
class Server:
__address:str
__tcpPort:str
__udpPort:str
__world:World
__gameManager:GameManager
networkManager:NetworkManager
def __init__(self, address:str, tcpPort:str, udpPort:str, logger:Logger):
self.__address = address
self.__tcpPort = tcpPort
self.__udpPort = udpPort
self.__world = World()
self.logger = logger
self.logger.info("starting up game manager")
self.__gameManager = GameManager(logger)
self.logger.info("preparing to start server")
self.startServer(self.__gameManager)
# handles starting the server and assigning socket values to the local reference
def startServer(self, gameManager:GameManager):
self.logger.info("starting up network manager")
self.__networkManager = NetworkManager(self.__address, self.__tcpPort, self.__udpPort, gameManager)
def getNetworkManager(self) -> NetworkManager:
return self.__networkManager

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@ -3,4 +3,4 @@ import os
class PathUtil:
def getAbsolutePathTo(notAbsolutPath:str) -> str:
return os.path.abspath("OLD_Server/" + notAbsolutPath)
return os.path.abspath("Client/" + notAbsolutPath)

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@ -1,20 +0,0 @@
import socket
from Classes.Game.Player import Player
class World:
__players:dict
def __init__(self):
self.__players = {}
def getPlayers(self) -> list:
return self.__players
def addPlayers(self, player:Player, socket:socket, clientAddr) -> list:
self.__players[clientAddr] = {
player: player,
socket:socket
}
return self.__players