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server.py
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251 lines (212 loc) · 8.04 KB
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import json
import socket
import threading
from typing import Dict, Optional, List
from common import UltimateBoard
HOST = "0.0.0.0"
PORT = 8765
def send(sock: socket.socket, payload: Dict):
try:
data = (json.dumps(payload) + "\n").encode("utf-8")
sock.sendall(data)
except OSError:
pass
def recv_line(sock: socket.socket) -> Optional[Dict]:
buf = b""
try:
while True:
chunk = sock.recv(1)
if not chunk:
return None
if chunk == b"\n":
try:
return json.loads(buf.decode("utf-8"))
except json.JSONDecodeError:
return None
buf += chunk
except OSError:
return None
class GameServer:
"""
Host-side server.
required_players: 2 or 3
players: X,O,(Z)
late joiners -> spectators
EXTRA: if the HOST (first player, "X") sends {"type": "shutdown"},
we broadcast "shutdown" to EVERYONE and stop.
"""
def __init__(self, required_players: int = 2):
assert required_players in (2, 3)
self.required_players = required_players
self.player_order: List[str] = ["X", "O"] if required_players == 2 else ["X", "O", "Z"]
self.board = UltimateBoard()
self.lock = threading.Lock()
# mark -> socket
self.players: Dict[str, socket.socket] = {}
# mark -> username
self.player_names: Dict[str, str] = {}
# spectators
self.spectators: List[socket.socket] = []
self.spectator_names: Dict[int, str] = {} # id(sock) -> name
self.turn_index: int = 0
self.running = True
@property
def current_turn(self) -> str:
return self.player_order[self.turn_index]
def next_turn(self):
self.turn_index = (self.turn_index + 1) % len(self.player_order)
# --------------------------------------------------
# broadcast helpers
# --------------------------------------------------
def broadcast_state(self):
state = {
"type": "state",
"turn": self.current_turn,
"board": self.board.serialize(),
"required_players": self.required_players,
"connected_players": len(self.players),
"players": list(self.players.keys()),
"player_names": self.player_names,
"spectator_names": list(self.spectator_names.values()),
}
# players
dead_players = []
for mark, sock in self.players.items():
try:
send(sock, state)
except OSError:
dead_players.append(mark)
for mark in dead_players:
if mark in self.player_names:
del self.player_names[mark]
del self.players[mark]
# spectators
alive_specs = []
for s in self.spectators:
try:
send(s, state)
alive_specs.append(s)
except OSError:
sid = id(s)
if sid in self.spectator_names:
del self.spectator_names[sid]
self.spectators = alive_specs
def broadcast_shutdown(self):
payload = {"type": "shutdown"}
# to players
for sock in list(self.players.values()):
send(sock, payload)
try:
sock.close()
except:
pass
# to spectators
for sock in list(self.spectators):
send(sock, payload)
try:
sock.close()
except:
pass
self.players.clear()
self.spectators.clear()
# --------------------------------------------------
# client handler
# --------------------------------------------------
def handle_client(self, sock: socket.socket, role: str):
# tell client what they are
send(sock, {
"type": "assign",
"you_are": role,
"required_players": self.required_players,
"connected_players": len(self.players),
"player_names": self.player_names,
"spectator_names": list(self.spectator_names.values()),
})
self.broadcast_state()
try:
while self.running:
msg = recv_line(sock)
if msg is None:
break
mtype = msg.get("type")
# client introduces themselves
if mtype == "hello":
name = msg.get("name", "").strip()
if role in self.player_order:
if name:
self.player_names[role] = name
else:
if name:
self.spectator_names[id(sock)] = name
self.broadcast_state()
continue
# host says "shutdown" -> kill room
if mtype == "shutdown":
# ONLY allow the very first player (host) to do this
host_mark = self.player_order[0] # typically "X"
if role == host_mark:
self.running = False
self.broadcast_shutdown()
break
else:
# ignore if spectators or non-host try
send(sock, {"type": "error", "message": "Only host can end the lobby"})
continue
if mtype == "move":
if role not in self.player_order:
send(sock, {"type": "error", "message": "You are a spectator"})
continue
# don't accept moves until all required are in
if len(self.players) < self.required_players:
send(sock, {"type": "error", "message": "Waiting for more players"})
continue
big = int(msg.get("big", -1))
small = int(msg.get("small", -1))
with self.lock:
if role != self.current_turn:
send(sock, {"type": "error", "message": "Not your turn"})
continue
ok = self.board.apply(self.current_turn, (big, small))
if not ok:
send(sock, {"type": "error", "message": "Illegal move"})
continue
# advance turn if game not over
if not self.board.macro_winner and not self.board.macro_tied:
self.next_turn()
self.broadcast_state()
finally:
try:
sock.close()
except:
pass
# --------------------------------------------------
# accept loop
# --------------------------------------------------
def accept_loop(self, server_sock: socket.socket):
while self.running:
try:
client, addr = server_sock.accept()
except OSError:
break
print(f"[SERVER] connection from {addr}")
# choose role
if len(self.players) < self.required_players:
role = self.player_order[len(self.players)]
self.players[role] = client
print(f"[SERVER] assigned {role}")
else:
role = "SPECTATOR"
self.spectators.append(client)
print("[SERVER] assigned SPECTATOR")
t = threading.Thread(target=self.handle_client, args=(client, role), daemon=True)
t.start()
def run(self):
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as server:
server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
server.bind((HOST, PORT))
server.listen(5)
print(f"[SERVER] Listening on {HOST}:{PORT}")
self.accept_loop(server)
if __name__ == "__main__":
gs = GameServer(2)
gs.run()