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server.py
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executable file
·360 lines (302 loc) · 9.27 KB
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#!/usr/bin/env python
import socket, time
import random
from sys import exit
from random import *
from common.map import *
from common.player import *
from common.rules import *
from mapparse import parse_map
import sys
if sys.platform == 'win32':
from errno import WSAEWOULDBLOCK as EWOULDBLOCK
else:
from errno import EWOULDBLOCK
HOST = ''
PORT = 12345
UPDATE_INTERVALL = 1.0/30.0
SEND_INTERVALL = 0.1
# Game state
mapname = "data/test.stl"
if len(sys.argv) > 1:
mapname = sys.argv[1]
mapdata = None
state = "warmup"
startTime = None
n_votebegin = 0
class Client:
def __init__(self, conn, addr):
self.inactive = False
self.name = "Unnamed"
self.conn = conn
self.addr = addr
self.partialdata = ""
def __str__(self):
return "%s(%s)" % (self.name, self.addr)
def my_sendall(s, data):
# Python on BSD, OS/X or in nonblocking mode may raise EAGAIN even
# for the sendall call, retry in this case
sent = 0
while sent < len(data):
try:
lsent = s.send(data[sent:])
except socket.error as e:
if e.errno == EWOULDBLOCK:
continue
raise e
if lsent == 0:
raise RuntimeError("client dropped")
sent += lsent
class Server:
def __init__(self):
self.s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.s.setsockopt(socket.IPPROTO_TCP, socket.TCP_NODELAY, 1)
self.s.bind((HOST, PORT))
self.s.listen(1)
self.s.setblocking(0)
self.clients = []
self.reloadMap()
def reloadMap(self):
global mapdata
oldmapdata = mapdata
mapdata = parse_map(open(mapname))
if oldmapdata:
mapdata.players = oldmapdata.players
for player in mapdata.players.values():
player.reset()
mapdata.placePlayer(player)
data = mapdata.serialize()
print "Sending map (%d bytes)" % len(data)
self.sendall("mapdata " + data)
def sendall(self, text):
for client in self.clients:
self.send(client, text)
def send(self, client, text):
if client.inactive:
return
try:
fine = my_sendall(client.conn, text + "\n")
except Exception as e:
print "Send to client %s failed (%s), dropping" % (client, e)
self._drop_client(client)
def _drop_client(self, client):
client.inactive = True
if hasattr(self, "left"):
method = getattr(self, "left")
method(client)
def process_network(self):
# Accept new clients
try:
newclient = self.s.accept()
if newclient != None:
(conn, addr) = newclient
conn.setblocking(0)
conn.setsockopt(socket.IPPROTO_TCP, socket.TCP_NODELAY, 1)
print "Connect by ", addr
client = Client(conn, addr)
client.id = str(len(self.clients))
self.clients.append(client)
if hasattr(self, "joined"):
method = getattr(self, "joined")
method(client)
except socket.error as e:
pass
# Handle existing clients
for client in self.clients:
if client.inactive:
continue
try:
data = client.conn.recv(4096)
if not data:
print "Receiving from client %s failed, dropping" % client
self._drop_client(client)
continue
data = client.partialdata + data
except socket.error as e:
if e.errno == 10054:
print "Receiving from client %s failed with 10054" % client
self._drop_client(client)
continue
commandlines = data.split("\n")
if not data[-1] == "\n":
client.partialdata = commandlines.pop()
else:
client.partialdata = ""
for line in commandlines:
if line == "":
continue
(command,_,args) = line.partition(" ")
print "%s: %s" % (client, command)
if hasattr(self, command):
method = getattr(self, command)
method(client, args)
else:
print "%s: Unknown server command '%s'" % (client, command)
if __name__ == "__main__":
global server
server = Server()
print "Server running"
# ====================================================================================================
# ======================= Game Functions ===========================
# ====================================================================================================
def sendMapUpdate(mapupdate):
global server
server.sendall("mapdataupdate " + mapupdate.serialize())
def sendPlayerUpdate(client):
mapupdate = MapUpdate(players=[client.player])
sendMapUpdate(mapupdate)
def setGameState(server, newState):
global state
state = newState
server.sendall("state %s" % state)
if state == "game":
global startTime
server.reloadMap()
startTime = time.time()
def gameupdate(server, dt):
global state
mapdata.update(dt)
if state == "game":
game_is_won = mapdata.check_winning_condition()
if game_is_won:
print "You created the SOS, help will be here soon"
server.sendall("winner nice")
setGameState(server, "warmup")
game_is_lost = check_losing_condition()
if game_is_lost:
print "You ran out of time, help will be here soon"
server.sendall("winner evil")
setGameState(server, "warmup")
def sendgameupdate(server, deltatime):
mapupdate = mapdata.getMapUpdate(deltatime)
if mapupdate.hasData():
sendMapUpdate(mapupdate)
# ====================================================================================================
# ======================= Network Functions ===========================
# ====================================================================================================
def say(client, text):
global server
server.sendall("say %s|%s" % (client.player.id, text))
def sendmap(client, text):
global server
data = mapdata.serialize()
print "Sending map (%d bytes)" % len(data)
server.send(client, "mapdata " + data)
def name(client, newname):
global server
client.name = newname
client.player.name = newname
client.player.visible = True
client.player.isDirty = True
def abort(client, args):
global server
print "%s send abort game" % str(client)
server.sendall("abort")
def joined(client):
player = Player(str(client.id), randint(0,mapdata.width), randint(0,mapdata.height))
player.client = client
mapdata.addPlayer(player)
mapdata.placePlayer(player)
if state == "game":
player.evil = randint(0,2) == 0
client.player = player
data = mapdata.serialize()
print "Sending map (%d bytes)" % len(data)
server.send(client, "mapdata " + data)
print "publising gamestate"
server.send(client, "state %s" % state)
server.send(client, "welcome " + str(client.player.id))
def left(client):
global server
player = client.player
if mapdata.players.has_key(player.id):
del mapdata.players[player.id]
server.sendall("left %s" % player.id)
def player_command_right(client, doit):
client.player.move(Direction.Right, doit == "True")
def player_command_left(client, doit):
global server
client.player.move(Direction.Left, doit == "True")
def player_command_up(client, doit):
client.player.move(Direction.Up, doit == "True")
def player_command_down(client, doit):
client.player.move(Direction.Down, doit == "True")
def player_command_destroy(client, doit):
client.player.interact(Interaction.Destroy, doit == "True")
def player_command_pickup(client, doit):
client.player.interact(Interaction.PickUp, doit == "True")
def player_command_create(client, doit):
client.player.interact(Interaction.Create, doit == "True")
def startround():
global server
global n_votebegin
# Decide which players are 'evil'
nice_players = list(mapdata.players.values())
n_evil = len(nice_players)/3
for i in range(n_evil):
s = randint(0, len(nice_players)-1)
evil = nice_players[s]
nice_players.remove(evil)
evil.evil = True
for nice in nice_players:
nice.evil = False
for player in mapdata.players.values():
player.voted_begin = False
player.isDirty = True
n_votebegin = 0
setGameState(server, "game")
print "Round begins"
def check_losing_condition():
global server
if startTime:
return time.time() > startTime + ROUND_TIME
def votebegin(client, text):
global n_votebegin
if state != "warmup":
return
if client.player.voted_begin:
return
client.player.voted_begin = True
client.player.isDirty = True
n_votebegin += 1
if n_votebegin == len(mapdata.players):
startround()
else:
server.sendall("voteresult %s/%s" % (n_votebegin, len(mapdata.players)))
def ping(client, number):
global server
server.send(client, "pong " + str(number))
server.say = say
server.sendmap = sendmap
server.name = name
server.abort = abort
server.joined = joined
server.left = left
server.player_command_right = player_command_right
server.player_command_left = player_command_left
server.player_command_up = player_command_up
server.player_command_down = player_command_down
server.player_command_destroy = player_command_destroy
server.player_command_pickup = player_command_pickup
server.player_command_create = player_command_create
server.ping = ping
server.votebegin = votebegin
t = time.time()
lastUpdateTime = t
lastSendTime = t
while True:
server.process_network()
t = time.time()
dt = t - lastUpdateTime
if dt > UPDATE_INTERVALL:
gameupdate(server, dt)
lastUpdateTime = t
dt = t - lastSendTime
if dt > SEND_INTERVALL:
sendgameupdate(server, t - lastUpdateTime)
lastSendTime = t
wait = min(UPDATE_INTERVALL - (t - lastUpdateTime),
SEND_INTERVALL - (t - lastSendTime))
if wait > 0:
time.sleep(wait)