Event_Based_Server/server.py

150 lines
6.0 KiB
Python
Raw Normal View History

2025-03-25 16:47:59 +00:00
import socket
import threading
import json
import time
import uuid
HOST = '127.0.0.1'
PORT = 65432
# Global dictionaries for event subscriptions, client IDs, and game state.
event_subscriptions = {} # event_name -> list of client sockets
client_ids = {} # conn -> client_id
client_states = {} # conn -> {"client_id", "username", "x", "y", "keys"}
lock = threading.Lock()
MOVE_SPEED = 200 # pixels per second
def handle_client(conn, addr):
client_id = str(uuid.uuid4())
with lock:
client_ids[conn] = client_id
# Initialize state: default username "Guest", starting position, and an empty set of pressed keys.
client_states[conn] = {"client_id": client_id, "username": "Guest", "x": 100, "y": 100, "keys": set()}
print(f"[NEW CONNECTION] {addr} connected as {client_id}")
# Send a dedicated "self_id" event so the client knows its unique id.
try:
msg = json.dumps({'event': 'self_id', 'payload': {'client_id': client_id}}) + "\n"
conn.sendall(msg.encode())
except Exception as e:
print(f"[ERROR] sending self_id: {e}")
# Broadcast that a new client connected.
send_event("client_connect", {"client_id": client_id})
try:
file_obj = conn.makefile('r')
for line in file_obj:
line = line.strip()
if not line:
continue
try:
msg = json.loads(line)
msg_type = msg.get('type')
if msg_type == 'register_event':
event_name = msg.get('event')
with lock:
event_subscriptions.setdefault(event_name, []).append(conn)
print(f"[REGISTER] {client_id} subscribed to '{event_name}'")
elif msg_type == 'set_username':
username = msg.get('username', 'Guest')
with lock:
if conn in client_states:
client_states[conn]['username'] = username
print(f"[USERNAME] {client_id} set username to '{username}'")
elif msg_type == 'keydown':
key = msg.get('key')
with lock:
if conn in client_states:
client_states[conn]['keys'].add(key)
print(f"[KEYDOWN] {client_id} key '{key}' pressed")
elif msg_type == 'keyup':
key = msg.get('key')
with lock:
if conn in client_states and key in client_states[conn]['keys']:
client_states[conn]['keys'].remove(key)
print(f"[KEYUP] {client_id} key '{key}' released")
elif msg_type == 'ping':
# Respond immediately with a pong, echoing the timestamp.
timestamp = msg.get('timestamp')
response = json.dumps({'event': 'pong', 'payload': {'timestamp': timestamp}}) + "\n"
conn.sendall(response.encode())
# Additional message types can be handled here.
except json.JSONDecodeError:
print(f"[ERROR] Invalid JSON from {client_id}: {line}")
except Exception as e:
print(f"[ERROR] Exception with {client_id}: {e}")
finally:
with lock:
for subs in event_subscriptions.values():
if conn in subs:
subs.remove(conn)
client_ids.pop(conn, None)
client_states.pop(conn, None)
print(f"[DISCONNECT] {client_id} disconnected.")
send_event("client_disconnect", {"client_id": client_id})
conn.close()
def send_event(event_name, payload):
"""
Broadcast an event to all clients subscribed to the given event.
"""
message = json.dumps({'event': event_name, 'payload': payload}) + "\n"
with lock:
receivers = event_subscriptions.get(event_name, [])
for client in receivers[:]: # iterate over a copy to allow removals
try:
client.sendall(message.encode())
except Exception as e:
print(f"[ERROR] Failed to send to client, removing: {e}")
receivers.remove(client)
def game_loop():
"""
Main game loop: update each clients position based on currently pressed keys,
and broadcast the overall game state (including server time) to all clients.
"""
dt = 0.1 #100 ms;
while True:
time.sleep(dt)
with lock:
# Update each client's position.
for state in client_states.values():
dx, dy = 0, 0
if 'left' in state['keys']:
dx -= MOVE_SPEED * dt
if 'right' in state['keys']:
dx += MOVE_SPEED * dt
if 'up' in state['keys']:
dy -= MOVE_SPEED * dt
if 'down' in state['keys']:
dy += MOVE_SPEED * dt
state['x'] += dx
state['y'] += dy
# Build payload: include current server time and each clients state.
players_payload = {}
for state in client_states.values():
players_payload[state['client_id']] = {
"username": state['username'],
"x": state['x'],
"y": state['y']
}
payload = {"server_time": time.time(), "players": players_payload}
send_event("state_update", payload)
def start_server():
print("[STARTING] Server is starting...")
threading.Thread(target=game_loop, daemon=True).start()
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s:
s.bind((HOST, PORT))
s.listen()
print(f"[LISTENING] Server is listening on {HOST}:{PORT}")
while True:
conn, addr = s.accept()
threading.Thread(target=handle_client, args=(conn, addr), daemon=True).start()
if __name__ == "__main__":
start_server()