Event_Based_Server/client.py

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Python
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import socket
import threading
import pickle
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import pygame
import sys
import time
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import math
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HOST = '127.0.0.1'
PORT = 65432
MOVE_SPEED = 200 # pixels per second
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GUN_LENGTH = 30
PLAYER_RADIUS = 20
BULLET_RADIUS = 4
FLASH_EFFECT_RADIUS = 200
FLASH_DURATION = 1.0 # must match server value
class Event:
def __init__(self, name, payload):
self.name = name
self.payload = payload
def recvall(sock, n):
data = b''
while len(data) < n:
packet = sock.recv(n - len(data))
if not packet:
return None
data += packet
return data
def send_event(sock, event):
data = pickle.dumps(event)
length = len(data)
sock.sendall(length.to_bytes(4, byteorder='big') + data)
def recv_event(sock):
raw_len = recvall(sock, 4)
if not raw_len:
return None
msg_len = int.from_bytes(raw_len, byteorder='big')
data = recvall(sock, msg_len)
return pickle.loads(data)
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# Global state.
players = {} # client_id -> {"username", "x", "y", "mouse_x", "mouse_y", "health"}
bullets = [] # List of bullet dicts from server.
grenades = [] # List of grenade dicts.
my_client_id = None # Our unique client id from the server.
predicted_state = {
"x": 100, "y": 100,
"keys": set(),
"username": "Guest",
"mouse_x": 0,
"mouse_y": 0
}
ping = 0 # measured ping in seconds
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server_details = {} # Updated from server_info and state_update events.
map_obstacles = [] # Map obstacles from server info.
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def listen_to_server(sock):
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global my_client_id, players, predicted_state, ping, server_details, bullets, grenades, map_obstacles
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while True:
try:
event = recv_event(sock)
if event is None:
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break
if event.name == "self_id":
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if my_client_id is None:
my_client_id = event.payload.get("client_id")
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print(f"[INFO] My client ID: {my_client_id}")
elif event.name == "server_info":
server_details = event.payload
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map_obstacles = server_details.get("map", [])
print(f"[INFO] Received server info: {server_details}")
elif event.name == "client_connect":
print(f"[INFO] Client connected: {event.payload.get('client_id')}")
elif event.name == "client_disconnect":
cid = event.payload.get("client_id")
print(f"[INFO] Client disconnected: {cid}")
if cid in players:
del players[cid]
elif event.name == "state_update":
players = event.payload.get("players", {})
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bullets = event.payload.get("bullets", [])
grenades = event.payload.get("grenades", [])
# Update dynamic server details.
if "total_users" in event.payload:
server_details["total_users"] = event.payload["total_users"]
if "max_users" in event.payload:
server_details["max_users"] = event.payload["max_users"]
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if my_client_id and my_client_id in players:
server_x = players[my_client_id].get("x", 100)
server_y = players[my_client_id].get("y", 100)
tickrate = server_details.get("tickrate", 64)
correction_factor = 0.1 * (64 / tickrate)
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if not predicted_state["keys"]:
predicted_state["x"] = server_x
predicted_state["y"] = server_y
else:
predicted_state["x"] += (server_x - predicted_state["x"]) * correction_factor
predicted_state["y"] += (server_y - predicted_state["y"]) * correction_factor
elif event.name == "pong":
sent_time = event.payload.get("timestamp")
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if sent_time:
round_trip = time.time() - sent_time
ping = round_trip
print(f"[PING] {ping*1000:.0f} ms")
except Exception as e:
print(f"[ERROR] {e}")
break
def send_message(sock, event):
send_event(sock, event)
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def ping_loop(sock):
while True:
ts = time.time()
send_message(sock, Event("ping", {"timestamp": ts}))
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time.sleep(1)
def main():
global my_client_id, predicted_state
username = input("Enter your username: ")
predicted_state["username"] = username
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock.connect((HOST, PORT))
threading.Thread(target=listen_to_server, args=(sock,), daemon=True).start()
threading.Thread(target=ping_loop, args=(sock,), daemon=True).start()
# Register for events.
for event_name in ["client_connect", "client_disconnect", "state_update"]:
send_message(sock, Event("register_event", {"event": event_name}))
print(f"[INFO] Registered for event: {event_name}")
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send_message(sock, Event("set_username", {"username": username}))
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pygame.init()
screen = pygame.display.set_mode((800, 600))
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pygame.display.set_caption("Top Down Shooter Multiplayer")
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clock = pygame.time.Clock()
local_keys = set()
while True:
dt = clock.tick(60) / 1000.0
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for ev in pygame.event.get():
if ev.type == pygame.QUIT:
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pygame.quit()
sys.exit()
elif ev.type == pygame.KEYDOWN:
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key_name = None
if ev.key == pygame.K_LEFT:
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key_name = "left"
elif ev.key == pygame.K_RIGHT:
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key_name = "right"
elif ev.key == pygame.K_UP:
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key_name = "up"
elif ev.key == pygame.K_DOWN:
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key_name = "down"
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# Grenade throw keys.
elif ev.key == pygame.K_q:
send_message(sock, Event("throw_smoke", {}))
print("[ACTION] Smoke grenade thrown")
elif ev.key == pygame.K_e:
send_message(sock, Event("throw_flash", {}))
print("[ACTION] Flash grenade thrown")
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if key_name and key_name not in local_keys:
local_keys.add(key_name)
predicted_state["keys"].add(key_name)
send_message(sock, Event("keydown", {"key": key_name}))
elif ev.type == pygame.KEYUP:
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key_name = None
if ev.key == pygame.K_LEFT:
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key_name = "left"
elif ev.key == pygame.K_RIGHT:
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key_name = "right"
elif ev.key == pygame.K_UP:
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key_name = "up"
elif ev.key == pygame.K_DOWN:
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key_name = "down"
if key_name and key_name in local_keys:
local_keys.remove(key_name)
if key_name in predicted_state["keys"]:
predicted_state["keys"].remove(key_name)
send_message(sock, Event("keyup", {"key": key_name}))
elif ev.type == pygame.MOUSEMOTION:
mouse_x, mouse_y = ev.pos
predicted_state["mouse_x"] = mouse_x
predicted_state["mouse_y"] = mouse_y
send_message(sock, Event("mouse_move", {"x": mouse_x, "y": mouse_y}))
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elif ev.type == pygame.MOUSEBUTTONDOWN:
if ev.button == 1: # Left click: shoot
mouse_x, mouse_y = ev.pos
dx = mouse_x - predicted_state["x"]
dy = mouse_y - predicted_state["y"]
angle = math.atan2(dy, dx)
send_message(sock, Event("shoot", {"angle": angle}))
print("[ACTION] Shoot event sent")
# Update predicted state locally.
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dx = 0
dy = 0
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if "left" in predicted_state["keys"]:
dx -= MOVE_SPEED * dt
if "right" in predicted_state["keys"]:
dx += MOVE_SPEED * dt
if "up" in predicted_state["keys"]:
dy -= MOVE_SPEED * dt
if "down" in predicted_state["keys"]:
dy += MOVE_SPEED * dt
predicted_state["x"] += dx
predicted_state["y"] += dy
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# Camera follows local player.
local_x = predicted_state["x"]
local_y = predicted_state["y"]
screen_width, screen_height = 800, 600
camera_offset = (local_x - screen_width // 2, local_y - screen_height // 2)
# Drawing.
screen.fill((30, 30, 30)) # Background.
# Draw map obstacles.
for obs in map_obstacles:
rect = pygame.Rect(obs["x"] - camera_offset[0], obs["y"] - camera_offset[1], obs["width"], obs["height"])
pygame.draw.rect(screen, (100, 100, 100), rect)
# Draw bullets.
for bullet in bullets:
bx = int(bullet.get("x", 0) - camera_offset[0])
by = int(bullet.get("y", 0) - camera_offset[1])
pygame.draw.circle(screen, (255, 255, 255), (bx, by), BULLET_RADIUS)
# Draw grenades.
for gren in grenades:
gx = int(gren.get("x", 0) - camera_offset[0])
gy = int(gren.get("y", 0) - camera_offset[1])
gtype = gren.get("type", "")
if gren.get("fuse", 0) > 0:
pygame.draw.circle(screen, (200, 200, 200), (gx, gy), 6)
else:
if gtype == "smoke":
# Draw semi-transparent smoke flood fill.
smoke_radius = 80
smoke_surface = pygame.Surface((smoke_radius*2, smoke_radius*2), pygame.SRCALPHA)
pygame.draw.circle(smoke_surface, (100, 100, 100, 150), (smoke_radius, smoke_radius), smoke_radius)
screen.blit(smoke_surface, (gx - smoke_radius, gy - smoke_radius))
elif gtype == "flash":
pygame.draw.circle(screen, (255, 255, 0), (gx, gy), 30)
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# Draw players.
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for cid, data in players.items():
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# Get player position and health.
px = data.get("x", 100)
py = data.get("y", 100)
health = data.get("health", 100)
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uname = data.get("username", "Guest")
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# Determine aiming direction.
if cid == my_client_id:
aim_dx = predicted_state["mouse_x"] - local_x
aim_dy = predicted_state["mouse_y"] - local_y
else:
aim_dx = data.get("mouse_x", 0) - px
aim_dy = data.get("mouse_y", 0) - py
aim_angle = math.atan2(aim_dy, aim_dx)
# Adjust drawing positions by camera offset.
draw_x = int(px - camera_offset[0])
draw_y = int(py - camera_offset[1])
# Draw player body.
if cid == my_client_id:
color = (0, 0, 255)
else:
color = (255, 0, 0)
pygame.draw.circle(screen, color, (draw_x, draw_y), PLAYER_RADIUS)
# Draw face (an eye) indicating aim.
eye_offset = 10
eye_x = draw_x + int(eye_offset * math.cos(aim_angle))
eye_y = draw_y + int(eye_offset * math.sin(aim_angle))
pygame.draw.circle(screen, (255, 255, 255), (eye_x, eye_y), 4)
# Draw health bar above player.
bar_width = 40
bar_height = 5
health_ratio = health / 100
health_bar_back = pygame.Rect(draw_x - bar_width//2, draw_y - PLAYER_RADIUS - 15, bar_width, bar_height)
health_bar_front = pygame.Rect(draw_x - bar_width//2, draw_y - PLAYER_RADIUS - 15, int(bar_width * health_ratio), bar_height)
pygame.draw.rect(screen, (100, 100, 100), health_bar_back)
pygame.draw.rect(screen, (0, 255, 0), health_bar_front)
# Draw username.
font = pygame.font.SysFont(None, 20)
name_surface = font.render(uname, True, (255, 255, 255))
screen.blit(name_surface, (draw_x - name_surface.get_width()//2, draw_y - PLAYER_RADIUS - 30))
# Flash effect: if a flash grenade is active and the local player is nearby, overlay white.
flash_alpha = 0
for gren in grenades:
if gren.get("type") == "flash" and gren.get("fuse", 0) <= 0:
gx = gren.get("x", 0)
gy = gren.get("y", 0)
dist = math.hypot(local_x - gx, local_y - gy)
if dist < FLASH_EFFECT_RADIUS:
intensity = gren.get("duration", 0) / FLASH_DURATION
flash_alpha = max(flash_alpha, int(255 * intensity))
if flash_alpha > 0:
flash_overlay = pygame.Surface((screen_width, screen_height))
flash_overlay.fill((255, 255, 255))
flash_overlay.set_alpha(flash_alpha)
screen.blit(flash_overlay, (0, 0))
# Display ping.
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ping_font = pygame.font.SysFont(None, 24)
ping_surface = ping_font.render(f"Ping: {int(ping*1000)} ms", True, (255, 255, 0))
screen.blit(ping_surface, (10, 10))
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# Display HUD info.
hud_font = pygame.font.SysFont(None, 24)
total_users = server_details.get("total_users", len(players))
max_users = server_details.get("max_users", "?")
tickrate = server_details.get("tickrate", 64)
hud_text = hud_font.render(
f"Users: {total_users}/{max_users} | Client ID: {my_client_id or 'N/A'} | Tickrate: {tickrate} tps",
True,
(255, 255, 255)
)
screen.blit(hud_text, (10, 40))
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pygame.display.flip()
if __name__ == "__main__":
main()