import socket import threading import pickle import time import uuid HOST = '127.0.0.1' PORT = 65432 MOVE_SPEED = 200 # pixels per second TICKRATE = 64 # ticks per second MAX_USERS = 100 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) # Global dictionaries event_subscriptions = {} # event name -> list of client sockets client_ids = {} # conn -> client_id client_states = {} # conn -> {"client_id", "username", "x", "y", "keys", "mouse_x", "mouse_y"} lock = threading.Lock() def handle_client(conn, addr): client_id = str(uuid.uuid4()) with lock: client_ids[conn] = client_id # Initialize state for new client. client_states[conn] = { "client_id": client_id, "username": "Guest", "x": 100, "y": 100, "keys": set(), "mouse_x": 0, "mouse_y": 0 } print(f"[NEW CONNECTION] {addr} connected as {client_id}") try: # Send self_id so the client knows its unique id. send_event(conn, Event("self_id", {"client_id": client_id})) # Send server info. server_info = { "tickrate": TICKRATE, "total_users": len(client_states), "max_users": MAX_USERS, "server_ip": HOST, "server_port": PORT, "server_name": "My Multiplayer Server" } send_event(conn, Event("server_info", server_info)) except Exception as e: print(f"[ERROR] sending self_id/server_info: {e}") # Broadcast that a new client connected. broadcast_event("client_connect", {"client_id": client_id}) try: while True: event = recv_event(conn) if event is None: break if event.name == "register_event": event_name = event.payload.get('event') with lock: event_subscriptions.setdefault(event_name, []).append(conn) print(f"[REGISTER] {client_id} subscribed to '{event_name}'") elif event.name == "set_username": username = event.payload.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 event.name == "keydown": key = event.payload.get('key') with lock: if conn in client_states: client_states[conn]['keys'].add(key) print(f"[KEYDOWN] {client_id} key '{key}' pressed") elif event.name == "keyup": key = event.payload.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 event.name == "mouse_move": x = event.payload.get('x', 0) y = event.payload.get('y', 0) with lock: if conn in client_states: client_states[conn]['mouse_x'] = x client_states[conn]['mouse_y'] = y # Optionally log mouse moves. # print(f"[MOUSE_MOVE] {client_id} moved mouse to ({x}, {y})") elif event.name == "ping": timestamp = event.payload.get('timestamp') send_event(conn, Event("pong", {"timestamp": timestamp})) # You can handle additional events here. 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.") broadcast_event("client_disconnect", {"client_id": client_id}) conn.close() def broadcast_event(event_name, payload): event = Event(event_name, payload) with lock: receivers = event_subscriptions.get(event_name, []) for client in receivers[:]: try: send_event(client, event) except Exception as e: print(f"[ERROR] Failed to send to client, removing: {e}") receivers.remove(client) def game_loop(): dt = 1 / TICKRATE # Tick interval while True: time.sleep(dt) with lock: # Update each client's position based on pressed keys. 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 for state_update. players_payload = {} for state in client_states.values(): players_payload[state['client_id']] = { "username": state['username'], "x": state['x'], "y": state['y'], "mouse_x": state.get('mouse_x', 0), "mouse_y": state.get('mouse_y', 0) } total_users = len(client_states) payload = { "players": players_payload, "total_users": total_users, "max_users": MAX_USERS } broadcast_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()