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bomber_server.py
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#!/usr/bin/env python3
# -*- coding: Utf-8 -*
# Author: [email protected]
from model import *
from view import *
from network import *
import sys
import pygame
import socket, threading
import errno
### python version ###
print("python version: {}.{}.{}".format(sys.version_info[0], sys.version_info[1], sys.version_info[2]))
print("pygame version: ", pygame.version.ver)
################################################################################
# Fonctions
################################################################################
class ThreadClient(threading.Thread):
'''dérivation d'un objet thread pour gérer la connexion avec un client'''
def __init__(self, conn):
threading.Thread.__init__(self)
self.connexion = conn
def isInConn_client(name):
b=False
for client in conn_client.keys():
if client == name :
b=True
return b
################################################################################
# MAIN #
################################################################################
#### Initialisation
if len(sys.argv) == 2:
port = int(sys.argv[1])
map_file = "maps/map1"
elif len(sys.argv) == 3:
port = int(sys.argv[1])
map_file = sys.argv[2]
else:
print("Usage: {} port [map_file]".format(sys.argv[0]))
sys.exit()
mySocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM,0)
try:
mySocket.bind(("localhost", port))
except socket.error:
print ("La liaison du socket à l'adresse choisie a échoué.")
sys.exit()
print ("Serveur prêt, en attente de requêtes ...")
mySocket.listen(5)
conn_client = {} # dictionnaire des connexions clients
pygame.display.init()
pygame.font.init()
clock = pygame.time.Clock()
model = Model()
model.load_map(map_file)
for _ in range(10): model.add_fruit()
pseudo=[]
skin=[]
# main loop
while True:
connexion, adresse = mySocket.accept()
# Créer un nouvel objet thread pour gérer la connexion :
th = ThreadClient(connexion)
# Mémoriser la connexion dans le dictionnaire :
it = th.getName()
# redonner les noms Thread-1 / Thread-2 lorsqu'ils sont dispos
print (conn_client)
if isInConn_client("Thread-1")==False:
th.setName("Thread-1")
elif isInConn_client("Thread-2")==False:
th.setName("Thread-2")
elif isInConn_client("Thread-3")==False:
th.setName("Thread-3")
it= th.getName()
conn_client[it] = connexion
print ("Client {} connecté, adresse IP {}, port {}. \n".format(it, adresse[0], adresse[1]))
server = NetworkServerController(model, port, conn_client, 0, pseudo)
th.start()
### Envoie de la map a tout les joueurs connecté
for i in server.model.map.array :
for j in i :
map_text = str(j)
conn_client[it].sendall(map_text.encode())
conn_client[it].sendall("\n".encode())
ACK=conn_client[it].recv(1000)
print (ACK.decode())
#### Envoie des fruits
for f in server.model.fruits :
conn_client[it].sendall(("model.add_fruit(" + str(f.kind) + "," + str(f.pos) + ")" + "\n" ).encode())
pseudo.append(conn_client[it].recv(1000).decode())
conn_client[it].sendall(b"ACK")
print(pseudo[0])
msg_skin = conn_client[it].recv(1000).decode()
print(msg_skin)
conn_client[it].sendall(b"ACK")
if (msg_skin=="dk"):
skin.append(0)
if (msg_skin=="zelda"):
skin.append(1)
if (msg_skin=="batman"):
skin.append(2)
if (it=="Thread-1"):
model.add_character(it, False, skin[0])
if (it=="Thread-2"):
model.add_character(it, False, skin[1])
if (it=="Thread-3"):
model.add_character(it, False, skin[2])
nbPlayer=int(conn_client[it].recv(2048).decode())
conn_client[it].sendall(b"ACK")
server = NetworkServerController(model, port, conn_client, nbPlayer, pseudo)
#### Envoie des personnages aux joueurs
if (it=="Thread-1"):
conn_client[it].sendall((" True," + str(server.model.characters[0].kind)+ "," + str(server.model.characters[0].pos) + ")" + "\n" ).encode())
msg = conn_client[it].recv(2048)
print (msg.decode())
if (it=="Thread-2") :
conn_client[it].sendall((" True," + str(server.model.characters[1].kind)+ "," + str(server.model.characters[1].pos) + ")" + "\n" ).encode())
msg = conn_client[it].recv(2048)
print (msg.decode())
conn_client["Thread-1"].sendall(("model.add_character('" + str(pseudo[1]) + "', False," + str(server.model.characters[1].kind)+ "," + str(server.model.characters[1].pos) + ")" + "\n" ).encode())
conn_client[it].sendall(("model.add_character('" + str(pseudo[0]) + "', False," + str(server.model.characters[0].kind)+ "," + str(server.model.characters[0].pos) + ")" + "\n" ).encode())
if (it=="Thread-3"):
conn_client[it].sendall((" True," + str(server.model.characters[2].kind)+ "," + str(server.model.characters[2].pos) + ")" + "\n" ).encode())
msg = conn_client[it].recv(2048)
print (msg.decode())
conn_client["Thread-1"].sendall(("model.add_character('" + str(pseudo[2]) + "', False," + str(server.model.characters[2].kind)+ "," + str(server.model.characters[2].pos)+ ")" + "\n" ).encode())
conn_client["Thread-2"].sendall(("model.add_character('" + str(pseudo[2]) + "', False," + str(server.model.characters[2].kind)+ "," + str(server.model.characters[2].pos)+ ")" + "\n" ).encode())
conn_client[it].sendall(("model.add_character('" + str(pseudo[0]) + "', False," + str(server.model.characters[0].kind)+ "," + str(server.model.characters[0].pos) + ")" + "\n" ).encode())
conn_client[it].sendall(("model.add_character('" + str(pseudo[1]) + "', False," + str(server.model.characters[1].kind)+ "," + str(server.model.characters[1].pos) + ")" + "\n" ).encode())
##### Transmission des coups des joueurs
if (len(conn_client)==nbPlayer):
game=True
while game :
dt = clock.tick(FPS)
game=server.tick(dt)
model.tick(dt)
break
print("Game Over!")
pygame.quit()