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ServerMain.py
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import socket
import logging, inspect
import threading, queue
import random, time, os, sys
from dataclasses import dataclass
from typing import Union, Optional
from Shared import ConnectionPrimitives
from Shared.Enums import STAGES, COM
from Shared.Helpers import runFuncLogged, initLogging
# globals ----------------------------------------
MAX_TIME_FOR_DISCONNECT = 30.
MAX_TIME_FOR_BLOCKING = 20.
class ConnectedPlayer:
def __init__(self, id: int, name: str):
self.connected: bool = True
self.id: int = id
self.name = name
self.inGame = False
self.gameId: int = 0
self.lastReqTime = time.time()
self.gameState: dict = {'ready': False}
self.awaitingRematch = False
def __repr__(self):
return f'{self.__class__.__name__}(id={self.id}, gameId={self.gameId}, gameState={self.gameState})'
def shootingReady(self):
return self.gameState['ready']
def disconnect(self):
logging.info(f'disconnecting player {self.id}')
self.connected = False
@ dataclass
class Request:
conn: socket.socket
playerId: int
command: COM
payload: dict
stayConnected: bool = True
gameEndMsg: str = ''
def setNotStayConnected(self, msg):
self.stayConnected = False
self.gameEndMsg = msg
class BlockingRequest(Request):
player: ConnectedPlayer
timeRecvd: float
defaultResponse: dict
def __init__(self, req: Request, player: ConnectedPlayer, timeRecvd: float, defaultResponse: dict):
super().__init__(req.conn, req.playerId, req.command, req.payload, req.stayConnected)
self.player = player
self.timeRecvd = timeRecvd
self.defaultResponse = defaultResponse
# error helpers -------------------------------------------
class PlayerDisconnectIssued(AssertionError):
'''Raised on sending a response without stayConnected=False to demand player disconnect'''
pass
def sendErrorResponse(req: Request, error: str, obj=None): # NOTE doesn't accept BlockingRequest
obj = '' if obj is None else str(obj)
payload = {'error': error, 'error_obj': obj, 'stay_connected': False}
ConnectionPrimitives.send(req.conn, req.playerId, COM.ERROR, payload)
req.conn.close()
def asert(cond, req, msg, obj=None):
if cond: return
caller = inspect.getframeinfo(inspect.stack()[1][0])
log = f"{msg}: '{str(obj)}'" if obj is not None else msg
logging.error(f"{os.path.basename(caller.filename)}:{caller.lineno} ASSERTION FAILED: ID{req.playerId} {log}")
sendErrorResponse(req, msg, obj)
raise PlayerDisconnectIssued(log)
# impl classes ----------------------------------------------------------
class Game:
def __init__(self, id, player1: ConnectedPlayer, player2: ConnectedPlayer, bothPaired: bool):
self.id: int = id
self.gameActive: bool = True
self.gameStage: int = STAGES.PLACING if bothPaired else STAGES.PAIRING
self.players: dict[int, ConnectedPlayer] = {player1.id: player1, player2.id: player2}
self.repeatableInit()
def repeatableInit(self):
self.playerOnTurn: int = 0
self.shottedPos = [-1, -1]
self.setPlayersForGame()
def setPlayersForGame(self):
for p in self.players.values():
p.inGame = True
p.gameId = self.id
p.gameState = {'ready': False}
p.awaitingRematch = False
def updateGameState(self, player: ConnectedPlayer, state):
# TODO: validation of the game state?
player.gameState = state
def getOpponentState(self, player):
return self.getOpponent(player).gameState
def getOpponent(self, player: ConnectedPlayer) -> ConnectedPlayer:
return [p for p in self.players.values() if p.id != player.id][0]
def swapTurn(self):
l = list(self.players.keys())
l.remove(self.playerOnTurn)
self.playerOnTurn = l[0]
self.shottedPos = [-1, -1]
def canBeEnded(self):
return not (self.gameActive or any([p.connected for p in self.players.values()]))
def playerDisconnect(self, player: ConnectedPlayer):
player.disconnect()
self.gameActive = False
def gameReadiness(self, player: ConnectedPlayer, payload: dict) -> bool:
'''returns if the request was approved'''
if payload['ready'] or self.gameStage == STAGES.PLACING:
self.updateGameState(player, payload)
if self.canStartShooting():
self.startShooting()
return True
return False
def canStartShooting(self):
return self.gameStage == STAGES.PLACING and all([p.shootingReady() for p in self.players.values()])
def startShooting(self):
logging.info(f'starting shooting game id {self.id}')
self.gameStage = STAGES.SHOOTING
self.playerOnTurn = random.choice(list(self.players.keys()))
def opponentShottedReq(self, player: ConnectedPlayer) -> tuple[list[int], bool]:
'''request called when responding to COM.OPPONENT_SHOT
@return (list[int] - where opponent shotted, bool - if you lost'''
pos = self.shottedPos
self.swapTurn()
return pos, self.gameStage == STAGES.GAME_END
def didOpponentShoot(self, player) -> bool:
return self.shottedPos != [-1, -1] and player.id != self.playerOnTurn
def shoot(self, player, pos) -> tuple[bool, dict, bool]:
'''@player - player who shotted
@pos - (x, y) pos where did he shoot
@return (bool - hitted, dict - sunken ship hitted if any, bool - game won)'''
self.shottedPos = pos
for ship in self.getOpponentState(player)['ships']:
x, y = ship['pos']
horizontal = ship['horizontal']
size = ship['size']
if (x <= pos[0] <= x + (size - 1) * horizontal) and (y <= pos[1] <= y + (size - 1) * (not horizontal)):
hittedSpot = (pos[0] - x) if horizontal else (pos[1] - y)
ship['hitted'][hittedSpot] = True
sunkenShip = ship if all(ship['hitted']) else None
gameWon = all([all(ship['hitted']) for ship in self.getOpponentState(player)['ships']])
return True, sunkenShip, gameWon
return False, None, False
def canRematch(self):
numWaiting = sum([p.awaitingRematch for p in self.players.values()])
return self.gameActive and ((self.gameStage == STAGES.GAME_END and numWaiting == 2) or (self.gameStage == STAGES.PAIRING and numWaiting >= 1))
def rematch(self, player: ConnectedPlayer):
self.gameStage = STAGES.PAIRING
player.awaitingRematch = False
if all([not p.awaitingRematch for p in self.players.values()]):
self.gameStage = STAGES.PLACING
self.repeatableInit()
logging.info(f'Rematched game id {self.id}')
class Server:
def __init__(self, addr):
self.serverSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.serverSocket.bind(addr)
self.serverSocket.settimeout(1.0)
self.serverSocket.listen()
self.players: dict[int, ConnectedPlayer] = dict()
self.games: dict[int, Game] = dict()
self.waitingReqs: queue.Queue[Request] = queue.Queue()
self.blockingReqs: dict[int, BlockingRequest] = {}
self.closeEvent = threading.Event()
self.acceptThread = threading.Thread(target=lambda: runFuncLogged(self.acceptLoop), daemon=True, name='Thread-Accept')
self.acceptThread.start()
self.waitingReqsThread = threading.Thread(target=lambda: runFuncLogged(self.waitingReqsHandler), daemon=True, name='Thread-WaitingReqs')
self.waitingReqsThread.start()
def close(self, closeNow=False):
self.closeEvent.set()
if not closeNow:
self.acceptThread.join()
self.waitingReqsThread.join()
self.serverSocket.close()
def unknownIdReq(self, req: Request):
if req.command == COM.CONNECT:
player = self.newConnectedPlayer(req.payload['name'])
self.players[player.id] = player
logging.info(f"connecting new player from {req.conn.getpeername()} as {player.id}, name '{req.payload['name']}'")
req.playerId = player.id
self._sendResponse(req, {'id': player.id})
else:
asert(False, req, 'unknown player id', req.playerId)
def dispatchRequest(self, req: Request):
if req.playerId in self.players:
player = self.players[req.playerId]
player.lastReqTime = time.time()
self.waitingReqs.put(req)
def acceptLoop(self):
while not self.closeEvent.is_set() or self.players:
try:
conn, addr = self.serverSocket.accept()
req = self._recvReq(conn)
self.dispatchRequest(req)
except socket.timeout:
pass
finally:
self.checkConnections()
self.checkGames()
def checkGames(self):
for game in list(self.games.values()):
if game.canBeEnded():
self.endGame(game)
def waitingReqsHandler(self):
while not self.closeEvent.is_set() or self.players or self.blockingReqs:
try:
req = self.waitingReqs.get(timeout=1.)
self.handleIncomingReq(req)
except queue.Empty:
pass
except PlayerDisconnectIssued:
self.disconnectPlayer(req.playerId)
finally:
self.checkWaitingReqs()
def handleIncomingReq(self, req: Request):
if req.playerId not in self.players:
return self.unknownIdReq(req)
player = self.players[req.playerId]
asert(player.connected, req, 'player marked as disconnected')
if player.id in self.blockingReqs:
logging.debug(f'Responding with default due to another req from {player.id}')
self.respondBlockingReq(player, useDefault=True, disconnect=False)
if req.command == COM.DISCONNECT:
req.setNotStayConnected('You disconnected!')
self._sendResponse(req)
elif req.command == COM.PAIR:
self.pairPlayer(player, req)
elif req.command == COM.CONNECTION_CHECK:
self.addBlockingReq(player, req, {})
else:
asert(player.gameId in self.games, req, 'unknown game id', player.gameId)
game = self.games[player.gameId]
if not game.gameActive: req.setNotStayConnected('Opponent disconnected! :|')
if req.command == COM.OPPONENT_READY:
self.handleOpponentReady(player, game, req)
elif req.command == COM.GAME_READINESS:
self.handleGameReadiness(player, game, req)
elif req.command == COM.GAME_WAIT:
self.handleGameWait(player, game, req)
elif req.command == COM.SHOOT:
# NOTE: when the player on turn shoot before the other player makes COM.OPPONENT_SHOT this will crash, because the game.swapOnTurn() didn't yet happen
self.shootReq(player, game, req)
elif req.command == COM.OPPONENT_SHOT:
self.opponentShotted(player, game, req)
elif req.command == COM.AWAIT_REMATCH:
self.awaitRematch(player, game, req)
elif req.command == COM.UPDATE_REMATCH:
self.handleUpdateRematch(player, game, req)
else:
asert(False, req, 'unknown command', req.command)
def checkConnections(self):
for player in list(self.players.values()):
if time.time() - player.lastReqTime > MAX_TIME_FOR_DISCONNECT and player.connected:
logging.warning(f'disconnecting player {player.id} due to not receiving requests')
if player.id in self.blockingReqs:
self.blockingReqs[player.id].setNotStayConnected('Connection timed out')
self.respondBlockingReq(player, useDefault=True)
else: self.disconnectPlayer(player.id)
def disconnectPlayer(self, playerId: int):
if playerId not in self.players: return
player = self.players[playerId]
if player.inGame:
game = self.games[player.gameId]
game.playerDisconnect(player)
else:
player.disconnect()
self.removePlayer(player)
def removePlayer(self, player: ConnectedPlayer):
assert player.id in self.players and not player.connected
self.players.pop(player.id)
def removeGame(self, game: Game):
assert game.id in self.games and game.canBeEnded()
self.games.pop(game.id)
def endGame(self, game: Game):
logging.info(f'ending game id {game.id}')
for p in game.players.values():
self.removePlayer(p)
self.removeGame(game)
def addBlockingReq(self, player: ConnectedPlayer, req: Request, defaultResponse: dict):
'''adds to blockingReqs for player, the defaults are sent back if the request times out or the same player sends another req'''
assert player.id not in self.blockingReqs, 'only one blocking req per player'
logging.debug(f'adding blocking request {req.command}')
self.blockingReqs[player.id] = BlockingRequest(req, player, time.time(), defaultResponse)
def respondBlockingReq(self, player: ConnectedPlayer, payload: dict={}, *, useDefault=False, disconnect=None):
'''
sends response for blocking req for this player
@useDefault: whether to send default response in the BlockingRequest
@disconnect: disconnect on PlayerDisconnectIssued from _sendResponse()?, when None 'useDefault' is used
'''
req = self.blockingReqs.pop(player.id)
try:
self._sendResponse(req, req.defaultResponse if useDefault else payload)
except PlayerDisconnectIssued:
if disconnect or (disconnect is None and useDefault): self.disconnectPlayer(player.id)
else: raise
def _isPlayerPairableWith(self, player: ConnectedPlayer, possibleOpponent: ConnectedPlayer):
return not possibleOpponent.inGame and possibleOpponent.id != player.id
def findOpponent(self, player: ConnectedPlayer) -> Optional[ConnectedPlayer]:
for req in self.blockingReqs.values(): # primarily try to find a opponent from the waiting reqs
if req.command == COM.PAIR and self._isPlayerPairableWith(player, req.player):
return req.player
possible = list(filter(lambda p: self._isPlayerPairableWith(player, p), self.players.values()))
if len(possible) == 0: return None
opponent = possible[0]
if opponent.id in self.blockingReqs: assert self.blockingReqs[opponent.id].req.command == COM.PAIR, 'if the opponent _isPairableWith then any blocking req must be a COM.PAIR'
return opponent
def pairResPayload(self, opponent: ConnectedPlayer, rematched=False):
positiveOutcomeStr = 'rematched' if rematched else 'paired'
return {positiveOutcomeStr: True, 'opponent': {'id': opponent.id, 'name': opponent.name}}
def pairPlayer(self, player: ConnectedPlayer, req: Request):
if player.inGame:
game = self.games[player.gameId]
asert(game.gameStage == STAGES.PAIRING, req, 'Unexpected game stage for !PAIR', game.id)
game.gameStage = STAGES.PLACING
return self._sendResponse(req, self.pairResPayload(game.getOpponent(player)))
opponent = self.findOpponent(player)
if opponent is None:
self.addBlockingReq(player, req, {'paired': False})
else:
bothPaired = False
if opponent.id in self.blockingReqs:
self.respondBlockingReq(opponent, self.pairResPayload(player))
bothPaired = True
self.addNewGame(player, opponent, bothPaired)
self._sendResponse(req, self.pairResPayload(opponent))
def handleOpponentReady(self, player: ConnectedPlayer, game: Game, req: Request):
if req.payload['expected'] ^ (ready := game.getOpponent(player).shootingReady()):
return self._sendResponse(req, {'opponent_ready': ready})
self.addBlockingReq(player, req, {'opponent_ready': ready})
def handleGameReadiness(self, player: ConnectedPlayer, game: Game, req: Request):
approved = game.gameReadiness(player, req.payload)
opponent = game.getOpponent(player)
self._sendResponse(req, {'approved': approved, 'opponent_ready': opponent.shootingReady()})
if opponent.id not in self.blockingReqs: return
if game.gameStage == STAGES.PLACING:
assert self.blockingReqs[opponent.id].command == COM.OPPONENT_READY
self.respondBlockingReq(opponent, {'opponent_ready': req.payload['ready']})
elif game.gameStage == STAGES.SHOOTING:
assert self.blockingReqs[opponent.id].command == COM.GAME_WAIT
self.respondBlockingReq(opponent, {'started': True, 'on_turn': game.playerOnTurn})
def handleGameWait(self, player: ConnectedPlayer, game: Game, req: Request):
asert(player.shootingReady(), req, 'Unexpected !GAME_WAIT from unready player', player.id)
if game.gameStage == STAGES.SHOOTING:
self._sendResponse(req, {'started': True, 'on_turn': game.playerOnTurn})
else:
self.addBlockingReq(player, req, {'started': False})
def updateGameEndPayload(self, payload, player: ConnectedPlayer, game: Game, *, won=True):
payload['opponent_grid'] = game.getOpponentState(player)
payload['game_end_msg'] = ('You lost! :(', 'You won! :)')[won]
def shootReq(self, player: ConnectedPlayer, game: Game, req: Request):
asert(player.id == game.playerOnTurn, req, 'only player on turn can shoot')
hitted, sunkenShip, gameWon = game.shoot(player, req.payload['pos'])
if '--instant-win' in sys.argv: gameWon = True
payload = {'hitted': hitted, 'sunken_ship': sunkenShip, 'game_won': gameWon}
if gameWon:
game.gameStage = STAGES.GAME_END
self.updateGameEndPayload(payload, player, game)
logging.info(f'Game {game.id} won {player.id}')
opponent = game.getOpponent(player)
if opponent.id in self.blockingReqs:
blocking = self.blockingReqs[opponent.id]
assert blocking.command == COM.OPPONENT_SHOT
self.sendOpponentShottedRes(opponent, game, blocking)
self._sendResponse(req, payload)
def opponentShotted(self, player: ConnectedPlayer, game: Game, req: Request):
if game.didOpponentShoot(player):
self.sendOpponentShottedRes(player, game, req)
else:
self.addBlockingReq(player, req, {'shotted': False})
def sendOpponentShottedRes(self, player: ConnectedPlayer, game: Game, req):
pos, lost = game.opponentShottedReq(player)
if '--instant-win' in sys.argv: lost = True
payload = {'shotted': True, 'pos': pos, 'lost': lost}
if lost: self.updateGameEndPayload(payload, player, game, won=False)
if isinstance(req, BlockingRequest):
assert player.id in self.blockingReqs
self.respondBlockingReq(player, payload, disconnect=True)
else:
self._sendResponse(req, payload)
def awaitRematch(self, player: ConnectedPlayer, game: Game, req: Request):
if game.canRematch():
self.handleRematchedReq(game, player, req, {'changed': True, 'opponent_rematching': True})
elif req.payload['expected_opponent_rematch'] ^ (opponent := game.getOpponent(player)).awaitingRematch:
self._sendResponse(req, {'changed': True, 'opponent_rematching': opponent.awaitingRematch})
else:
self.addBlockingReq(player, req, {'changed': False})
def handleUpdateRematch(self, player: ConnectedPlayer, game: Game, req: Request):
asert(game.gameStage == STAGES.GAME_END, req, 'Unexpected COM.REMATCH in gameStage', game.gameStage)
approved = not game.canRematch()
if approved: player.awaitingRematch = req.payload['rematch_desired']
if game.canRematch(): self.handleRematchedReq(game, player, req, {'approved': approved})
else: self._sendResponse(req, {'approved': approved})
self.respondAwaitingAfterRematchUpdate(game.getOpponent(player), game, player.awaitingRematch)
def respondAwaitingAfterRematchUpdate(self, player: ConnectedPlayer, game: Game, updatedTo: bool):
if player.id not in self.blockingReqs: return
assert (req := self.blockingReqs[player.id]).command == COM.AWAIT_REMATCH
if game.canRematch():
self.handleRematchedReq(game, player, req, {'changed': True})
else:
self.respondBlockingReq(player, {'changed': True, 'opponent_rematching': updatedTo})
def handleRematchedReq(self, game: Game, player: ConnectedPlayer, req: Request, payload:dict):
payload.update(self.pairResPayload(game.getOpponent(player), rematched=True))
if isinstance(req, BlockingRequest): self.respondBlockingReq(player, payload)
else: self._sendResponse(req, payload)
game.rematch(player)
def handleBlockingInInactiveGame(self, game: Game, req: BlockingRequest):
if req.command == COM.AWAIT_REMATCH:
req.defaultResponse.update({'changed': True, 'opponent_disconnected': True}) # NOTE stayConected=True, client then disconnects
else:
req.setNotStayConnected('Opponent disconnected! :|')
req.defaultResponse.update({'opponent_grid': game.getOpponentState(self.players[req.player.id])})
self.respondBlockingReq(req.player, useDefault=True)
def checkWaitingReqs(self):
for req in list(self.blockingReqs.values()):
if time.time() - req.timeRecvd > MAX_TIME_FOR_BLOCKING or self.closeEvent.is_set():
self.respondBlockingReq(req.player, useDefault=True)
elif req.player.inGame:
game = self.games[req.player.gameId]
if not game.gameActive: self.handleBlockingInInactiveGame(game, req)
def newConnectedPlayer(self, playerName):
id = self._generateNewID(self.players)
return ConnectedPlayer(id, playerName)
def addNewGame(self, player1, player2, bothPaired: bool):
id = self._generateNewID(self.games)
game = Game(id, player1, player2, bothPaired)
self.games[id] = game
logging.info(f'starting new game id {id}, players: {player1.id}, {player2.id}')
def _generateNewID(self, dictOfIds):
bounds = (1000, 2**20)
id = random.randint(*bounds)
while id in dictOfIds:
id = random.randint(*bounds)
return id
def _recvReq(self, conn: socket.socket) -> Request:
id, command, payload = ConnectionPrimitives.recv(conn)
req = Request(conn, id, command, payload)
return req
def _sendResponse(self, req: Union[Request, BlockingRequest], payload: dict={}):
payload.update({'stay_connected': req.stayConnected and not self.closeEvent.is_set()})
if not payload['stay_connected']: payload.update({'game_end_msg': 'Server is closing!' if self.closeEvent.is_set() else req.gameEndMsg})
assert req.playerId != 0
ConnectionPrimitives.send(req.conn, req.playerId, req.command, payload)
req.conn.close()
if not payload['stay_connected']: raise PlayerDisconnectIssued(payload['game_end_msg'])
def serverMain():
initLogging('server_log.txt')
ADDR = (socket.gethostbyname(socket.gethostname()), 1250)
server = Server(ADDR)
logging.info(f'server ready and listening at {ADDR[0]}:{ADDR[1]}')
closeNow = False
try:
while server.acceptThread.is_alive() and server.waitingReqsThread.is_alive():
time.sleep(3)
except KeyboardInterrupt:
print('Keyboard-Interrupt')
else:
closeNow = True
logging.error('Thread died, alive threads: ' + ', '.join(map(str, threading.enumerate())))
finally:
server.close(closeNow)
def main():
runFuncLogged(serverMain)
if __name__ == '__main__':
main()