Files
basegame-vcko/server.py

360 lines
17 KiB
Python
Executable File

import socket
import time
import threading
from common import *
import json
import mariadb
class ServerVCKO:
def __init__(self):
self.host = socket.gethostbyname(socket.gethostname())
self.server_socket = socket.socket()
self.server_socket.bind((self.host, Constants.port))
self.game_dict = {}
self.lobby = []
self.gamers = []
# Start the thread to remove inactive players
self.inactive_player_thread = threading.Thread(target=self.remove_inactive_players, daemon=True)
self.inactive_player_thread.start()
def remove_inactive_players(self):
while True:
current_time = time.time()
self.lobby = [player for player in self.lobby if current_time - player.last_active_time <= 60]
time.sleep(10) # check for inactive players every 10 seconds
def handle_client(self, conn, addr):
print(f"Connection from: {addr}")
connected = True
while connected:
msg_length = conn.recv(Constants.header_size).decode(Constants.text_format)
if msg_length:
msg_length = int(msg_length)
msg = conn.recv(msg_length).decode(Constants.text_format)
first_word = msg.split()[0]
full_command = msg.split()
match first_word:
case "connection_check":
connected = False
send_data(conn, "received".encode(Constants.encoding))
case "server":
connected = False
response_dict = {
"threads": threading.active_count(),
"lobby": self.lobby,
"game_count": len(self.game_dict),
"games": self.game_dict
}
lobby_state = json.dumps(response_dict, cls=SummaryEncoder, indent=2)
send_data(conn, lobby_state.encode(Constants.encoding))
case "lobby":
connected = False
if full_command[1] == "join" and len(full_command) > 2:
joining_player_name = ' '.join(full_command[2:])
joining_player_id = str(shortuuid.uuid())
joining_player = LobbyMember(joining_player_name, joining_player_id)
self.lobby.append(joining_player)
message = f"lobby joined {joining_player_id}"
send_data(conn, message.encode(Constants.encoding))
elif full_command[1] == "leave" and len(full_command) > 2:
temp_lobby = []
for player in self.lobby:
if player.player_id != full_command[2]:
temp_lobby.append(player)
self.lobby = temp_lobby
self.send_lobby_state(conn)
elif full_command[1] == "get_status" and len(full_command) == 3:
found = False
for player in self.lobby:
if full_command[2] == player.player_id:
player.last_active_time = time.time() # update last active time
self.send_lobby_state(conn)
found = True
for player in self.gamers:
if full_command[2] == player.player_id:
message = f"game joined {player.game_id}"
send_data(conn, message.encode(Constants.encoding))
found = True
# this only runs if we somehow receive an invalid player id
if not found:
message = f"Unable to find any player with player id: {full_command[2]}"
send_data(conn, message.encode(Constants.encoding))
elif full_command[1] == "ready" and len(full_command) > 2:
ready_check = 0
for player in self.lobby:
if player.player_id == full_command[2]:
player.is_ready = True
if player.is_ready:
ready_check += 1
print(f"ready check: {ready_check}")
if ready_check == len(self.lobby):
new_game_id = str(uuid.uuid4())
for player in self.lobby:
print(f"lobby player: {player.name}")
players_to_remove = []
for player in self.lobby:
if player.is_ready:
new_gamer = GameMember(player.player_id, player.name, new_game_id)
self.gamers.append(new_gamer)
players_to_remove.append(player)
for player in players_to_remove:
self.lobby.remove(player)
# START GAME
new_game = Game(load_game_data(new_game_id, "base1", self.gamers))
self.game_dict[new_game.game_id] = new_game
print(f"size of game dict: {len(self.game_dict)}")
message = f"game joined {new_game_id}"
send_data(conn, message.encode(Constants.encoding))
else:
self.send_lobby_state(conn)
elif full_command[1] == "unready" and len(full_command) > 2:
for player in self.lobby:
if player.player_id == full_command[2]:
player.is_ready = False
self.send_lobby_state(conn)
else:
send_data(conn, "invalid message".encode(Constants.encoding))
case "game":
connected = False
if full_command[1] == "get_status" and len(full_command) == 3:
print(full_command[2])
print(len(self.game_dict))
for game in self.game_dict:
print(f"game id: {game}")
game_id = full_command[2]
game = self.game_dict.get(game_id)
if not game:
message = "game state error: game not found"
send_data(conn, message.encode(Constants.encoding))
else:
self.send_game_state(conn, full_command[2])
case _:
connected = False
send_data(conn, "invalid message".encode(Constants.encoding))
print(f"[{addr}] {msg}")
conn.close()
def start(self):
self.server_socket.listen()
print(f"server is listening on {socket.gethostbyname(socket.gethostname())}")
while True:
conn, addr = self.server_socket.accept()
thread = threading.Thread(target=self.handle_client, args=(conn, addr))
thread.start()
print(f"\nActive threads: {threading.active_count() - 1}")
def send_lobby_state(self, conn):
lobby_data = []
for lobby_member in self.lobby:
player_dict = {
"name": lobby_member.name,
"player_id": lobby_member.player_id,
"is_ready": lobby_member.is_ready
}
lobby_data.append(player_dict)
response = f"lobby state {json.dumps(lobby_data)}"
send_data(conn, response.encode(Constants.encoding))
def send_game_state(self, conn, game_id):
game = self.game_dict.get(game_id)
if not game:
response = "game state error: game not found"
else:
game_json = json.dumps(game, cls=GameObjectEncoder, indent=2)
response = f"game state {game_json}"
send_data(conn, response.encode(Constants.encoding))
def load_game_data(game_id, preset, player_list_from_lobby):
monster_query = ""
monster_stack = []
citizen_query = ""
citizen_stack = []
domain_query = "select_random_domains"
domain_stack = []
duke_query = "select_random_dukes"
duke_stack = []
starter_query = "SELECT * FROM starters"
starter_stack = []
player_list = []
citizen_grid: List[List[Citizen]] = [[] for _ in range(10)]
domain_grid: List[List[Domain]] = [[] for _ in range(5)]
monster_grid: List[List[Monster]] = [[] for _ in range(5)]
die_one = 0
die_two = 0
die_sum = 0
exhausted_count = 0
effects = {
"roll_phase": [],
"harvest_phase": [],
"action_phase": []
}
action_required = {
"player_id": "",
"action": ""
}
match preset:
case "base1":
monster_query = "select_base1_monsters"
citizen_query = "select_base1_citizens"
case "base2":
monster_query = "select_base2_monsters"
citizen_query = "select_base2_citizens"
try:
my_connect = mariadb.connect(user='vckonline', password='vckonline', host='127.0.0.1',
database='vckonline')
my_cursor = my_connect.cursor(dictionary=True)
my_cursor.callproc(monster_query)
results = my_cursor.fetchall()
for row in results:
my_monster = Monster(row['id_monsters'], row['name'], row['area'], row['monster_type'],
row['monster_order'], row['strength_cost'], row['magic_cost'], row['vp_reward'],
row['gold_reward'], row['strength_reward'], row['magic_reward'],
row['has_special_reward'], row['special_reward'], row['has_special_cost'],
row['special_cost'], row['is_extra'], row['expansion'])
monster_stack.append(my_monster)
my_cursor.callproc(citizen_query)
citizen_count = 5
if len(player_list_from_lobby) == 5:
citizen_count = 6
results = my_cursor.fetchall()
for row in results:
for i in range(citizen_count):
my_citizen = Citizen(row['id_citizens'], row['name'], row['gold_cost'], row['roll_match1'],
row['roll_match2'], row['shadow_count'], row['holy_count'], row['soldier_count'],
row['worker_count'], row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'],
row['special_citizen'],
row['expansion'])
citizen_stack.append(my_citizen)
my_cursor.callproc(domain_query)
results = my_cursor.fetchall()
for row in results:
my_domain = Domain(row['id_domains'], row['name'], row['gold_cost'], row['shadow_count'], row['holy_count'],
row['soldier_count'], row['worker_count'], row['vp_reward'],
row['has_activation_effect'], row['has_passive_effect'], row['passive_effect'],
row['activation_effect'], row['text'], row['expansion'])
domain_stack.append(my_domain)
my_cursor.callproc(duke_query)
results = my_cursor.fetchall()
for row in results:
my_duke = Duke(row['id_dukes'], row['name'], row['gold_mult'], row['strength_mult'], row['magic_mult'],
row['shadow_mult'], row['holy_mult'], row['soldier_mult'], row['worker_mult'],
row['monster_mult'], row['citizen_mult'], row['domain_mult'], row['boss_mult'],
row['minion_mult'], row['beast_mult'], row['titan_mult'], row['expansion'])
duke_stack.append(my_duke)
my_cursor.execute(starter_query)
my_result = my_cursor.fetchall()
for row in my_result:
my_starter = Starter(row['id_starters'], row['name'], row['roll_match1'], row['roll_match2'],
row['gold_payout_on_turn'], row['gold_payout_off_turn'],
row['strength_payout_on_turn'], row['strength_payout_off_turn'],
row['magic_payout_on_turn'], row['magic_payout_off_turn'],
row['has_special_payout_on_turn'], row['has_special_payout_off_turn'],
row['special_payout_on_turn'], row['special_payout_off_turn'], row['expansion'])
starter_stack.append(my_starter)
except Exception as e:
print(f"Error: {e}")
finally:
my_cursor.close()
my_connect.close()
print(f"size of monster stack: {len(monster_stack)}")
print(f"size of citizen stack: {len(citizen_stack)}")
print(f"size of domain stack: {len(domain_stack)}")
print(f"size of duke stack: {len(duke_stack)}")
print(f"size of starter stack: {len(starter_stack)}")
# create players and determine order
for player in player_list_from_lobby:
my_player = Player(player.player_id, player.name)
player_list.append(my_player)
random.shuffle(player_list)
player_list[0].is_first = True
# give players starters and dukes
for player in player_list:
player.owned_starters.append(starter_stack[0])
player.owned_starters.append(starter_stack[1])
for i in range(2):
player.owned_dukes.append(duke_stack.pop())
# deal monsters onto the board
grouped_monsters = {}
for monster in monster_stack:
area = monster.area
if area in grouped_monsters:
grouped_monsters[area].append(monster)
else:
grouped_monsters[area] = [monster]
# Reverse the order of each group by monster_order
for area, monsters in grouped_monsters.items():
monsters.sort(key=lambda item: item.order, reverse=True)
areas = list(grouped_monsters.keys())
chosen_areas = random.sample(areas, 5)
for i, area in enumerate(chosen_areas):
monsters = grouped_monsters[area]
monster_grid[i].extend(monsters)
for i, stack in enumerate(monster_grid):
for monster in stack:
monster.toggle_visibility(True)
# Make the last monster in the stack accessible
stack[-1].toggle_accessibility(True)
monster_stack = []
# deal citizens onto the board
# Create a dictionary to store citizen lists with roll numbers as keys
citizens_by_roll = {roll: [] for roll in [1, 2, 3, 4, 5, 6, 7, 8, 9, 11]}
# Group citizens by roll number
for citizen in citizen_stack:
citizen.toggle_visibility()
citizens_by_roll[citizen.roll_match1].append(citizen)
for roll in citizens_by_roll:
# Map 11 roll to index 9
index = roll - 1 if roll < 11 else 9
citizens = citizens_by_roll[roll]
citizen_grid[index].extend(list(citizens))
# Make the first citizen in each list accessible
citizen_grid[index][-1].toggle_accessibility(True)
citizen_stack = []
# Deal the domains into the stacks
for i in range(5):
stack = domain_grid[i]
for j in range(3):
if j == 2: # top domain is visible and accessible
domain = domain_stack.pop()
domain.toggle_visibility(True)
domain.toggle_accessibility(True)
stack.append(domain)
else: # other domains are not visible or accessible
domain = domain_stack.pop()
stack.append(domain)
# Create a dictionary to store all the stacks
game_state = {'game_id': game_id,
'player_list': player_list,
'monster_grid': monster_grid,
'citizen_grid': citizen_grid,
'domain_grid': domain_grid,
'die_one': die_one,
'die_two': die_two,
'die_sum': die_sum,
'exhausted_count': exhausted_count,
'effects': effects,
'action_required': action_required}
# Return the dictionary
return game_state
if __name__ == '__main__':
print("server starting")
server = ServerVCKO()
server.start()