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server.py
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from utils import ClientServer, GAME_START_TIME, STEP_SPEED, DO_TIMES, ui_manager, assets
from json import loads, dumps
from time import time, sleep
import socketserver
import numpy as np
import threading
import signal
import sys
import pygame
SERVER_ADDRESS = ("localhost", 2527)
class GameServer:
def __init__(self):
self.lock = threading.Lock()
self.clients = {}
self.steps = []
self.start_time = time()
self.correct_key = np.random.randint(0, 8)
self.alive = True
self.success = False
self.max_clients = 8
def generate_client_id(self):
with self.lock:
return max(self.clients.keys(), default=-1) + 1
def generate_steps(self):
with self.lock:
self.steps = ClientServer.generate_steps()
def update_game_status(self, client_id, data):
with self.lock:
if data.get("quit"):
self.alive = False
if data.get("clicked"):
self.handle_click_event(client_id)
def handle_click_event(self, client_id):
pygame.init()
screen_result = pygame.display.set_mode((300, 200))
pygame.display.set_caption("Limbo!")
pygame.display.set_icon(assets.assets['logo'])
self.success = self.correct_key == client_id
win_lose_bg = pygame.transform.scale(assets.assets['resultBG'], (300, 200))
if self.success:
title, text = "Congratulations!", "You did it :)"
title_color, text_color = (0, 171, 102), (46, 139, 87)
else:
title, text = "Not even close", "Give it another try"
title_color, text_color = (220, 20, 60), (240, 128, 128)
title_surface = ui_manager.render_text(title, color=title_color, use_shadow=True, font_size=32)
text_surface = ui_manager.render_text(text, color=text_color, use_shadow=True, font_size=26)
CLOSE_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(CLOSE_EVENT, 5000)
self.display_result_screen(screen_result, win_lose_bg, title_surface, text_surface, CLOSE_EVENT)
self.alive = False
pygame.quit()
sys.exit()
def display_result_screen(self, screen, bg, title_surface, text_surface, close_event):
running_result = True
while running_result:
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == close_event:
running_result = False
if running_result:
screen.blit(bg, (0, 0))
screen.blit(title_surface, (150 - title_surface.get_width() / 2, 50))
screen.blit(text_surface, (150 - text_surface.get_width() / 2, 150))
pygame.display.flip()
def get_reply(self, client_id):
current_time = time() - self.start_time
if not self.alive:
return {"close": True}
return {
"id": client_id,
"position": ClientServer.get_pos(client_id, current_time, self.steps),
"alive": self.alive,
"highlight": 1 if client_id == self.correct_key and 2 < current_time < 3 else -1,
"success": self.success,
"clickable": current_time > GAME_START_TIME + STEP_SPEED * DO_TIMES + 0.5,
}
def remove_client(self, client_id):
with self.lock:
self.clients.pop(client_id, None)
if not self.clients:
self.alive = False
class ServerHandler(socketserver.BaseRequestHandler):
def setup(self):
self.client_id = game_server.generate_client_id()
if self.client_id >= game_server.max_clients or not game_server.alive:
self.request.close()
return
game_server.clients[self.client_id] = self.request
if len(game_server.clients) == 1:
game_server.generate_steps()
game_server.start_time = time()
self.heartbeat_thread = threading.Thread(target=self.send_heartbeat)
self.heartbeat_thread.daemon = True
self.heartbeat_thread.start()
def handle(self):
try:
while game_server.alive:
data = loads(self.request.recv(1024).decode('utf-8'))
game_server.update_game_status(self.client_id, data)
self.send_reply()
except (OSError, ConnectionResetError):
pass
except Exception as e:
print(f"Unexpected error: {e}")
def send_reply(self):
try:
reply = game_server.get_reply(self.client_id)
self.request.sendall(dumps(reply).encode('utf-8') + b'\n')
except Exception as e:
print(f"Error sending reply to client {self.client_id}: {e}")
def send_heartbeat(self):
while game_server.alive:
sleep(5)
try:
self.request.sendall(dumps({"heartbeat": True}).encode('utf-8') + b'\n')
except OSError:
break
def finish(self):
game_server.remove_client(self.client_id)
def signal_handler(sig, frame):
try:
if server:
server.shutdown()
server.server_close()
except Exception as e:
print(f"Error shutting down server: {e}")
finally:
sys.exit(0)
if __name__ == '__main__':
server = None
try:
game_server = GameServer()
server = socketserver.ThreadingTCPServer(SERVER_ADDRESS, ServerHandler)
server.allow_reuse_address = True
signal.signal(signal.SIGINT, signal_handler)
signal.signal(signal.SIGTERM, signal_handler)
server.serve_forever()
except Exception as e:
print(f"Error: {e}")
finally:
if server:
server.shutdown()
server.server_close()