Integrated WS server

This commit is contained in:
Eden Kirin
2023-03-25 17:23:00 +01:00
parent 8971c64713
commit 1b745c756f
8 changed files with 117 additions and 108 deletions

View File

@ -1,11 +1,22 @@
from hopper.engine import GameEngine, GameEngineFactory
from typing import Optional
game_engine: GameEngine
from hopper.engine import GameEngine, GameEngineFactory
from hopper.ws_server import WSServer
game_engine: Optional[GameEngine] = None
def create_game_engine() -> GameEngine:
global game_engine
game_engine = GameEngineFactory.create_default()
if game_engine:
raise RuntimeError("Can't call create_game_engine() more than once!")
ws_server = WSServer(daemon=True)
ws_server.start()
game_engine = GameEngineFactory.create_default(ws_server=ws_server)
return game_engine

View File

@ -15,7 +15,6 @@ from hopper.api.dto import (
from hopper.engine import GameEngine
from hopper.enums import Direction, PlayerMoveResult
from hopper.errors import Collision, PositionOutOfBounds
from hopper.ws_client import ws_send_game_state
router = APIRouter()

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@ -1,26 +1,29 @@
import asyncio
import logging
from typing import Optional
from hopper.enums import Direction, PlayerMoveResult
from hopper.errors import Collision, PositionOutOfBounds
from hopper.models.board import (
BOARD_DUMP_CHARS,
BoardLayout,
Destination,
GameBoard,
Layer,
LayerObject,
ObjectType,
create_random_position, BoardLayout,
create_random_position,
)
from hopper.models.player import Player, PlayerList, Position
from hopper.watchdog import InactivityWatchdog
from hopper.ws_client import ws_send_game_state
from hopper.ws_server import WSServer
from settings import settings
class GameEngine:
def __init__(self, board: GameBoard) -> None:
def __init__(self, board: GameBoard, ws_server: Optional[WSServer] = None) -> None:
self.board = board
self.ws_server = ws_server
self.players = PlayerList()
self._inacivity_watchdog = None
self.__debug_print_board()
@ -59,11 +62,14 @@ class GameEngine:
logging.info(f"Starting new game for player: {player}")
self.__debug_print_board()
await ws_send_game_state()
if self.ws_server:
await self.ws_server.send_game_state()
return player
async def move_player(self, player: Player, direction: Direction) -> PlayerMoveResult:
async def move_player(
self, player: Player, direction: Direction
) -> PlayerMoveResult:
player.reset_timeout()
new_position = Position(player.position.x, player.position.y)
@ -91,7 +97,8 @@ class GameEngine:
player.position = new_position
player.move_count += 1
await ws_send_game_state()
if self.ws_server:
await self.ws_server.send_game_state()
if self.is_player_on_destination(player):
logging.info(f"Player {player} reached destination!")
@ -116,12 +123,14 @@ class GameEngine:
def get_board_layout(self) -> BoardLayout:
return BoardLayout(board=self.board, players=self.players)
class GameEngineFactory:
@staticmethod
def create(
board_width: int,
board_height: int,
obstacle_count: int = 0,
ws_server: Optional[WSServer] = None,
) -> GameEngine:
board = GameBoard(
width=board_width,
@ -138,16 +147,20 @@ class GameEngineFactory:
)
board.layers.append(obstacle_layer)
game = GameEngine(board=board)
game = GameEngine(
board=board,
ws_server=ws_server,
)
GameEngineFactory.__add_test_player(game.players)
return game
@staticmethod
def create_default() -> GameEngine:
def create_default(ws_server: Optional[WSServer] = None) -> GameEngine:
return GameEngineFactory.create(
board_width=settings.board.WIDTH,
board_height=settings.board.HEIGHT,
obstacle_count=settings.board.OBSTACLE_COUNT,
ws_server=ws_server,
)
@staticmethod

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@ -3,15 +3,19 @@ import datetime
import logging
import time
from threading import Thread
from typing import Optional
from hopper.models.player import PlayerList
from hopper.ws_client import ws_send_game_state
from hopper.ws_server import WSServer
from settings import settings
class InactivityWatchdog(Thread):
def __init__(self, players: PlayerList, *args, **kwargs) -> None:
def __init__(
self, players: PlayerList, ws_server: Optional[WSServer] = None, *args, **kwargs
) -> None:
self.players = players
self.ws_server = ws_server
self.stopped = False
super().__init__(*args, **kwargs)
@ -57,8 +61,10 @@ class InactivityWatchdog(Thread):
self.send_game_state()
def send_game_state(self):
if not self.ws_server:
return
logging.info("Sending WS game state")
asyncio.run(ws_send_game_state())
asyncio.run(self.ws_server.send_game_state())
def stop(self) -> None:
self.stopped = True

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@ -1,35 +0,0 @@
import json
import logging
from contextlib import asynccontextmanager
import websockets
from websockets.exceptions import ConnectionClosed
from hopper.models.ws_dto import GameStateDto
from settings import settings
@asynccontextmanager
async def create_ws_client(path: str) -> websockets.WebSocketServerProtocol:
ws_uri = f"ws://{settings.ws_server.HOST}:{settings.ws_server.PORT}{path}"
async with websockets.connect(uri=ws_uri) as websocket:
yield websocket
async def ws_send_game_state() -> None:
# avoid circular imports
from hopper.api.dependencies import get_game_engine
try:
async with create_ws_client("/game-state") as websocket:
engine = get_game_engine()
game_state = GameStateDto(
board=engine.board,
destination=engine.board.destination,
players=engine.players,
layers=engine.get_board_layout().layers,
)
await websocket.send(json.dumps(game_state.dict()))
except (OSError, ConnectionClosed) as ex:
logging.error(f"Error sending WS state: {ex}")

73
hopper/ws_server.py Normal file
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@ -0,0 +1,73 @@
import asyncio
import json
import logging
from threading import Thread
import websockets
from websockets import WebSocketServerProtocol
from hopper.models.ws_dto import GameStateDto
from settings import settings
class WSServer(Thread):
def __init__(self, *args, **kwargs) -> None:
self.connected_clients = set[WebSocketServerProtocol]()
super().__init__(*args, **kwargs)
async def ws_handler(self, websocket: WebSocketServerProtocol) -> None:
self.connected_clients.add(websocket)
logging.info(f"Add client: {websocket.id}")
try:
await self.send_game_state_to_client(websocket)
finally:
self.connected_clients.remove(websocket)
logging.info(f"Remove client: {websocket.id}")
def _create_game_state_message(self) -> str:
# avoid circular imports
from hopper.api.dependencies import get_game_engine
engine = get_game_engine()
game_state = GameStateDto(
board=engine.board,
destination=engine.board.destination,
players=engine.players,
layers=engine.get_board_layout().layers,
)
return json.dumps(game_state.dict())
async def send_game_state_to_client(
self, websocket: WebSocketServerProtocol
) -> None:
message = self._create_game_state_message()
logging.debug(f"Sending game state to client: {websocket.id}")
await websocket.send(message)
async def send_game_state(self) -> None:
if not self.connected_clients:
return
message = self._create_game_state_message()
logging.debug(
f"Sending game state to clients: {self.connected_clients}: {message}"
)
for client in self.connected_clients:
await client.send(message)
async def run_async(self) -> None:
logging.info(
f"Starting FairHopper Websockets Server on {settings.ws_server.HOST}:{settings.ws_server.PORT}"
)
async with websockets.serve(
ws_handler=self.ws_handler,
host=settings.ws_server.HOST,
port=settings.ws_server.PORT,
):
await asyncio.Future() # run forever
def run(self) -> None:
asyncio.run(self.run_async())