136 lines
4.7 KiB
Python
136 lines
4.7 KiB
Python
import asyncio
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import logging
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from threading import Thread
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from typing import Iterable, Optional
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import websockets
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from websockets import WebSocketServerProtocol
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from websockets.exceptions import ConnectionClosedError, ConnectionClosedOK
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from hopper.models.player import Player
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from hopper.models.product import Product
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from hopper.models.ws_dto import (
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GameDumpDto,
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PlayerReachedDestinationDto,
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ProductPurchaseTimerDto,
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WSGameDumpMessage,
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WSMessage,
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WSPlayerReachedDestinationMessage,
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WSProductPurchaseTimerTickMessage,
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)
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class WSServer(Thread):
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def __init__(self, host: str, port: int) -> None:
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self.host = host
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self.port = port
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super().__init__(daemon=True)
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async def handler(self, websocket: WebSocketServerProtocol) -> None:
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"""New handler instance spawns for each connected client"""
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self.connected_clients.add(websocket)
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logging.info(f"Add client: {websocket.id}")
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try:
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# send initial game dump to connected client
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await self.send_game_dump_to_client(websocket)
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# loop and do nothing while client is connected
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connected = True
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while connected:
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try:
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# we're expecting nothing from client, but read if client sends a message
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await websocket.recv()
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except ConnectionClosedOK:
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logging.info(f"Connection closed OK for client: {websocket.id}")
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connected = False
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except ConnectionClosedError:
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logging.info(f"Connection closed error for client: {websocket.id}")
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connected = False
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finally:
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self.connected_clients.remove(websocket)
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logging.info(f"Remove client: {websocket.id}")
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async def send_message_to_client(
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self, client: WebSocketServerProtocol, message: WSMessage
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) -> None:
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message_str = message.to_str()
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logging.debug(
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f"Sending message {message.message} to clients: {self.connected_clients}: {message_str}"
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)
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await client.send(message_str)
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async def send_message_to_clients(self, message: WSMessage) -> None:
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for client in self.connected_clients:
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await self.send_message_to_client(client, message)
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def _create_game_dump_message(self) -> WSGameDumpMessage:
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# avoid circular imports
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from hopper.api.dependencies import get_game_engine
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engine = get_game_engine()
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game_dump = GameDumpDto(
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board=engine.board,
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destination=engine.board.destination,
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players=engine.players,
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layers=engine.get_board_layout().layers,
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)
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return WSGameDumpMessage(data=game_dump)
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async def send_game_dump_to_client(
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self, websocket: WebSocketServerProtocol
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) -> None:
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"""Send game dump to the client"""
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message = self._create_game_dump_message()
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logging.debug(f"Sending game dump to client: {websocket.id}")
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await websocket.send(message.to_str())
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async def send_game_dump(self) -> None:
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"""Broadcast game state to all connected clients"""
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message = self._create_game_dump_message()
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await self.send_message_to_clients(message)
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async def send_player_reached_destination_message(self, player: Player) -> None:
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message = WSPlayerReachedDestinationMessage(
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data=PlayerReachedDestinationDto(
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player=player,
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)
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)
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await self.send_message_to_clients(message)
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async def send_product_purchase_time_left_message(
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self, player: Player, time_left: int
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) -> None:
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message = WSProductPurchaseTimerTickMessage(
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data=ProductPurchaseTimerDto(
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player=player,
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time_left=time_left,
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)
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)
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await self.send_message_to_clients(message)
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async def send_product_purchase_done_message(
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self, player: Player, product: Optional[Product] = None
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) -> None:
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# message = WSProductPurchaseDoneMessage(
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# data=ProductPurchaseDoneDto(player=player, product=product),
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# )
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# await self.send_message_to_clients(message)
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...
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async def run_async(self) -> None:
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logging.info(
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f"Starting FairHopper Websockets Server on {self.host}:{self.port}"
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)
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async with websockets.serve(
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ws_handler=self.handler,
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host=self.host,
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port=self.port,
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):
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await asyncio.Future() # run forever
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def run(self) -> None:
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self.connected_clients = set[WebSocketServerProtocol]()
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asyncio.run(self.run_async())
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