fix: change to 7x6 boards, terminate games on error, example_client.py keep alive

This commit is contained in:
2025-11-20 16:10:57 -05:00
Unverified
parent 348e8ae786
commit 3669a54eea
4 changed files with 67 additions and 55 deletions

View File

@@ -1,22 +1,18 @@
import asyncio
import itertools
import websockets
from enum import Enum
from websockets import ConnectionClosed
def calculate_move(opponent_move, board):
async def calculate_move(opponent_move, board):
if opponent_move is not None:
print(f"Opponent played column {opponent_move}")
# TODO: Implement your move calculation logic here instead
# Use the board variable to see and set the current state of the board
return int(input("Column: "))
loop = asyncio.get_running_loop()
return int(await loop.run_in_executor(None, input, "Column: "))
async def gameloop(socket):
board = [[None] * 5 for _ in range(6)]
board = [[None] * 6 for _ in range(7)]
while True: # While game is active, continually anticipate messages
message = (await socket.recv()).split(':') # Receive message from server
@@ -27,41 +23,26 @@ async def gameloop(socket):
case 'GAME':
if message[1] == 'START':
if message[2] == '1':
col = calculate_move(None, board) # calculate_move is some arbitrary function you have created to figure out the next move
col = await calculate_move(None, board) # calculate_move is some arbitrary function you have created to figure out the next move
await socket.send(f'PLAY:{col}') # Send your move to the sever
if (message[1] == 'WINS') | (message[1] == 'LOSS') | (message[1] == 'DRAW') | (message[1] == 'TERMINATED'): # Game has ended
print(message[0]+message[1])
board = [[None] * 5 for _ in range(6)]
our_color = None
opponent_color = None
print(message[0]+":"+message[1])
board = [[None] * 6 for _ in range(7)]
await socket.send('READY')
case 'OPPONENT': # Opponent has gone; calculate next move
col = calculate_move(message[1], board) # Give your function your opponent's move
col = await calculate_move(message[1], board) # Give your function your opponent's move
await socket.send(f'PLAY:{col}') # Send your move to the sever
case 'ERROR':
print(f"{message[0]}: {':'.join(message[1:])}")
break
await socket.close()
async def keepalive(websocket, ping_interval=30):
for ping in itertools.count():
await asyncio.sleep(ping_interval)
try:
await websocket.send("PING")
except ConnectionClosed:
break
async def join_server(username):
async with websockets.connect(f'wss://connect4.abunchofknowitalls.com') as socket: # Establish websocket connection
keepalive_task = asyncio.create_task(keepalive(socket))
try:
await socket.send(f'CONNECT:{username}')
await gameloop(socket)
finally:
keepalive_task.cancel()
async with websockets.connect(f'wss://connect4.abunchofknowitalls.com', ping_interval=30, ping_timeout=30) as socket: # Establish websocket connection
await socket.send(f'CONNECT:{username}')
await gameloop(socket)
if __name__ == '__main__': # Program entrypoint