fix: example client bug fixes & handle ping/pongs on server
This commit is contained in:
@@ -7,13 +7,7 @@ class Slot(Enum):
|
||||
RED = 1
|
||||
BLUE = 2
|
||||
|
||||
# Global board state (6 columns x 5 rows)
|
||||
board = [[Slot.NONE] * 5 for _ in range(6)]
|
||||
|
||||
our_color = None
|
||||
opponent_color = None
|
||||
|
||||
def calculate_move(opponent_move):
|
||||
def calculate_move(opponent_move, board, our_color, opponent_color):
|
||||
if opponent_move is not None:
|
||||
print(f"Opponent played column {opponent_move}")
|
||||
# TODO: Implement your move calculation logic here instead
|
||||
@@ -21,25 +15,30 @@ def calculate_move(opponent_move):
|
||||
return int(input("Column: "))
|
||||
|
||||
async def gameloop (socket):
|
||||
while socket.open: # While game is active, continually anticipate messages
|
||||
board = [[Slot.NONE] * 5 for _ in range(6)]
|
||||
our_color = Slot.NONE
|
||||
opponent_color = Slot.NONE
|
||||
while True: # While game is active, continually anticipate messages
|
||||
message = (await socket.recv()).split(':') # Receive message from server
|
||||
print(f"Received message: {message}")
|
||||
|
||||
match message[0]:
|
||||
case 'CONNECT:ACK':
|
||||
case 'CONNECT':
|
||||
await socket.send('READY')
|
||||
|
||||
case 'GAMESTART': # Game has started
|
||||
if message[1] == '1':
|
||||
our_color = Slot.RED
|
||||
opponent_color = Slot.BLUE
|
||||
col = calculate_move(None) # 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
|
||||
else:
|
||||
our_color = Slot.BLUE
|
||||
opponent_color = Slot.RED
|
||||
case 'GAME':
|
||||
if message[1] == 'START':
|
||||
if message[2] == '1':
|
||||
our_color = Slot.RED
|
||||
opponent_color = Slot.BLUE
|
||||
col = calculate_move(None, board, our_color, opponent_color) # 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
|
||||
else:
|
||||
our_color = Slot.BLUE
|
||||
opponent_color = Slot.RED
|
||||
|
||||
case 'OPPONENT': # Opponent has gone; calculate next move
|
||||
col = calculate_move(message[1]) # Give your function your opponent's move
|
||||
col = calculate_move(message[1], board, our_color, opponent_color) # Give your function your opponent's move
|
||||
await socket.send(f'PLAY:{col}') # Send your move to the sever
|
||||
|
||||
case 'WIN' | 'LOSS' | 'DRAW' | 'TERMINATED': # Game has ended
|
||||
@@ -47,11 +46,18 @@ async def gameloop (socket):
|
||||
board = [[Slot.NONE] * 5 for _ in range(6)]
|
||||
our_color = None
|
||||
opponent_color = None
|
||||
await socket.send('READY')
|
||||
|
||||
case 'KICK':
|
||||
print("You have been kicked from the game")
|
||||
break
|
||||
|
||||
case 'ERROR':
|
||||
print(f"Error: {':'.join(message[1:])}")
|
||||
exit()
|
||||
|
||||
print(f"{message[0]}: {':'.join(message[1:])}")
|
||||
break
|
||||
|
||||
await socket.close()
|
||||
|
||||
async def join_server(username):
|
||||
async with websockets.connect(f'wss://connect4.abunchofknowitalls.com') as socket: # Establish websocket connection
|
||||
await socket.send(f'CONNECT:{username}')
|
||||
|
||||
Reference in New Issue
Block a user