fix: example client bug fixes & handle ping/pongs on server
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13
README.md
13
README.md
@@ -1 +1,14 @@
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# Connect4 Moderator - Server
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A WebSocket server for the Connect4 Moderator.
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An example client can be found in the [`example_client.py`](https://github.com/joshuafhiggins/connect4-moderator-server/blob/main/example_client.py) file.
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In order to run the example you need:
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- Python 3
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- `pip install websockets`
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- `pip install pip-system-certs`
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To run the example, run `python example_client.py`.
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The visual client for observing games/tournaments as well as managing games can be found at [`connect4-moderator-observer`](https://github.com/joshuafhiggins/connect4-moderator-observer).
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@@ -7,13 +7,7 @@ class Slot(Enum):
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RED = 1
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BLUE = 2
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# Global board state (6 columns x 5 rows)
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board = [[Slot.NONE] * 5 for _ in range(6)]
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our_color = None
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opponent_color = None
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def calculate_move(opponent_move):
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def calculate_move(opponent_move, board, our_color, opponent_color):
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if opponent_move is not None:
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print(f"Opponent played column {opponent_move}")
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# TODO: Implement your move calculation logic here instead
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@@ -21,25 +15,30 @@ def calculate_move(opponent_move):
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return int(input("Column: "))
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async def gameloop (socket):
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while socket.open: # While game is active, continually anticipate messages
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board = [[Slot.NONE] * 5 for _ in range(6)]
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our_color = Slot.NONE
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opponent_color = Slot.NONE
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while True: # While game is active, continually anticipate messages
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message = (await socket.recv()).split(':') # Receive message from server
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print(f"Received message: {message}")
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match message[0]:
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case 'CONNECT:ACK':
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case 'CONNECT':
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await socket.send('READY')
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case 'GAMESTART': # Game has started
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if message[1] == '1':
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our_color = Slot.RED
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opponent_color = Slot.BLUE
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col = calculate_move(None) # calculate_move is some arbitrary function you have created to figure out the next move
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await socket.send(f'PLAY:{col}') # Send your move to the sever
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else:
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our_color = Slot.BLUE
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opponent_color = Slot.RED
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case 'GAME':
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if message[1] == 'START':
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if message[2] == '1':
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our_color = Slot.RED
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opponent_color = Slot.BLUE
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col = calculate_move(None, board, our_color, opponent_color) # calculate_move is some arbitrary function you have created to figure out the next move
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await socket.send(f'PLAY:{col}') # Send your move to the sever
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else:
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our_color = Slot.BLUE
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opponent_color = Slot.RED
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case 'OPPONENT': # Opponent has gone; calculate next move
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col = calculate_move(message[1]) # Give your function your opponent's move
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col = calculate_move(message[1], board, our_color, opponent_color) # Give your function your opponent's move
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await socket.send(f'PLAY:{col}') # Send your move to the sever
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case 'WIN' | 'LOSS' | 'DRAW' | 'TERMINATED': # Game has ended
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@@ -47,10 +46,17 @@ async def gameloop (socket):
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board = [[Slot.NONE] * 5 for _ in range(6)]
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our_color = None
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opponent_color = None
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await socket.send('READY')
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case 'KICK':
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print("You have been kicked from the game")
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break
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case 'ERROR':
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print(f"Error: {':'.join(message[1:])}")
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exit()
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print(f"{message[0]}: {':'.join(message[1:])}")
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break
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await socket.close()
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async def join_server(username):
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async with websockets.connect(f'wss://connect4.abunchofknowitalls.com') as socket: # Establish websocket connection
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@@ -379,13 +379,13 @@ async fn handle_connection(
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info!("Client {} disconnected", addr);
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break;
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}
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Ok(_) => {
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let _ = send(&tx, "ERROR:UNKNOWN");
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}
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Ok(Message::Ping(b)) => { let _ = tx.send(Message::Pong(b)); }
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Ok(Message::Binary(_)) => { let _ = send(&tx, "ERROR:UNKNOWN"); }
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Ok(_) => { info!("Received pong/frame? Something fishy is happening") },
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Err(e) => {
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error!("WebSocket error for {}: {}", addr, e);
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break;
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}
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},
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}
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}
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