fix: example client bug fixes & handle ping/pongs on server

This commit is contained in:
2025-11-18 17:24:55 -05:00
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parent 45c6000bc4
commit 8d8a3ab3a5
3 changed files with 46 additions and 27 deletions

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@@ -1 +1,14 @@
# Connect4 Moderator - Server
A WebSocket server for the Connect4 Moderator.
An example client can be found in the [`example_client.py`](https://github.com/joshuafhiggins/connect4-moderator-server/blob/main/example_client.py) file.
In order to run the example you need:
- Python 3
- `pip install websockets`
- `pip install pip-system-certs`
To run the example, run `python example_client.py`.
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):
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
@@ -47,10 +46,17 @@ 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

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@@ -379,13 +379,13 @@ async fn handle_connection(
info!("Client {} disconnected", addr);
break;
}
Ok(_) => {
let _ = send(&tx, "ERROR:UNKNOWN");
}
Ok(Message::Ping(b)) => { let _ = tx.send(Message::Pong(b)); }
Ok(Message::Binary(_)) => { let _ = send(&tx, "ERROR:UNKNOWN"); }
Ok(_) => { info!("Received pong/frame? Something fishy is happening") },
Err(e) => {
error!("WebSocket error for {}: {}", addr, e);
break;
}
},
}
}