feat: expand network connection implementation
This commit is contained in:
105
tetris/online.py
105
tetris/online.py
@@ -1,49 +1,130 @@
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import asyncio
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from os import stat
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import websockets
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import json
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import queue # refer to https://docs.python.org/3/library/queue.html for multi-threading
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from typing import Dict
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from threading import Thread
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class MultiplayerService():
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_thread = None
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_receive_piece_queue = queue.Queue()
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_send_piece_queue = queue.Queue()
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_current_game_id = None
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@classmethod
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def init(cls):
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def init(cls) -> None:
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thread = Thread(target=asyncio.get_event_loop().run_until_complete,\
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args=(_NetworkConnectionService.init(),))
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thread.start()
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@classmethod
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def quit(cls):
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def enter_game(cls, game_id: str) -> None:
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cls._current_game_id = game_id
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_NetworkConnectionService._join_game = True
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pass
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@classmethod
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def send_piece(cls, piece: "PieceDto") -> None:
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cls._send_piece_queue.put(piece)
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@classmethod
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def try_receive_piece(cls) -> "PieceDto":
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return cls._receive_piece_queue.get() if not cls._receive_piece_queue.empty() else None
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@classmethod
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def quit(cls) -> None:
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_NetworkConnectionService.close_connection()
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class _NetworkConnectionService():
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_URI = "ws://localhost:5001" # TODO get from config file
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_websocket = None
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_URI = "ws://webapi.tetri5.com"
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_is_closed = False
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_join_game = False
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@classmethod
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async def init(cls):
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async def init(cls) -> None:
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await cls._connect_to_server()
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await cls._run_network_loop()
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@classmethod
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def close_connection(cls):
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def close_connection(cls) -> None:
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cls._is_closed = True
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@classmethod
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async def _run_network_loop(cls):
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async def _run_network_loop(cls) -> None:
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while True:
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await asyncio.sleep(16e-3)
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await cls._websocket.send("ping")
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print(await cls._websocket.recv())
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await asyncio.sleep(16e-3) # TODO add clock tick instead
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await cls._try_enter_game()
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await cls._try_send_piece()
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# await cls._try_receive_message()
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# if conection is closed, exit loop
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if cls._is_closed:
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await cls._websocket.close()
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break
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@classmethod
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async def _connect_to_server(cls):
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print("Connecting to server...")
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async def _try_enter_game(cls) -> None:
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if not cls._join_game:
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return
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json_message = json.dumps({"action": "enter_game", "gameId": MultiplayerService._current_game_id})
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await cls._websocket.send(json_message)
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json_response = await cls._websocket.recv()
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print(json_response)
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cls._join_game = False
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@classmethod
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async def _try_send_piece(cls) -> None:
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# if no messages to proccess, return
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if MultiplayerService._send_piece_queue.empty():
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return
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# get next piece to send and send to server
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piece = MultiplayerService._send_piece_queue.get()
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# construct json message
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message = {}
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message["action"] = "send_piece"
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message["gameId"] = MultiplayerService._current_game_id
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message["piece"] = piece.__dict__()
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await cls._websocket.send(json.dumps(message))
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@classmethod
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async def _try_receive_message(cls) -> None:
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try:
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async for message in cls._websocket:
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data = json.loads(message)
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print(data)
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# if message type is receive_piece, put it in the receive queue
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if data["type"] == "receive_piece":
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# convert Dict to PieceDto
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MultiplayerService._receive_piece_queue.put(PieceDto.create(data["piece"]))
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finally:
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pass # TODO handle connection closed exception
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@classmethod
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async def _connect_to_server(cls) -> None:
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print("Connecting to server...") # TODO replace with logging
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cls._websocket = await websockets.connect(cls._URI, ping_interval=None)
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# ping_interval=None is important, otherwise the server will disconnect us
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# https://stackoverflow.com/a/58993145/11512104
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print("Connected to server...")
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print("Connected to server...") # TODO replace with logging
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# DTOs
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class PieceDto():
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def __init__(self, x: int, y: int, type_: str) -> None:
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self.x = x
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self.y = y
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self.type = type_
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pass
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@staticmethod
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def create(data: Dict) -> "PieceDto":
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return PieceDto(data["x"], data["y"], data["type"])
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