feat: expand network connection implementation

This commit is contained in:
2021-07-06 00:19:59 -04:00
parent f67bfcfb24
commit 4790b994b1

View File

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