Files
tetri5/tetri5/online.py
2021-07-15 23:29:08 -04:00

285 lines
9.8 KiB
Python

import asyncio
import websockets
import json
import queue # refer to https://docs.python.org/3/library/queue.html for cross threading communication
import uuid
from typing import Dict, List
from threading import Thread
from tetri5.util import ConfigurationManager
class MultiplayerService():
_thread = None
_current_game_id = None
_client_id = str(uuid.uuid4())
""" QUEUES """
_receive_piece_queue = queue.Queue()
_send_piece_queue = queue.Queue()
_receive_stack_queue = queue.Queue()
_send_stack_queue = queue.Queue()
_receive_stats_queue = queue.Queue()
_send_stats_queue = queue.Queue()
_receive_message_queue = queue.Queue()
_send_message_queue = queue.Queue()
WAIT_FOR_OPPONENT = "wait_for_opponent"
START_GAME = "start_game"
@classmethod
def init(cls) -> None:
thread = Thread(target=asyncio.get_event_loop().run_until_complete,\
args=(_NetworkConnectionService.init(),))
thread.start()
""" SEND """
@classmethod
def send_piece(cls, piece: "PieceDto") -> None:
cls._send_piece_queue.put(piece)
@classmethod
def send_stack(cls, stack: "StackDto") -> None:
cls._send_stack_queue.put(stack)
@classmethod
def send_stats(cls, stats: "StatsDto") -> None:
cls._send_stats_queue.put(stats)
@classmethod
def send_message(cls, message: str) -> None:
cls._send_message_queue.put(message)
""" RECEIVE """
@classmethod
def try_receive_piece(cls) -> "PieceDto":
if cls._receive_piece_queue.empty():
return None
result = cls._receive_piece_queue.get()
cls._receive_piece_queue.task_done()
return result
@classmethod
def try_receive_stack(cls) -> "StackDto":
if cls._receive_stack_queue.empty():
return None
result = cls._receive_stack_queue.get()
cls._receive_stack_queue.task_done()
return result
@classmethod
def try_receive_stats(cls) -> "StatsDto":
if cls._receive_stats_queue.empty():
return None
result = cls._receive_stats_queue.get()
cls._receive_stats_queue.task_done()
return result
@classmethod
def try_receive_message(cls) -> str:
if cls._receive_message_queue.empty():
return None
result = cls._receive_message_queue.get()
cls._receive_message_queue.task_done()
return result
""" MISC """
@classmethod
def enter_game(cls, game_id: str) -> None:
cls._current_game_id = game_id
_NetworkConnectionService._join_game = True # TODO: change this to a function
@classmethod
def quit(cls) -> None:
_NetworkConnectionService.close_connection()
class _NetworkConnectionService():
_websocket = None
_is_closed = False
_join_game = False
_pending_receive_task = None
@classmethod
async def init(cls) -> None:
await cls._connect_to_server()
await cls._run_network_loop()
""" NETWORK SEND """
@classmethod
async def _try_enter_game(cls) -> None:
if not cls._join_game:
return
json_message = json.dumps({"action": "enter_game",\
"clientId": MultiplayerService._client_id,\
"gameId": MultiplayerService._current_game_id})
await cls._websocket.send(json_message)
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
json_message = json.dumps({"action": "send_piece",\
"clientId": MultiplayerService._client_id,\
"gameId": MultiplayerService._current_game_id,\
"piece": piece.__dict__})
await cls._websocket.send(json_message)
MultiplayerService._send_piece_queue.task_done()
@classmethod
async def _try_send_stack(cls) -> None:
# if no messages to proccess, return
if MultiplayerService._send_stack_queue.empty():
return
# get next stack to send and send to server
stack = MultiplayerService._send_stack_queue.get()
# construct json message
json_message = json.dumps({"action": "send_stack",\
"clientId": MultiplayerService._client_id,\
"gameId": MultiplayerService._current_game_id,\
"stack": stack.__dict__})
await cls._websocket.send(json_message)
MultiplayerService._send_stack_queue.task_done()
@classmethod
async def _try_send_stats(cls) -> None:
# if no messages to proccess, return
if MultiplayerService._send_stats_queue.empty():
return
# get next stats to send and send to server
stats = MultiplayerService._send_stats_queue.get()
# construct json message
json_message = json.dumps({"action": "send_stats",\
"clientId": MultiplayerService._client_id,\
"gameId": MultiplayerService._current_game_id,\
"stats": stats.__dict__})
await cls._websocket.send(json_message)
MultiplayerService._send_stats_queue.task_done()
@classmethod
async def _try_send_message(cls) -> None:
# if no messages to proccess, return
if MultiplayerService._send_message_queue.empty():
return
# get next message to send and send to server
message = MultiplayerService._send_message_queue.get()
await cls._websocket.send(message)
MultiplayerService._send_message_queue.task_done()
""" NETWORK RECEIVE """
# todo refactor
@classmethod
async def _try_receive_message(cls) -> None:
try:
task = cls._pending_receive_task or asyncio.create_task(cls._websocket.recv())
done, pending = await asyncio.wait({task}, timeout=2e-3) # TODO experiment with the timeout
if task in done:
json_str = await task
if json_str == "pong":
print("pong")
cls._pending_receive_task = None
return
data = json.loads(json_str)
if data["type"] == "wait_for_opponent":
MultiplayerService._receive_message_queue.put(MultiplayerService.WAIT_FOR_OPPONENT)
if data["type"] == "start_game":
MultiplayerService._receive_message_queue.put(MultiplayerService.START_GAME)
if data["type"] == "receive_piece":
MultiplayerService._receive_piece_queue.put(PieceDto.create(data["piece"]))
if data["type"] == "receive_stack":
MultiplayerService._receive_stack_queue.put(StackDto.create(data["stack"]))
if data["type"] == "receive_stats":
MultiplayerService._receive_stats_queue.put(StatsDto.create(data["stats"]))
if data["type"] == "exit_game":
print("Exit the game!")
cls.close_connection()
cls._pending_receive_task = None
elif len(pending):
cls._pending_receive_task = pending.pop()
finally:
pass # TODO handle connection closed exception and attempt to reconnect
""" MISC """
@classmethod
async def _run_network_loop(cls) -> None:
while True:
await asyncio.sleep(2e-3) # TODO add clock tick instead
await cls._try_enter_game()
await cls._try_send_piece()
await cls._try_send_stack()
await cls._try_send_stats()
await cls._try_send_message()
await cls._try_receive_message()
# if conection is closed, exit loop
if cls._is_closed:
await cls._websocket.close()
break
# ping_interval=None is important, otherwise the server will disconnect us
# https://stackoverflow.com/a/58993145/11512104
@classmethod
async def _connect_to_server(cls) -> None:
print("Connecting to server...") # TODO replace with logging
url = ConfigurationManager.get("online", "server-url")
cls._websocket = await websockets.connect(url, ping_interval=None)
print("Connected to server...") # TODO replace with logging
@classmethod
def close_connection(cls) -> None:
cls._is_closed = True
# DTOs
class PieceDto():
def __init__(self, points: List, center: List, base_color: str, inner_color: str, outer_color: str) -> None:
self.points = points
self.center = center
self.base_color = base_color
self.inner_color = inner_color
self.outer_color = outer_color
@staticmethod
def create(data: Dict) -> "PieceDto":
return PieceDto(data["points"], data["center"], data["base_color"], data["inner_color"], data["outer_color"])
class StackDto():
def __init__(self, points: List, square_colors: List[Dict]) -> None:
self.points = points
self.square_colors = square_colors
@staticmethod
def create(data: Dict) -> "StackDto":
return StackDto(data["points"], data["square_colors"])
class StatsDto():
def __init__(self, score: int, lines: int, is_well_full: bool) -> None:
self.score = score
self.lines = lines
self.is_well_full = is_well_full
@staticmethod
def create(data: Dict) -> "StatsDto":
return StatsDto(data["score"], data["lines"], data["is_well_full"])