-
Notifications
You must be signed in to change notification settings - Fork 1
/
server.py
330 lines (287 loc) · 10.1 KB
/
server.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
'''
Waiting for clients - sending out offer messages and responding to request messages
and new TCP connections. You leave this state after 10 seconds.
● Game mode - collect characters from the network and calculate the score. You leave this
state after 10 seconds.
'''
import socket, threading
import struct
import time
import datetime, time
"""
Game class is where the game logic happends
There are two T
"""
class game:
#Attributes
team1 = []
team2 = []
bol = True
counter1 = 0
counter2 = 0
fastestPlayer = ["", 0]
slowliestPlaer = ["", 0]
totalpress= 0
def assignToTeam(self, player):
"""
This function divide the clients into two groups
:param player: client thread
:return: the name of the team the client belongs to
"""
global gameClasslock1
gameClasslock1.acquire(True)
if self.bol:
self.team1.append(player)
self.bol = False
gameClasslock1.release()
return "team1"
else:
self.team2.append(player)
self.bol = True
gameClasslock1.release()
return "team2"
def getGroupsMsg(self):
"""
Getting the message of groups
:return: the message
"""
msg ="group1\n"
for i in self.team1:
msg += i + "\n"
msg += "group2\n"
for i in self.team2:
msg += i + "\n"
return msg
def updateScore(self, counter, grupName, name):
"""
The function is updating the counters of each team and calculatin statistics of the game
:param counter: count the keyboard pressing
:param grupName: name of the group the client belong to
:param name: client name
:return:
"""
global gameClasslock1
gameClasslock1.acquire(True)
if grupName == "team1":
self.counter1 += counter
else:
self.counter2 += counter
self.totalpress += counter
if counter > self.fastestPlayer[1]:
self.fastestPlayer[1] = counter
self.fastestPlayer[0] = name
if counter < self.slowliestPlaer[1]:
self.slowliestPlaer[1] = counter
self.slowliestPlaer[0] = name
#release the lock to keep this function sync
gameClasslock1.release()
def calculateScore(self):
"""
The function calculate who wins the game
:return: message with the game info. and winner
"""
msg= "game has finished\ngroup1 get " + str(self.counter1) + " points.\n"
msg += "group2 get " + str(self.counter2) + " points\n"
msg += "The best player was " + self.fastestPlayer[0] + " he pressed " +str(self.fastestPlayer[1]) + " on keyboard\n"
msg += "The worst player was " + self.slowliestPlaer[0] + " he pressed " + str(self.slowliestPlaer[1]) + " on keyboard\n"
msg += "The average presses for all the players together was " + str(self.totalpress/(len(self.team2)+ len(self.team1))) + " press in 10 sec"
msg += "\nAnd the winner is......."
flag= False
if self.counter1> self.counter2:
flag = True
msg += str(self.team1)
if self.counter1< self.counter2:
flag = True
msg+= str(self.team2)
if not flag:
msg += "DRAW\n"
msg += "Congratulations!!!!!!!!"
return msg
def reset(self):
"""
The function reset all the variables that need to be restart before the next game
:return: None
"""
self.team1 = []
self.team2 = []
self.bol = True
self.counter1 = 0
self.counter2 = 0
self.fastestPlayer = ["", 0]
self.slowliestPlaer = ["", 0]
self.totalpress= 0
LOCALHOST = socket.gethostbyname(socket.gethostname())
# LOCALHOST = '172.18.0.108'
UDP_PORT = 13117
SERVER_TCP_PORT = 7000
server_to_connect ='172.1.0'
gameClasslock1 = threading.Lock()
getMessageLock1 = threading.Lock()
sendScoreLock1 = threading.Lock()
threads = []
game1 = game()
class bcolors:
"""
The class is for colored messages on the terminal screen
"""
HEADER = '\033[95m'
OKBLUE = '\033[94m'
OKCYAN = '\033[96m'
OKGREEN = '\033[92m'
WARNING = '\033[93m'
FAIL = '\033[91m'
ENDC = '\033[0m'
BOLD = '\033[1m'
UNDERLINE = '\033[4m'
def Main():
while True:
global getMessageLock1
global sendScoreLock1
getMessageLock1.acquire()
sendScoreLock1.acquire()
udpthread = udpThraed()
udpthread.start()
tcpthread = tcpConnection()
tcpthread.start()
tcpthread.join(10)
udpthread.join(10)
if(len(threads) != 0 ):
getMessageLock1.release()#start game
time.sleep(12)
sendScoreLock1.release()#clculating score
time.sleep(10)
game1.reset()
else:
getMessageLock1.release()
sendScoreLock1.release()
#close all the threads
#reset game
class udpThraed(threading.Thread):
"""
The class hundle the UDP thread that we execute at the begining of the main function
"""
def __init__(self):
threading.Thread.__init__(self)
def run(self):
udpState()
class tcpConnection(threading.Thread):
"""
The class hundle the TCP thread that we execute at the begining of the main function
"""
def __init__(self):
threading.Thread.__init__(self)
def run(self):
tcp_state()
class ClientThread(threading.Thread):
"""
After responde to the UDP offer each client is connect over TCP protocol
we generate thread for each client to run the program parallel
"""
groupName = ""
clientname = ""
def __init__(self, clientAddress, clientsocket):
threading.Thread.__init__(self)
self.clientAddress = clientAddress
self.csocket = clientsocket
def run(self):
"""
The function define the running of threads in this class
:return:
"""
self.csocket.settimeout(40)#case no msg recived
data = self.csocket.recv(2048)
self.clientname = data.decode()
self.groupName = game1.assignToTeam(self.clientname)
global getMessageLock1
while(getMessageLock1.locked()):
time.sleep(0.01)
val = self.startGameMassge()
#lock for the send score function to keep it sync
global sendScoreLock1
while(sendScoreLock1.locked()):
time.sleep(0.01)
val = self.sendScore()
if not val:
return
def startGameMassge(self):
"""
The function sends the starting game message to all of the clients
:return:
"""
try:
msg = '\033[95m' + 'Welcome to Keyboard Spamming Battle Royale.\n'+ bcolors.ENDC + bcolors.HEADER + bcolors.OKBLUE + bcolors.OKCYAN +'by KORKIFIX 077-202-4828 10 presents dicount for the winner!' + bcolors.ENDC+'\n'
groupsMsg = '\033[94m' + game1.getGroupsMsg() + bcolors.ENDC
startMsg =msg + groupsMsg+ bcolors.OKGREEN + '\nStart pressing keys on your keyboard as fast as you can!!\n'+ bcolors.ENDC
self.csocket.send(startMsg.encode())
counter_game = 0
then = datetime.datetime.now() + datetime.timedelta(seconds=10)
#the server recive keys pressing from client
try:
while then > datetime.datetime.now():
time.sleep(0.01)
self.csocket.settimeout(10)
if self.csocket.recv(1024):
counter_game += 1
except:
print("fail in getting typing from client")
return False
#after game update the main counter with the result of this client
game1.updateScore(counter_game, self.groupName, self.clientname)
except:
print("client lost connection")
return False
def sendScore(self):
try:
msg = bcolors.WARNING + bcolors.BOLD + game1.calculateScore()+ bcolors.ENDC
self.csocket.send(msg.encode())
except:
print("client lost connection")
return False
def tcp_state():
"""
The TCP state is after client respond to offer-
then a TCP connection is open and all of the communication is over tcp socket
:return:
"""
try:
# print(LOCALHOST)
# print(SERVER_TCP_PORT)
server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
server.bind((LOCALHOST, SERVER_TCP_PORT))
server.settimeout(10)
try:
#connect client via tcp protocol and generate a client thread
while True:
server.listen(10)
clientsock, clientAddress = server.accept()
# print("some one tried to connect tcp")
newthread = ClientThread(clientAddress, clientsock)
newthread.start()
threads.append(newthread)
except:
server.close()
# print("tcp connection making time out")
except:
print("tcp connection refused/failed")
def udpState():
"""
The UDP state is at the begining of the program
The Upd server sends offers 1 each second in broadcast line
after client respond he pass to the TCP state
:return:
"""
udp_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
udp_socket.setsockopt(socket.SOL_SOCKET, socket.SO_BROADCAST, 1)
#pack the udp format with struct
udp_offer_msg = struct.pack('I B H', 0xfeedbeef, 0x2, SERVER_TCP_PORT)
print(f"Server started,listening on IP address {LOCALHOST}")
then = datetime.datetime.now() + datetime.timedelta(seconds=10)
while then > datetime.datetime.now():
udp_socket.sendto(udp_offer_msg, (server_to_connect, UDP_PORT))
# udp_socket.sendto(udp_offer_msg, ('<broadcast>', UDP_PORT))
time.sleep(1)
#closing the udp thread after 10 seconds of offering messages.
udp_socket.close()
if __name__ == '__main__':
Main()