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server.py
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from flask import Flask, request, jsonify, render_template
from flask_socketio import SocketIO, join_room, leave_room, emit, rooms, send, close_room
import random
from threading import Timer
import eventlet
import time
import json;
from gamelogic import generateMaze, updatePlayer, generateMazeSolution
from datetime import datetime
eventlet.monkey_patch()
app= Flask(__name__)
app.config['SEND_FILE_MAX_AGE_DEFAULT'] = 0
socketio=SocketIO(app)
ROOMS={}
PLAYERS={}
seedList=[]
class Player():
def __init__(self,col,row,playerID,playerName="unnamed",roomID="unassigned"):
self.col=col
self.row=row
self.playerName=playerName
self.roomID=roomID
self.playerID=playerID
self.phasesLeft=3
self.score=0;
self.isAbleToPhase=False;
self.isRacing=False;
self.color={'r':random.randint(0,255),'g':random.randint(0,255),'b':random.randint(0,255)}
def serialize(self):
return{
'col': self.col,
'row': self.row,
'roomID': self.roomID,
'playerID': self.playerID,
'playerName':self.playerName,
'isAbleToPhase':self.isAbleToPhase,
'color':self.color,
'score': self.score
}
class Bot(Player):
def __init__(self,col,row,playerID,playerName,roomID):
super().__init__(col,row,playerID,playerName,roomID)
self.path=ROOMS[self.roomID].solutions.pop()
self.playerName=self.generateName()
def moveBot(self):
if ROOMS[self.roomID].isRoundOnGoing and self.isRacing:
self.nextStep=self.path[0]
self.row=self.nextStep.row
self.col=self.nextStep.col
self.path.pop(0)
message=json.dumps(self.serialize())
socketio.emit("players_updated",message,room=self.roomID)
#t.start();
def generateName(self):
firstName= random.choice(ROOMS[self.roomID].botNames)
ROOMS[self.roomID].botNames.remove(firstName)
secondName =random.choice(ROOMS[self.roomID].botNames)
number=""
if random.randint(1,2) ==2:
number=random.randint(10,999)
ROOMS[self.roomID].botNames.remove(secondName)
return firstName+random.choice(["_"," ",""])+secondName+str(number)
class Room():
def __init__(self,seed,maze):
self.playerList=[];
self.gameStarted=False
self.isRoundOnGoing=False;
self.seed=seed;
self.maze=maze
self.solutions=[generateMazeSolution(maze) for i in range(1,20)][16:20]
random.shuffle(self.solutions)
self.solutions.append(generateMazeSolution(maze,"medium"))
self.solutions.append(generateMazeSolution(maze,"hard"))
self.roundsLeft=3
self.playersDoneRacing=0;
self.roundStartTime=datetime.utcnow();
self.roundEndTimer=None;
self.botNames=["Monkey","Pants","Unicorn","Noob","TTV","Bert","Banana","Master","Overlord","Booty","Blaster","Icy"]
def add_player(self,player):
self.playerList.append(player)
def remove_player(self,playerID):
for player in self.playerList:
if player.playerID == playerID:
self.playerList.remove(player)
def addBots(self):
numberOfBots=10-len(self.playerList)
if numberOfBots>0:
for i in range(0,random.randint(3,4)):
self.add_player(Bot(0,0,random.randint(1,10000000),("bot #"+str(i)),self.seed))
def moveAllBots(self):
if self.isRoundOnGoing:
for player in self.playerList:
if type(player).__name__=="Bot" and player.isRacing:
player.moveBot()
if player.row==34 and player.col==39:
finishReached(player,self.seed)
eventlet.spawn_after(.1,self.moveAllBots)
def serialize(self,requestSID="none"):
return{
'playerList':[player.serialize() for player in self.playerList if player.playerID != requestSID],
'completePlayerList':[player.serialize() for player in self.playerList],
'gameStarted':self.gameStarted,
'maze': [cell.walls for cell in self.maze],
'roundsLeft': self.roundsLeft
}
def finishReached(player,roomID,sid=""):
player.isRacing=False
raceCompletionTime=(datetime.utcnow()-ROOMS[roomID].roundStartTime).total_seconds();
player.score+=round(1000/raceCompletionTime);
print(round(raceCompletionTime,2))
message=json.dumps(player.serialize())
if sid is not "":
socketio.emit("players_updated",message,room=roomID,skip_sid=sid)
else:
socketio.emit("players_updated",message,room=roomID)
ROOMS[roomID].playerList.sort(key= lambda x:x.score,reverse=True);
message=json.dumps(ROOMS[roomID].serialize())
socketio.emit("update_leaderboard",message,room=roomID)
if sid is not "":
socketio.emit("finished_race",str(round(raceCompletionTime,2)),room=sid)
ROOMS[roomID].playersDoneRacing+=1
if ROOMS[roomID].playersDoneRacing==3 or ROOMS[roomID].playersDoneRacing>=len(ROOMS[roomID].playerList):
ROOMS[roomID].isRoundOnGoing=False;
message=json.dumps(ROOMS[roomID].serialize(sid))
ROOMS[roomID].roundsLeft-=1
ROOMS[roomID].roundEndTimer.cancel()
if ROOMS[roomID].roundsLeft>0:
socketio.emit("round_over",message,room=roomID);
eventlet.spawn_after(3,startNextRound,roomID)
else:
message=ROOMS[roomID].playerList[0].playerName
socketio.emit("game_won",message,room=roomID)
socketio.close_room(roomID)
del ROOMS[roomID]
#del PLAYERS[request.sid]
@app.route("/")
def index():
return render_template('index.html')
@socketio.on('entered_queue')
def handleConnect(data):
if data['name'] is "":
PLAYERS[request.sid]=Player(0,0,request.sid)
else:
PLAYERS[request.sid]=Player(0,0,request.sid,data['name'])
matchFound=False
for seed,room in ROOMS.items():
print(str(len(room.playerList)))
print(str(room.gameStarted))
if len(room.playerList)<10 and room.gameStarted==False:
matchFound=True
PLAYERS[request.sid].roomID=seed;
room.add_player(PLAYERS[request.sid])
join_room(seed)
emit("update_player_count",len(room.playerList),room=seed)
print("In room" +str(PLAYERS[request.sid].roomID))
if not matchFound:
seed=random.randint(1,100000)
while seed in seedList:
seed=random.randint(1,100000)
seedList.append(seed)
room=Room(seed,generateMaze())
PLAYERS[request.sid].roomID=seed;
room.add_player(PLAYERS[request.sid])
ROOMS[seed]=room;
room.addBots()
join_room(seed)
eventlet.spawn_after(4,queueOver,seed)
print("new connect event " +str(PLAYERS[request.sid].roomID))
emit('join_room',{'room':seed,'playerID':request.sid,'numberOfPlayers':len(room.playerList)})
@socketio.on('disconnect')
def handleDisconnect():
print(ROOMS)
if request.sid in PLAYERS:
roomID=PLAYERS[request.sid].roomID
if len(ROOMS[roomID].playerList)==1:
leave_room(roomID)
ROOMS[roomID].remove_player(request.sid)
del ROOMS[roomID]
print(ROOMS)
del PLAYERS[request.sid]
@socketio.on('get_room_details')
def getRoomDetails():
roomID=PLAYERS[request.sid].roomID
message=json.dumps(ROOMS[roomID].serialize(request.sid))
print("getRoomDetails " +str(PLAYERS[request.sid].roomID))
emit("start_game",message,room=request.sid)
@socketio.on('player_position_changed')
def playerPositionChanged(data):
roomID=PLAYERS[request.sid].roomID
if ROOMS[roomID].isRoundOnGoing and ROOMS[roomID].gameStarted:
for player in ROOMS[roomID].playerList:
if player.playerID==request.sid and player.isRacing:
updatePlayer(player,data['direction'],ROOMS[roomID].maze)
message=json.dumps(player.serialize())
emit("local_player_updated",message,room=request.sid)
if player.col==39 and player.row==34:
finishReached(player,roomID,request.sid)
else:
message=json.dumps(player.serialize())
emit("players_updated",message,room=roomID,skip_sid=request.sid)
@socketio.on('spacebar')
def onSpacebar():
if PLAYERS[request.sid].phasesLeft>0 and not PLAYERS[request.sid].isAbleToPhase:
PLAYERS[request.sid].isAbleToPhase=True
PLAYERS[request.sid].phasesLeft-=1
emit("able_to_phase",room=request.sid)
def queueOver(roomID):
eventlet.spawn_after(3,startGame,roomID)
socketio.emit("room_found",len(ROOMS[roomID].playerList),room=roomID)
def startGame(roomID):
with app.test_request_context():
ROOMS[roomID].gameStarted=True
ROOMS[roomID].isRoundOnGoing=True
socketio.emit("match_starting",room=roomID);
for player in ROOMS[roomID].playerList:
player.isRacing=True;
if type(player).__name__=="Bot":
pass
else:
message=json.dumps(ROOMS[roomID].serialize(player.playerID))
socketio.emit("start_game",message,room=player.playerID)
ROOMS[roomID].moveAllBots()
ROOMS[roomID].roundEndTimer=eventlet.spawn_after(150,forceRoundEnd,roomID)
def startNextRound(roomID):
with app.test_request_context():
ROOMS[roomID].maze=generateMaze()
ROOMS[roomID].solutions=[generateMazeSolution(ROOMS[roomID].maze) for i in range(1,20)][16:20]
random.shuffle(ROOMS[roomID].solutions)
ROOMS[roomID].solutions.append(generateMazeSolution(ROOMS[roomID].maze,"medium"))
ROOMS[roomID].solutions.append(generateMazeSolution(ROOMS[roomID].maze,"hard"))
ROOMS[roomID].playersDoneRacing=0
ROOMS[roomID].roundStartTime=datetime.utcnow()
ROOMS[roomID].isRoundOnGoing=True
for player in ROOMS[roomID].playerList:
player.col=0;
player.row=0;
player.phasesLeft=3
player.isAbleToPhase=False;
player.isRacing=True
if type(player).__name__ == "Bot":
player.path=ROOMS[roomID].solutions.pop()
for player in ROOMS[roomID].playerList:
message=json.dumps(ROOMS[roomID].serialize(player.playerID))
socketio.emit("start_next_round",message,room=player.playerID)
ROOMS[roomID].moveAllBots()
ROOMS[roomID].roundEndTimer=eventlet.spawn_after(150,forceRoundEnd,roomID)
def forceRoundEnd(roomID):
with app.test_request_context():
ROOMS[roomID].isRoundOnGoing=False;
message=json.dumps(ROOMS[roomID].serialize())
ROOMS[roomID].roundsLeft-=1
if ROOMS[roomID].roundsLeft>0:
socketio.emit("round_over",message,room=roomID)
eventlet.spawn_after(3,startNextRound,roomID)
else:
message=ROOMS[roomID].playerList[0].playerName;
socketio.emit("game_won",message,room=roomID)
socketio.close_room(roomID)
del ROOMS[roomID]
if __name__=="__main__":
socketio.run(app)