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Copy pathServer.py
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289 lines (259 loc) · 12.3 KB
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import asyncio
import websockets
import json
import random
import time
# 房间编号 - 10000 ~ 99999
rooms_num = 9999
# Key: ID - Value: Websockets
ID_Websocket = {}
# Key: 房间号 - Value: 房间信息
Rooms = {}
# Key: ID - Value: 房间号
ID_Room = {}
# Key: 房间号 - Value: 游戏信息
Games = {}
# 创建房间
def create_room (ID):
global rooms_num
rooms_num = rooms_num + 1
if (rooms_num == 100000):
rooms_num = 10000
Rooms[str(rooms_num)] = {
"players": [ID, None],
"ready": [False, False],
"state": "waiting"
}
ID_Room[ID] = str(rooms_num)
return str(rooms_num)
# 判断是否都准备
def is_ready_to_play (roomnum):
for ready in Rooms[roomnum]["ready"]:
if (ready == False):
return False
return True
# 房间内玩家准备
def update_ready_room (ID):
for i in range(2):
if (Rooms[ID_Room[ID]]["players"][i] == ID):
Rooms[ID_Room[ID]]["ready"][i] = not Rooms[ID_Room[ID]]["ready"][i]
return ID_Room[ID]
# 玩家加入房间
def player_join_room (ID, roomnum):
for i in range(2):
if (Rooms[roomnum]["players"][i] == None):
Rooms[roomnum]["players"][i] = ID
Rooms[roomnum]["ready"][i] = False
ID_Room[ID] = roomnum
return True
return False
# 玩家退出房间
def player_quit_room (ID):
if (ID not in ID_Room):
return (0, 0)
num = ID_Room[ID]
ID_Room.pop(ID)
if (num not in Rooms):
return (0, 0)
if (Rooms[num]["state"] == "waiting"):
checkNone = False
for i in range(2):
if (Rooms[num]["players"][i] == ID):
Rooms[num]["players"][i] = None
Rooms[num]["ready"][i] = False
elif (Rooms[num]["players"][i] == None):
checkNone = True
if (checkNone == True):
Rooms.pop(num)
return (0, 0)
return (0, num)
else:
for i in range(2):
Rooms[num]["ready"][i] = False
if (Rooms[num]["players"][i] == ID):
Rooms[num]["players"][i] = None
Rooms[num]["state"] = "waiting"
return (1, num)
# 玩家随机加入
def player_rand_join ():
for roomnum in Rooms:
if (Rooms[roomnum]["players"][0] == None or Rooms[roomnum]["players"][1] == None):
return roomnum
return 0
# 开始对局
def start_game (roomnum):
Rooms[roomnum]["state"] = "playing"
Rooms[roomnum]["ready"] = [False, False]
Games[roomnum] = {
"players": Rooms[roomnum]["players"],
"seeds": [random.randint(0, 2 ** 32), random.randint(0, 2 ** 32)],
"roundready": [False, False],
"operations": [[], []]
}
# 对局 - 玩家升级操作
def player_operation_buy (ID, num, timestamp):
roomnum = ID_Room[ID]
for i in range(2):
if (Games[roomnum]["players"][i] == ID):
Games[roomnum]["operations"][i].append((num, timestamp))
# 对局 - 玩家升级操作
def player_operation_levelup (ID, timestamp):
roomnum = ID_Room[ID]
for i in range(2):
if (Games[roomnum]["players"][i] == ID):
Games[roomnum]["operations"][i].append(("levelup", timestamp))
# 对局 - 玩家刷新操作
def player_operation_refresh (ID, timestamp):
roomnum = ID_Room[ID]
for i in range(2):
if (Games[roomnum]["players"][i] == ID):
Games[roomnum]["operations"][i].append(("refresh", timestamp))
# 对局 - 玩家回合结束操作
def player_operation_turnend (ID, timestamp):
roomnum = ID_Room[ID]
for i in range(2):
if (Games[roomnum]["players"][i] == ID):
Games[roomnum]["operations"][i].append(("turnend", timestamp))
Games[roomnum]["roundready"][i] = True
# 对局 - 判断是否都结束回合
def is_ready_to_roundend (roomnum):
for ready in Games[roomnum]["roundready"]:
if (ready == False):
return False
return True
async def server (websocket, path):
try:
async for message in websocket:
message = json.loads(message)
if (message["type"] == "connect"):
ID = message["ID"]
if (ID in ID_Websocket):
await websocket.send(json.dumps({"type": "connect", "data": "NO"}))
else:
print("Client get id: %s" % ID)
ID_Websocket[ID] = websocket
await ID_Websocket[ID].send(json.dumps({"type": "connect", "data": "OK", "ID": ID}))
if (message["type"] == "createroom"):
ID = message["ID"]
getnum = create_room(ID)
await websocket.send(json.dumps({"type": "createroom", "data": getnum}))
await websocket.send(json.dumps({"type": "roomdetail", "data": Rooms[getnum]}))
if (message["type"] == "ready"):
ID = message["ID"]
getnum = update_ready_room(ID)
for playerID in Rooms[getnum]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[getnum]}))
# 全员准备后开始游戏
if (is_ready_to_play(getnum) == True):
start_game(getnum)
for i in range(2):
if (Rooms[getnum]["players"][i] != None):
await ID_Websocket[Rooms[getnum]["players"][i]].send(json.dumps({"type": "startgame", "playid": i, "seed0": Games[getnum]["seeds"][0], "seed1": Games[getnum]["seeds"][1]}))
if (message["type"] == "joinroom"):
ID = message["ID"]
num = message["roomnum"]
if (num in Rooms):
sta = player_join_room(ID, num)
if (sta == True):
await websocket.send(json.dumps({"type": "joinroom", "data": num}))
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[num]}))
else:
await websocket.send(json.dumps({"type": "joinroom", "data": "FULL"}))
else:
await websocket.send(json.dumps({"type": "joinroom", "data": "NOTFIND"}))
if (message["type"] == "randjoin"):
ID = message["ID"]
num = player_rand_join()
if (num != 0):
sta = player_join_room(ID, num)
if (sta == True):
await websocket.send(json.dumps({"type": "joinroom", "data": num}))
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[num]}))
else:
getnum = create_room(ID)
await websocket.send(json.dumps({"type": "createroom", "data": getnum}))
await websocket.send(json.dumps({"type": "roomdetail", "data": Rooms[getnum]}))
if (message["type"] == "quitroom"):
ID = message["ID"]
type, num = player_quit_room(ID)
if (num != 0):
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[num]}))
if (message["type"] == "chat"):
ID = message["ID"]
data = message["data"]
num = ID_Room[ID]
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "chat", "data": data, "ID": ID}))
if (message["type"] == "gameoperation"):
ID = message["ID"]
if (message["op"] == "buy"):
player_operation_buy(ID, message["number"], message["timestamp"])
if (message["op"] == "levelup"):
player_operation_levelup(ID, message["timestamp"])
if (message["op"] == "refresh"):
player_operation_refresh(ID, message["timestamp"])
if (message["op"] == "turnend"):
player_operation_turnend(ID, message["timestamp"])
if (is_ready_to_roundend(ID_Room[ID])):
roomnum = ID_Room[ID]
optList = Games[roomnum]["operations"]
Games[roomnum]["roundready"] = [False, False]
Games[roomnum]["operations"] = [[], []]
for i in range(2):
for opt in optList[1 - i]:
print(opt)
if (opt[0] == "levelup"):
await ID_Websocket[Games[roomnum]["players"][i]].send(json.dumps({"type": "gameoperation", "op": "levelup", "timestamp": opt[1]}))
elif (opt[0] == "refresh"):
await ID_Websocket[Games[roomnum]["players"][i]].send(json.dumps({"type": "gameoperation", "op": "refresh", "timestamp": opt[1]}))
elif (opt[0] == "turnend"):
await ID_Websocket[Games[roomnum]["players"][i]].send(json.dumps({"type": "gameoperation", "op": "turnend", "timestamp": opt[1]}))
else:
await ID_Websocket[Games[roomnum]["players"][i]].send(json.dumps({"type": "gameoperation", "op": "buy", "number": opt[0], "timestamp": opt[1]}))
if (message["type"] == "endgame"):
ID = message["ID"]
roomnum = ID_Room[ID]
reason = message["reason"]
Rooms[roomnum]["state"] = "waiting"
if (reason == 2):
await websocket.send(json.dumps({"type": "endgame", "reason": "tie", "roomnum": roomnum}))
await websocket.send(json.dumps({"type": "roomdetail", "data": Rooms[roomnum]}))
else:
if (Games[roomnum]["players"][reason] == ID):
await websocket.send(json.dumps({"type": "endgame", "reason": "win", "roomnum": roomnum}))
await websocket.send(json.dumps({"type": "roomdetail", "data": Rooms[roomnum]}))
else:
await websocket.send(json.dumps({"type": "endgame", "reason": "lose", "roomnum": roomnum}))
await websocket.send(json.dumps({"type": "roomdetail", "data": Rooms[roomnum]}))
except websockets.exceptions.ConnectionClosedError as error:
deleteUserList = []
for ID in ID_Websocket:
try:
await ID_Websocket[ID].send(json.dumps({"type": "check"}))
except websockets.exceptions.ConnectionClosedError as error:
deleteUserList.append(ID)
for ID in deleteUserList:
type, num = player_quit_room(ID)
if (type == 0 and num != 0 and num in Rooms):
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[num]}))
elif (type == 1 and num in Rooms):
for playerID in Rooms[num]["players"]:
if (playerID != None):
await ID_Websocket[playerID].send(json.dumps({"type": "endgame", "roomnum": num, "reason": "quit"}))
await ID_Websocket[playerID].send(json.dumps({"type": "roomdetail", "data": Rooms[num]}))
ID_Websocket.pop(ID)
print("Server started")
loop = asyncio.new_event_loop()
asyncio.set_event_loop(loop)
loop.run_until_complete(websockets.serve(server, "", 8000))
loop.run_forever()