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mp_server.py
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"""
Multiplayer server for Synchro
"""
import paho.mqtt.client as mqtt
import random
import logging
import argparse
from time import sleep
from time import time
import json
# create logger
log = logging.getLogger(__name__)
log.setLevel(logging.DEBUG)
# create console handler and set level to debug
ch = logging.StreamHandler()
ch.setLevel(logging.DEBUG)
# create formatter
formatter = logging.Formatter('%(asctime)s - %(levelname)s - %(message)s')
# add formatter to ch
ch.setFormatter(formatter)
# add ch to logger
log.addHandler(ch)
"""
TOPIC SUMMARY
server should init all topics with retain messages when started and after game is finished
init values listed first
server:
game/state = {waiting for players, start, running, pause, game over, finish}
clients send their client id, the server responds on server/'client_id' with their player number
server/player_connected = {"", client id}
server/'client_id' = {player1, player2}
player 1:
player1/challenge = {"", challenge_type + challenge_data}
player1/request_challenge = {"", requested, fulfilled}
player1/position = {"",0,1,...10}
player1/connection_status = {"",ready,not ready,I WON,disconnected}
player1/winner_notification = {'', winner, loser, you suck}
player 2:
same as player1
"""
def on_connect(client, userdata, flags, rc):
log.info("Connection returned result: {}".format(connack_string(rc)))
return
# userdata is controller class object
def on_message(client, _controller, msg):
log.info("on_message - topic: "+msg.topic+" - message: "+str(msg.payload))
unrecognized_message = False
if msg.payload == "":
log.info("empty string message")
return
# request to join
if mqtt.topic_matches_sub("server/player_connected", msg.topic):
_controller.addGameClient(str(msg.payload))
# status of game clients
elif mqtt.topic_matches_sub("+/connection_status", msg.topic):
#disconnect or connect
if str(msg.topic).find('player1') != -1:
_controller.game_clients[0].connection_status = str(msg.payload)
elif str(msg.topic).find('player2') != -1:
_controller.game_clients[1].connection_status = str(msg.payload)
else:
unrecognized_message = True
# # position updates
# elif mqtt.topic_matches_sub('+/position', msg.topic):
# if str(msg.topic).find('player1') != -1:
# _controller.game_clients[0].position = int(msg.payload)
# elif str(msg.topic).find('player2') != -1:
# _controller.game_clients[1].position = int(msg.payload)
# else:
# unrecognized_message = True
# challenge request
elif mqtt.topic_matches_sub('+/request_event', msg.topic):
if msg.payload == 'requested':
if str(msg.topic).find('player1') != -1:
# send next challenge
_controller.sendChallengeTo(1, 'event')
elif str(msg.topic).find('player2') != -1:
# send next challenge
_controller.sendChallengeTo(2, 'event')
else:
unrecognized_message = True
elif mqtt.topic_matches_sub('+/request_obstacle', msg.topic):
if msg.payload == 'requested':
if str(msg.topic).find('player1') != -1:
# send next challenge
_controller.sendChallengeTo(1, 'obstacle')
elif str(msg.topic).find('player2') != -1:
# send next challenge
_controller.sendChallengeTo(2, 'obstacle')
else:
unrecognized_message = True
else:
log.warning('on_message - unexpected topic')
if unrecognized_message:
log.warning('on_message - unrecognized_message on \'{}\''.format(msg.topic))
return
# def connect_to_server(ip, port, client_id):
# log.info('*connect_to_server')
# client = mqtt.Client(client_id = client_id)
# client.on_connect = on_connect
# client.on_message = on_message
# client.connect(ip, port, 60)
# return client
class challengeGenerator:
EVENTS_INDEX = ['word', 'gesture', 'trivia']
GESTURES = ['tpose', 'rightHandRaise', 'leftHandRaise', 'fieldGoal', 'rightHandWave']
OBSTACLES_INDEX = ['big_lasers', 'small_lasers']
NUMBER_OF_LANES = 10
NUMBER_OF_WORD_CHALLENGES = 16
NUMBER_OF_TRIVIA_CHALLENGES = 9
CHALLENGE_INDEX = EVENTS_INDEX+OBSTACLES_INDEX
def __init__(self):
self.challenges = []
return
"""
%challengeType% = {big_lasers, small_lasers, word, gesture}
"""
def createChallenge(self, challengeType):
challenge_data = None
log.info('chal: {}'.format(challengeType))
# pick from events or obstacles
if challengeType == 'event':
# challengeType = 'trivia'
challengeType = challengeGenerator.EVENTS_INDEX[random.randint(0,len(challengeGenerator.EVENTS_INDEX)-1)]
elif challengeType == 'obstacle':
challengeType = challengeGenerator.OBSTACLES_INDEX[random.randint(0,len(challengeGenerator.OBSTACLES_INDEX)-1)]
log.info('chal type: {}'.format(challengeType))
if challengeType == 'gesture':
gesture = -1
gesture = challengeGenerator.GESTURES[random.randint(0, len(challengeGenerator.GESTURES)-1)]
challenge_data = gesture
elif challengeType == 'big_lasers':
# lanes to populate with lasers
number_of_laser_lanes = random.randint(6,9)
lasers = []
lasers = random.sample(xrange(0,challengeGenerator.NUMBER_OF_LANES),number_of_laser_lanes)
challenge_data = lasers
elif challengeType == 'small_lasers':
# number_of_small_lasers_to_fire = 15
number_of_small_lasers_to_fire = 12
lasers = []
for x in range(number_of_small_lasers_to_fire):
lasers.append(random.randint(0,challengeGenerator.NUMBER_OF_LANES-1))
challenge_data = lasers
elif challengeType == 'word':
word_index = -1
word_index = random.randint(0,challengeGenerator.NUMBER_OF_WORD_CHALLENGES-1)
challenge_data = word_index
elif challengeType == 'trivia':
trivia_index = -1
trivia_index = random.randint(0,challengeGenerator.NUMBER_OF_TRIVIA_CHALLENGES-1)
challenge_data = trivia_index
else:
log.error("unrecognized challenge type.")
log.info('{}, {}'.format(challengeType, challenge_data))
return (challengeType, challenge_data)
def generate(self, number_of_challenges = 25):
for i in range(0, number_of_challenges):
challenge = self.createChallenge(challengeGenerator.CHALLENGE_INDEX[random.randint(0,len(challengeGenerator.CHALLENGE_INDEX))-1])
self.challenges.append(challenge)
return self.challenges
class game_client:
def __init__(self, id):
self.player_id = id
self.current_challenge = 0
self.position = 0
self.connection_status = 'not ready'
return
def getNextChallengeNumber(self):
self.current_challenge += 1
return self.current_challenge
class controller:
def __init__(self, ip):
self.challenge_generator = challengeGenerator()
self.game_clients = []
self.player_id_to_client_id = {}
self.state = 'waiting for players'
self.mqtt_client = mqtt.Client(client_id = 'game_server')
self.mqtt_client.on_connect = on_connect
self.mqtt_client.on_message = on_message
self.mqtt_client.connect(ip, '1883', 60)
self.subscribeToGameTopics()
self.initTopics()
self.mqtt_client.user_data_set(self)
self.mqtt_client.loop_start()
def subscribeToGameTopics(self):
topics = [('test', 0), ('server/#', 0), ('player1/#', 0), ('player2/#', 0), ('game/#', 0)]
self.mqtt_client.subscribe(topics)
return
def createChallenges(self, number):
self.challenge_generator.generate(90)
return
def addGameClient(self, client_id):
payload = ''
# add game client if there is room, else reject request
if len(self.game_clients) < 2:
# player1 = game_clients[0], player2 = game_clients[1]
player_id = 1+len(self.game_clients)
payload = 'player{}'.format(player_id)
new_game_client = game_client(player_id)
self.game_clients.append(new_game_client)
else:
payload = '2 players connected already'
self.mqtt_client.subscribe(topic='server/{}'.format(client_id), qos=2)
self.mqtt_client.publish(topic='server/{}'.format(client_id), payload=payload, qos=2)
return
def sendChallengeTo(self, player_id, challengeType):
# challenge_inx = self.game_clients[player_id-1].getNextChallengeNumber()
# challenge_type, challenge_data = self.challenge_generator.challenges[challenge_inx]
challenge_type, challenge_data = self.challenge_generator.createChallenge(challengeType)
payload = json.dumps({"challenge" : challenge_type, "data" : challenge_data})
self.mqtt_client.publish(topic='player{}/{}'.format(player_id, challengeType), payload=payload, qos=2)
self.mqtt_client.publish(topic='player{}/request_{}}'.format(player_id, challengeType), payload='fulfilled', qos=2)
def readyToStart(self):
for gc in self.game_clients:
log.info("readyToStart - player{} is {}".format(gc.player_id, gc.connection_status))
if len(self.game_clients) != 2:
return False
log.error("help me: {}".format(len(self.game_clients)))
return (self.game_clients[0].connection_status == 'ready' and self.game_clients[1].connection_status == 'ready')
def startGame(self):
self.mqtt_client.publish(topic='game/state', payload='start', qos=2)
def initTopics(self):
"""
INIT VALUES
server:
game/state = 'waiting for players'
server/player_connected = ""
player 1:
player1/challenge = ""
player1/challenge_status = ""
player1/request_challenge = ""
player1/position = ""
player1/connection_status = ""
player 2:
same as player1
"""
# self.mqtt_client.publish(topic='game/state', payload='', retain=True)
# self.mqtt_client.publish(topic='server/player_connected', payload='', retain=True)
self.mqtt_client.publish(topic='player1/event', payload='', retain=True)
self.mqtt_client.publish(topic='player1/request_event', payload='', retain=True)
self.mqtt_client.publish(topic='player1/obstacle', payload='', retain=True)
self.mqtt_client.publish(topic='player1/request_obstacle', payload='', retain=True)
self.mqtt_client.publish(topic='player1/position', payload='', retain=True)
self.mqtt_client.publish(topic='player1/connection_status', payload='not ready', retain=False)
self.mqtt_client.publish(topic='player2/event', payload='', retain=True)
self.mqtt_client.publish(topic='player2/request_event', payload='', retain=True)
self.mqtt_client.publish(topic='player2/obstacle', payload='', retain=True)
self.mqtt_client.publish(topic='player2/request_obstacle', payload='', retain=True)
self.mqtt_client.publish(topic='player2/position', payload='', retain=True)
self.mqtt_client.publish(topic='player2/connection_status', payload='not ready', retain=False)
return
def cleanUp(self):
self.game_clients = []
self.challenge_generator.challenges = []
self.initTopics()
def main(args):
c = controller(args[0].ip)
# c.createChallenges(50)
# game/state = {waiting for players, ready, start, running, pause, game over, finish}
previous_state = c.state
while(1):
sleep(0.1)
# log.info("length of game clients: {}".format(len(c.game_clients)))
if c.state != previous_state:
c.mqtt_client.publish(topic='game/state', payload=c.state, retain=False, qos=2)
previous_state = c.state
# waiting for players
if c.state == 'waiting for players':
#code
# if 2 clients connected, start game
if c.readyToStart():
c.state = 'start'
elif c.state == 'start':
# c.startGame()
c.state = 'running'
elif c.state == 'running':
#more more code
for i in range(0,len(c.game_clients)):
if c.game_clients[i].connection_status == 'I WON':
c.mqtt_client.publish(topic='player{}/winner_notification'.format(i+1), payload='winner', qos=2)
c.mqtt_client.publish(topic='player{}/winner_notification'.format((i+1)%2+1), payload='loser', qos=2)
c.state = 'game over'
elif c.state == 'pause':
#code
pass
elif c.state == 'game over':
#more code
# c.cleanUp()
c.initTopics()
c.state = 'waiting for players'
else:
log.error('invalid state!')
# if both clients disconnected, initialize topics
# if position of player is the last spot, send winner message / loser message / game over
# rest of logic is in message callback
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument("--ip", default=None, help="Set the ip of the Mqtt server.")
args = parser.parse_known_args()
main(args)