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bdude.py
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#!/usr/bin/python
import cProfile
import json
import sys
import asyncio
from threading import Thread
import time
from argparse import ArgumentParser
from queue import Empty
import pygame
from loguru import logger
from constants import SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE, UPDATE_TICK
from panels import Mainmenu
from game import Bomberdude
async def pusher(game):
logger.info(f'pushstarting event_queue: {game.client_game_state.event_queue.qsize()} client_queue: {game.client_game_state.client_queue.qsize()}')
game_event = []
while True:
try:
game_event = await game.client_game_state.event_queue.get()
except asyncio.QueueEmpty:
pass
except Exception as e:
logger.error(f"Error getting game_event: {e} {type(e)}")
continue
client_keys = json.loads(game.client_game_state.keyspressed.to_json())
try:
player_one = game.client_game_state.get_playerone()
except AttributeError as e:
logger.error(f'{e} {type(e)}')
await asyncio.sleep(0.1)
continue
# playerlist = [player for player in game.client_game_state.playerlist.values()]
playerlist = [player.to_dict() if hasattr(player, 'to_dict') else player for player in game.client_game_state.playerlist.values()]
msg = {
'game_event': game_event,
'client_id': player_one.client_id,
'position': (player_one.position[0], player_one.position[1]),
'keyspressed': client_keys,
'msgtype': "pushermsgdict",
'handledby': "pusher",
'msg_dt': time.time(),
'playerlist': playerlist,
# 'playerlist': [player for player in self.playerlist.values()]
}
try:
data_out = json.dumps(msg).encode('utf-8') + b'\n'
await asyncio.get_event_loop().sock_sendall(game.sock, data_out)
game.client_game_state.event_queue.task_done()
if game.args.debug:
if msg.get('game_event').get('event_type') != 'player_update':
logger.debug(f"pusher sent: {msg.get('game_event').get('event_type')} from {msg.get('game_event').get('client_id')} event_queue: {game.client_game_state.event_queue.qsize()}")
except Exception as e:
logger.error(f'{e} {type(e)} msg: {msg}')
game._connected = False
break
async def receive_game_state(game):
if game.args.debug:
logger.info(f'{game} receive_game_state starting')
buffer = ""
while True:
try:
data = await asyncio.get_event_loop().sock_recv(game.sock, 4096)
if not data:
logger.warning(f"No data received, continuing...gamesockclosed: {game.sock._closed} gameconn: {game.connected()}")
if game.sock._closed or not game.connected():
game._connected = False
logger.warning(f'game.sock._closed {game.sock._closed}')
break
else:
await asyncio.sleep(0.1)
continue
buffer += data.decode('utf-8')
try:
message, buffer = buffer.split('\n', 1)
except ValueError as e:
logger.warning(f"Error splitting buffer: {e} buffer: {buffer}")
break # No complete message in buffer
if message.strip(): # Ignore empty messages
game_state_json = json.loads(message)
try:
if game_state_json.get("msgtype") == "game_event":
await game.client_game_state.update_game_event(game_state_json["event"])
elif game_state_json.get("event_type") == "playerlistupdate":
pass
else:
game.client_game_state.from_json(game_state_json)
if game.args.debug:
pass
except json.JSONDecodeError as e:
logger.warning(f"Error decoding json: {e} message: {message}")
continue
else:
logger.warning(f"Empty message received: {buffer}")
except (BlockingIOError, InterruptedError) as e:
logger.warning(f"{e} in receive_game_state: {type(e)}")
continue
except ConnectionResetError as e:
logger.warning(f"ConnectionResetError in receive_game_state: {e} {type(e)}")
game._connected = False
break
except KeyError as e:
logger.warning(f"KeyError in receive_game_state: {e} data: {data}")
continue
except AttributeError as e:
logger.warning(f"AttributeError in receive_game_state: {e} data: {data}")
continue
except TypeError as e:
logger.warning(f"TypeError in receive_game_state: {e} data: {data}")
continue
except UnboundLocalError as e:
logger.warning(f"UnboundLocalError in receive_game_state: {e} data: {data}")
continue
except Exception as e:
logger.error(f"Exception in receive_game_state: {e} {type(e)} data: {data}")
game._connected = False
break
def get_args():
parser = ArgumentParser(description="bdude")
parser.add_argument("--testclient", default=False, action="store_true", dest="testclient")
parser.add_argument("--name", action="store", dest="name", default="bdude")
parser.add_argument("--listen", action="store", dest="listen", default="127.0.0.1")
parser.add_argument("--server", action="store", dest="server", default="127.0.0.1")
parser.add_argument("--port", action="store", dest="port", default=9696)
parser.add_argument("-d", "--debug", action="store_true", dest="debug", default=False)
parser.add_argument("-dp", "--debugpacket", action="store_true", dest="debugpacket", default=False,)
return parser.parse_args()
async def start_game(args):
bomberdude_main = Bomberdude(args=args)
# worker_task = asyncio.create_task(thread_worker(bomberdude_main))
connection_timeout = 5 # seconds
try:
logger.info(f"Connecting.... {bomberdude_main}")
connected = await asyncio.wait_for(bomberdude_main.connect(), timeout=connection_timeout)
if not connected:
logger.error("Failed to establish connection")
return
except asyncio.TimeoutError:
logger.error("Connection attempt timed out")
return
except Exception as e:
logger.error(f"Connection error: {e}")
return
push_task = asyncio.create_task(pusher(bomberdude_main))
receive_task = asyncio.create_task(receive_game_state(bomberdude_main))
# Main loop
running = True
clock = pygame.time.Clock()
xtime = 0
delta_time = 0.01
while running:
# start_time = time.time()
await bomberdude_main.update()
bomberdude_main.on_draw()
pygame.display.flip()
xtime += 60 * delta_time
delta_time_tick = clock.tick(60) / 1000
delta_time = max(0.001, min(0.1, delta_time_tick))
for event in pygame.event.get():
if event.type == pygame.QUIT:
bomberdude_main.running = False
bomberdude_main._connected = False
running = False
elif event.type == pygame.KEYDOWN:
# logger.debug(f'keydown {event} event.key={event.key}')
bomberdude_main.handle_on_key_press(event.key)
elif event.type == pygame.KEYUP:
# logger.info(f'keyup {event} event.key={event.key}')
await bomberdude_main.handle_on_key_release(event.key)
elif event.type == pygame.MOUSEBUTTONDOWN:
asyncio.create_task(bomberdude_main.handle_on_mouse_press(event.pos[0], event.pos[1], event.button))
# logger.debug(f'xtime: {xtime} delta_time: {delta_time} {delta_time_tick}')
# Clean up tasks
push_task.cancel()
receive_task.cancel()
await asyncio.gather(push_task, receive_task, return_exceptions=True)
pygame.display.quit()
pygame.quit()
async def main():
pygame.init()
args = get_args()
# screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption(SCREEN_TITLE)
mainmenu = Mainmenu(screen=screen, args=args)
action = mainmenu.run()
if action == "start":
await start_game(args)
elif action == 'setup':
logger.info("Setup not implemented")
elif action == 'quit':
logger.info("Quitting...")
else:
logger.warning(f"Unknown action: {action}")
if __name__ == "__main__":
if sys.platform == "win32":
asyncio.set_event_loop_policy(asyncio.WindowsSelectorEventLoopPolicy())
asyncio.run(main())
# cProfile.run('asyncio.run(main())')