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gamestate.py
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import asyncio
import copy
import pygame
from pygame.sprite import Group
import random
from loguru import logger
from constants import EXTRA_HEALTH, TILE_SCALING
import time
from queue import Empty # Queue,
from dataclasses import dataclass, field
from utils import gen_randid
from objects.player import Bomberplayer, KeysPressed
from objects.blocks import Upgrade
from objects.bullets import Bullet
from objects.bombs import Bomb
from constants import UPDATE_TICK
import pytmx
from pytmx import load_pygame
import json
@dataclass
class PlayerState:
client_id: str
position: tuple
health: int
bombsleft: int
angle: float
score: int
msg_dt: float | None = None
timeout: bool | None = None
killed: bool | None = None
msgtype: str | None = None
event_time: int | None = None
event_type: str | None = None
handled: bool = False
handledby: str = 'PlayerState'
playerlist: list = field(default_factory=list)
eventid: str = field(default_factory=gen_randid)
def to_dict(self):
return {
'client_id': self.client_id,
'position': self.position,
'health': self.health,
'bombsleft': self.bombsleft,
'angle': self.angle,
'score': self.score,
'msg_dt': self.msg_dt,
'timeout': self.timeout,
'killed': self.killed,
'msgtype': self.msgtype}
@dataclass
class GameState:
def __init__(self, args, mapname=None, client_id=None):
self.client_id = client_id
self.args = args
self.players_sprites = Group()
self.bullets = Group()
self.bombs = Group()
self.flames = Group()
self.particles = Group()
self.mapname = mapname
self.event_queue = asyncio.Queue()
self.keyspressed = KeysPressed('gamestate')
self.tile_map = pytmx.TiledMap(mapname)
self.collidable_tiles = []
self.connections = set()
self.client_queue = asyncio.Queue()
self.playerlist = {} # dict = field(default_factory=dict)
self.last_pos_broadcast = 0
def __repr__(self):
return f'Gamestate ( event_queue:{self.event_queue.qsize()} client_queue:{self.client_queue.qsize()} players:{len(self.playerlist)} players_sprites:{len(self.players_sprites)})'
async def debug_dump(self):
"""Debug dump of game state"""
try:
state = self.to_json()
await self.broadcast_state({'msgtype': 'debug_dump','payload': state})
except Exception as e:
logger.error(f"Error in debug_dump: {e}")
def add_connection(self, connection):
"""Add a new client connection"""
self.connections.add(connection)
logger.info(f"New connection added. Total connections: {len(self.connections)}")
def remove_connection(self, connection):
"""Remove a client connection"""
if connection in self.connections:
self.connections.remove(connection)
logger.info(f"Connection removed. Total connections: {len(self.connections)}")
async def broadcast_event(self, event):
# Only broadcast player_update events at a reduced rate
if event.get('event_type') == 'player_update':
if time.time() - self.last_pos_broadcast < 0.1: # Only broadcast 10 times/sec
return
self.last_pos_broadcast = time.time()
try:
await self.broadcast_state({"msgtype": "game_event", "event": event})
except Exception as e:
logger.error(f"Error in broadcast_event: {e} {type(e)}")
async def old_broadcast_event(self, event):
if self.args.debug:
logger.info(f'broadcast_event {event.get('event_type')} event_queue: {self.event_queue.qsize()}')
try:
await self.broadcast_state({"msgtype": "game_event", "event": event, "playerlist": [player for player in self.playerlist.values()]})
except Exception as e:
logger.error(f"Error in broadcast_event: {e} {type(e)} {event}")
async def broadcast_state(self, game_state):
"""Broadcast game state to all connected clients"""
if not self.connections:
pass # logger.warning(f'{self} got no connections....')
# return
try:
data = json.dumps(game_state).encode('utf-8') + b'\n'
loop = asyncio.get_event_loop()
# logger.debug(f'broadcast_state to {len(self.connections)} clients')
dead_connections = set()
for conn in self.connections:
try:
await loop.sock_sendall(conn, data)
except Exception as e:
logger.error(f"Error broadcasting to client: {e}")
dead_connections.add(conn)
# Clean up dead connections
for dead_conn in dead_connections:
logger.warning(f"Removing {dead_conn} from connections")
self.remove_connection(dead_conn)
except Exception as e:
logger.error(f"Error in broadcast_state: {e} {type(e)}")
def get_playerone(self):
for player in self.players_sprites:
if player.client_id == self.client_id:
return player
raise AttributeError(f'player one NOT found in self.players_sprites: {self.players_sprites}')
def load_tile_map(self, mapname):
self.mapname = mapname
self.tile_map = load_pygame(self.mapname)
self.scene = pygame.sprite.Group() # add_sprite_list
for layer in self.tile_map.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid in layer:
tile = self.tile_map.get_tile_image_by_gid(gid)
if tile:
sprite = pygame.sprite.Sprite()
sprite.image = tile
# sprite.rect = pygame.Rect(x * TILE_SCALING, y * TILE_SCALING, TILE_SCALING, TILE_SCALING)
sprite.rect = pygame.Rect(x * self.tile_map.tilewidth, y * self.tile_map.tileheight, self.tile_map.tilewidth, self.tile_map.tileheight)
self.scene.add(sprite)
if layer.properties.get('collidable'):
self.collidable_tiles.append(sprite)
logger.debug(f'loading {self.mapname} done. Sprites = {len(self.scene)} collidable_tiles: {len(self.collidable_tiles)}')
def render_map(self, screen, camera):
# self.scene.draw(screen)
for layer in self.tile_map.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid in layer:
tile = self.tile_map.get_tile_image_by_gid(gid)
if tile:
# screen.blit(tile, (x * self.tile_map.tilewidth, y * self.tile_map.tileheight))
# screen.blit(tile, camera.apply(pygame.Rect(x * self.tile_map.tilewidth, y * self.tile_map.tileheight, self.tile_map.tilewidth, self.tile_map.tileheight)))
screen.blit(tile, camera.apply(pygame.Rect(x * self.tile_map.tilewidth, y * self.tile_map.tileheight, self.tile_map.tilewidth, self.tile_map.tileheight)))
def create_upgrade_block(self, upgradetype, blkpos):
match upgradetype:
case 1:
upgrade = Upgrade(upgradetype, 'data/heart.png', blkpos, scale=0.8, timer=2000)
case 2:
upgrade = Upgrade(upgradetype, 'data/bombpwr.png', blkpos, scale=0.8, timer=1500)
case 3:
upgrade = Upgrade(upgradetype, 'data/bomb2.png', blkpos, scale=0.8, timer=3000)
case _:
upgrade = Upgrade(upgradetype, 'data/skull.png', blkpos, scale=0.8, timer=5000)
logger.warning(f'unknown upgradetype {upgradetype=} {blkpos=}')
return upgrade
def update_game_state(self, clid, msg):
msghealth = msg.get('health')
msgtimeout = msg.get('timeout')
msgkilled = msg.get('killed')
# if self.args.debug:
# logger.debug(f'update_game_state {clid=} {msg=}')
playerdict = {
'client_id': clid,
'position': msg.get('position'),
# 'position': tuple(msg.get('position', (42, 42))), # Ensure position is a tuple
'angle': msg.get('angle'),
'score': msg.get('score'),
'health': msghealth,
'msg_dt': msg.get('msg_dt'),
'timeout': msgtimeout,
'killed': msgkilled,
'msgtype': 'update_game_state',
'bombsleft': msg.get('bombsleft'),
}
self.playerlist[clid] = playerdict
async def update_game_event(self, game_event):
if self.args.debug:
if game_event.get('event_type') != 'player_update':
pass # logger.info(f'update_game_event {game_event.get('event_type')} event_queue: {self.event_queue.qsize()} client_queue: {self.client_queue.qsize()}')
event_type = game_event.get('event_type')
msg_client_id = game_event.get("client_id")
match event_type:
case 'player_update':
# Update other player's position in playerlist
if msg_client_id != self.client_id:
position = game_event.get('position')
if msg_client_id in self.playerlist:
player = self.playerlist[msg_client_id]
if hasattr(player, 'position'):
# If PlayerState object
if hasattr(player.position, 'x') and hasattr(player.position, 'y'):
player.position.x, player.position.y = position[0], position[1]
else:
player.position = position
else:
# If dictionary
player['position'] = position
if msg_client_id not in self.playerlist:
# Initialize player state if it does not exist
self.playerlist[msg_client_id] = PlayerState(
client_id=msg_client_id,
position=position,
angle=game_event.get('angle', 0),
health=game_event.get('health', 100),
score=game_event.get('score', 0),
bombsleft=game_event.get('bombsleft', 3)
)
logger.debug(f'new player_update {msg_client_id=} event_type: {game_event.get('event_type')}')
await self.broadcast_event(game_event)
case 'debug_dump':
logger.debug(f'debug_dump game_event={game_event}')
case 'playerquit':
self.playerlist[msg_client_id]['playerquit'] = True
await self.event_queue.put(game_event)
case 'newconnection':
if self.args.debug:
logger.info(f'{event_type} from {msg_client_id} event_queue: {self.event_queue.qsize()}')
game_event['handled'] = True
game_event['handledby'] = 'ugsnc'
game_event['event_type'] = 'acknewconn'
# await self.event_queue.put(game_event)
case 'drop_bomb':
if self.args.debug:
logger.debug(f'{event_type} from {msg_client_id} position: {game_event.get('position')}')
game_event['handledby'] = 'ugsbomb'
# if self.playerlist[bomber].get("bombsleft",0) > 0:
# self.playerlist[bomber]['bombsleft'] -= 1
# await self.event_queue.put(game_event)
try:
# player_one = self.get_playerone()
if msg_client_id == self.client_id:
bomb = Bomb(position=game_event.get('position'))
logger.info(f'{event_type} from self {msg_client_id}')
else:
bomb = Bomb(position=game_event.get('position'), bomb_size=(5,5))
logger.info(f'{event_type} from other {msg_client_id}')
self.bombs.add(bomb)
except AttributeError as e:
logger.error(f'{e} unable to add bomb {game_event=} players_sprites: {self.players_sprites}')
game_event['event_type'] = 'ackbombdrop'
# await self.event_queue.put(game_event)
# await self.client_queue.put(game_event)
await self.broadcast_event(game_event)
case 'ackbombdrop':
if msg_client_id != self.client_id:
bomb = Bomb(position=game_event.get('position'), bomb_size=(5,5))
# logger.debug(f'{event_type} from other {msg_client_id}')
elif msg_client_id == self.client_id:
bomb = Bomb(position=game_event.get('position'), bomb_size=(10,10))
# logger.debug(f'{event_type} from self {msg_client_id}')
self.bombs.add(bomb)
case 'bulletfired':
game_event['handledby'] = 'update_game_event'
game_event['event_type'] = 'ackbullet'
game_event['handled'] = True
if self.args.debug:
logger.debug(f'type: {event_type} from {msg_client_id} event_queue: {self.event_queue.qsize()} ')
# await self.client_queue.put(game_event)
await self.broadcast_event(game_event)
case 'ackbullet':
# bullet = Bullet()
if msg_client_id == self.get_playerone().client_id:
bullet = Bullet(position=game_event.get('position'),direction=game_event.get('direction'), screen_rect=self.get_playerone().rect)
# logger.info(f'{event_type} from self {msg_client_id}')
else:
bullet = Bullet(position=game_event.get('position'),direction=game_event.get('direction'), screen_rect=self.get_playerone().rect, bullet_size=(5,5))
# logger.debug(f'{event_type} from other {msg_client_id}')
self.bullets.add(bullet)
case _:
# payload = {'msgtype': 'error99', 'payload': ''}
logger.warning(f'unknown game_event:{event_type} from game_event={game_event}')
# await self.event_queue.put(payload)
def to_json(self):
"""Convert game state to JSON-serializable format"""
playerlist = []
for player in self.playerlist.values():
if hasattr(player, 'to_dict'):
playerlist.append(player.to_dict())
else:
playerlist.append(player) # Assuming this is already a dict
return {
'event_type': 'playerlistupdate',
'msgtype': 'playerlist',
'playerlist': playerlist,
'connections': len(self.connections),
}
def old_to_json(self):
"""Convert game state to JSON-serializable format"""
return {'msgtype': 'playerlist', 'playerlist': [player for player in self.playerlist.values()], 'connections': len(self.connections), }
def from_json(self, data):
if data.get('msgtype') == 'pushermsgdict':
try:
for player_data in data.get('playerlist', []):
client_id = player_data.get('client_id')
if client_id != self.client_id: # Don't update our own player
if client_id in self.playerlist:
# Update existing player
player = self.playerlist[client_id]
position = player_data.get('position')
if position:
if hasattr(player, 'position'):
if hasattr(player.position, 'x') and hasattr(player.position, 'y'):
player.position.x, player.position.y = position[0], position[1]
else:
player.position = position
else:
player['position'] = position
else:
# Create new player
self.playerlist[client_id] = PlayerState(**player_data)
except Exception as e:
logger.error(f"Error updating player from json: {e}")
def old___from_json(self, data):
if data.get('msgtype') == 'debug_dump':
logger.debug(f'debug_dump fromjson: {data.get("msgtype")}')
else:
try:
# playerlist = data.get('playerlist', [])
if data.get('msgtype') == 'game_event':
playerlist = data.get('event').get('playerlist',[])
elif data.get('msgtype') == 'playerlist':
playerlist = data.get('playerlist',[])
else:
playerlist = []
if self.args.debug:
logger.debug(f'fromjson: {data.get("msgtype")} playerlist: {len(playerlist)} ')
if len(playerlist) == 0 and data.get('event').get('event_type') not in ('ackbullet','player_update'):
logger.warning(f'noplayerlistfromjson: {data.get("msgtype")} {data}')
for player_data in playerlist:
client_id = player_data['client_id']
# Only update players that aren't our own player
if client_id != self.client_id:
self.playerlist[client_id] = PlayerState(**player_data)
# Debug the player data we're receiving
if self.args.debug:
pass # logger.debug(f"Updated player {client_id}: {self.playerlist[client_id]}")
except KeyError as e:
logger.warning(f'fromjson: {e} {data=}')