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server.py
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import socket
import threading
import time
import random
from enum import Enum
from common.packet import Packet, PacketType
from common.serdes import serialize, deserialize
# 클라이언트 정보를 담는 클래스
class Client:
def __init__(self, id: int, address: str, socket: socket.socket):
self.id = id
self.address = address
self.socket = socket
self.nickname = None
self.score = 0
self.is_drawer = False
def is_joined(self):
return self.nickname is not None
def join(self, nickname: str):
self.nickname = nickname
def __str__(self):
return f'Client(id={self.id}, socket={self.socket}, nickname={self.nickname})'
class Game:
MIN_PARTICIPANTS = 2
joined_clients: list = []
drawer_index: int = None
current_drawer: Client = None
current_word: str = None
ronud_start_at: float = None
word_set: set = set(['사과', '바나나', '포도', '수박', '딸기', '키위', '오렌지', '레몬', '망고', '복숭아'])
def __init__(self):
self.id = time.time()
def join(self, client: Client):
# 다른 클라이언트에게 새로운 클라이언트 정보 전송
self.send_all(Packet(PacketType.CLIENT_JOIN, {
'id': client.id,
'nickname': client.nickname,
}))
self.joined_clients.append(client)
# 게임에 참가한 클라이언트에게 게임 참가 확인 메시지 전송
self.send(client, Packet(PacketType.CLIENT_JOIN_CONFIRM, {
'id': client.id,
'nickname': client.nickname,
}))
print(f'{client.nickname}님이 게임에 참가하였습니다.')
time.sleep(0.1)
if (len(self.joined_clients) >= self.MIN_PARTICIPANTS):
print(f'최소 인원이 모였습니다. 게임을 시작합니다.')
self.start_game()
def leave(self, client: Client):
self.joined_clients.remove(client)
self.send_all(Packet(PacketType.CLIENT_LEAVE, { 'id': client.id, 'nickname': client.nickname }))
print(f'{client.nickname}님이 게임에서 나갔습니다.')
if (len(self.joined_clients) < self.MIN_PARTICIPANTS):
print(f"최소 인원보다 적어 게임을 종료합니다.")
def start_game(self):
print(f'게임을 시작합니다.')
self.start_at = time.time()
self.send_all(Packet(PacketType.GAME_START, {}))
self.init_round()
self.start_round()
def init_round(self):
self.current_drawer = None
self.current_word = None
self.drawer_index = -1
def start_round(self):
self.drawer_index += 1
if (self.drawer_index >= len(self.joined_clients)):
print(f'모든 참가자가 한 번씩 그렸습니다. 게임을 종료합니다.')
self.send_all(Packet(PacketType.GAME_END, {}))
return
drawer = self.joined_clients[self.drawer_index]
self.current_drawer = drawer
word = random.choice(list(self.word_set))
self.current_word = word
self.ronud_start_at = time.time()
print(f'{drawer.nickname}님이 그림을 그립니다. (단어: {word})')
time.sleep(0.1)
self.send_all(Packet(PacketType.ROUND_START, {
'drawer_id': drawer.id,
'word': word,
'start_time': self.ronud_start_at,
}))
self.start_round_timer(drawer.id, start_time=self.ronud_start_at)
def end_round(self):
print(f'라운드를 종료합니다.')
self.send_all(Packet(PacketType.ROUND_END, {}))
time.sleep(1)
self.start_round()
def guess(self, client: Client, message: any):
if (self.current_drawer == client):
return
if (self.current_word == message):
print(f'{client.nickname}님이 정답을 맞췄습니다.')
self.send_all(Packet(PacketType.GUESS_CORRECT, {
'id': client.id,
'nickname': client.nickname,
'word': self.current_word,
}))
self.end_round()
else:
print(f'{client.nickname}님이 정답을 맞추지 못했습니다.')
def draw(self, client: Client, message: any):
# 그리는 중인 클라이언트가 아니면 무시
if (self.current_drawer != client):
return
self.send_all(Packet(PacketType.DRAW, message))
def clear(self, client: Client, message: any):
# 그리는 중인 클라이언트가 아니면 무시
if (self.current_drawer != client):
return
self.send_all(Packet(PacketType.CLEAR, {}))
def start_round_timer(self, drawer_id: int, start_time: float, round_time: int = 60):
def callback():
if self.current_drawer.id != drawer_id:
return
left_time = round_time - (time.time() - start_time)
print(f'남은 시간: {left_time}초')
self.end_round()
threading.Timer(round_time, callback).start()
def send(self, client: Client, packet: Packet):
data = serialize(packet)
client.socket.sendall(data)
def send_all(self, packet: Packet):
data = serialize(packet)
for client in self.joined_clients:
# print(f'{client.nickname}에게 메시지 전송: {packet}')
client.socket.sendall(data)
game = Game()
# 클라이언트 리스트
clients: list = []
# 서버의 IP 주소와 포트 번호
SERVER_IP = '127.0.0.1'
SERVER_PORT = 12345
# 서버 소켓 생성
server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# TIME_WAIT 상태의 소켓에 재연결이 가능하도록 설정 (SO_REUSEADDR)
server_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
# 서버 IP 주소와 포트 번호를 바인딩
server_socket.bind((SERVER_IP, SERVER_PORT))
# 클라이언트의 연결을 받을 수 있도록 대기
server_socket.listen()
print('서버가 시작되었습니다.')
# 클라이언트와 통신하는 함수
def handle_client(client: Client):
print(f'클라이언트 연결됨: {client.address}')
while True:
# 클라이언트로부터 데이터 수신
data = client.socket.recv(1024)
if not data: # 클라이언트와 연결이 끊어지면 data는 빈 문자열
break
# 데이터 역직렬화
message = deserialize(data)
# print(f'클라이언트로부터 받은 메시지: {message}')
# 받은 메시지의 타입에 따라 처리
handle_client_message(client, message)
# 클라이언트와의 연결 종료
if (client.is_joined()):
handle_client_leave(client)
client.socket.close()
clients.remove(client)
print(f'클라이언트 연결 종료: {client.address}')
def handle_client_message(client: Client, message: any):
if message.type == PacketType.CLIENT_JOIN:
handle_client_join(client, message)
elif message.type == PacketType.CLIENT_LEAVE:
handle_client_leave(client)
elif message.type == PacketType.CHAT:
handle_client_chat(client, message)
elif message.type == PacketType.DRAW:
handle_client_draw(client, message)
elif message.type == PacketType.CLEAR:
handle_client_clear(client, message)
def handle_client_join(client: Client, message: any):
client.join(nickname=message.data['nickname'])
game.join(client)
def handle_client_leave(client: Client):
game.leave(client)
def handle_client_chat(client: Client, message: any):
print(f'{client.nickname}: {message.data}')
packet = Packet(PacketType.CHAT, {
'id': client.id,
'nickname': client.nickname,
'message': message.data,
})
game.send_all(packet)
game.guess(client, message.data)
def handle_client_draw(client: Client, message: any):
game.draw(client, message.data)
def handle_client_clear(client: Client, message: any):
game.clear(client, message.data)
# 모든 클라이언트에게 메시지를 브로드캐스트하는 함수
def broadcast_message(message):
data = serialize(message)
for client in clients:
client.socket.sendall(data)
def exit_server():
print('서버를 종료합니다.')
# 모든 클라이언트 소켓 닫기
for client in clients:
client.socket.close()
# 서버 소켓 닫기
server_socket.close()
try:
while True:
# 클라이언트의 연결 요청을 수락
client_socket, client_address = server_socket.accept()
# 클라이언트 소켓을 리스트에 추가
client = Client(
id=len(clients) + 1,
address=client_address,
socket=client_socket
)
clients.append(client)
# 클라이언트와 통신하는 스레드 생성
client_thread = threading.Thread(target=handle_client,args=(client, ))
client_thread.start()
except Exception as e:
exit_server()
except KeyboardInterrupt as e:
exit_server()