123 lines
4.5 KiB
Python
123 lines
4.5 KiB
Python
import json
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import socket
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from pathlib import Path
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from typing import TYPE_CHECKING, Optional
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from threading import Condition
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from source import path_save
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from source.gui import scene
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from source.network import game_network
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from source.utils import StoppableThread
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from source.utils.thread import in_pyglet_context
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from source.network.packet import PacketUsername, PacketLoadOldSave, PacketHaveSaveBeenFound
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if TYPE_CHECKING:
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from source.gui.window import Window
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from source.network.packet import PacketSettings
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class Host(StoppableThread):
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"""
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The thread executed on the person who create a room.
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"""
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def __init__(self, window: "Window", port: int, username: str, settings: "PacketSettings", **kw):
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super().__init__(**kw)
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self.window = window
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self.username = username
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self.settings = settings
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self.port = port
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self.condition_load = Condition()
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self.accept_load: bool = False
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def run(self) -> None:
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print("[Serveur] Thread démarré")
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with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as server:
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server.bind(("", self.port)) # connecte le socket au port indiqué
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server.settimeout(5) # défini le timeout à 5 secondes
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server.listen() # écoute de nouvelle connexion
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while True:
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try:
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connection, (ip_address, port) = server.accept() # accepte la première connexion entrante
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break # sort de la boucle
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except socket.timeout: # en cas de timeout
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if self.stopped: return # vérifie si le thread n'est pas censé s'arrêter
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# sinon, réessaye
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print(f"[Serveur] Connecté avec {ip_address}")
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# ancienne sauvegarde
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path_old_save: Optional[Path] = None
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for file in path_save.iterdir(): # cherche une ancienne sauvegarde correspondant à l'ip de l'adversaire
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if file.stem.startswith(ip_address):
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path_old_save = file
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break
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# envoie à l'adversaire si une ancienne sauvegarde a été trouvée
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PacketHaveSaveBeenFound(value=path_old_save is not None).send_data_connection(connection)
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if path_old_save is not None:
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# si une ancienne sauvegarde a été trouvée, attend que l'adversaire confirme avoir également la save
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packet_save_found = PacketHaveSaveBeenFound.from_connection(connection).value
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# si l'adversaire à également la sauvegarde, demande à l'hôte de confirmer l'utilisation de la save
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if packet_save_found:
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from source.gui.scene import GameLoad
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in_pyglet_context(self.window.set_scene, GameLoad, path=path_old_save, thread_host=self)
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with self.condition_load: self.condition_load.wait() # attend que l'utilisateur choisisse l'option
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PacketLoadOldSave(value=self.accept_load).send_data_connection(connection)
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if self.accept_load:
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# charge la sauvegarde
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with open(path_old_save, "r", encoding="utf-8") as file:
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save_data = json.load(file)
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# paramètres et jeu
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self.settings.send_data_connection(connection)
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enemy_username = PacketUsername.from_connection(connection).username
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PacketUsername(username=self.username).send_data_connection(connection)
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if self.accept_load:
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game_scene = in_pyglet_context(
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self.window.set_scene,
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scene.Game.from_json, # depuis le fichier json
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data=save_data,
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thread=self,
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connection=connection
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)
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else:
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game_scene = in_pyglet_context(
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self.window.set_scene,
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scene.Game,
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thread=self,
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connection=connection,
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boats_length=self.settings.boats_length,
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name_ally=self.username,
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name_enemy=enemy_username,
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grid_width=self.settings.grid_width,
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grid_height=self.settings.grid_height,
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my_turn=self.settings.host_start
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)
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game_network(
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thread=self,
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connection=connection,
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game_scene=game_scene
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)
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