VelNet-Unity/threaded_server.py

206 lines
7.9 KiB
Python

import socket
from _thread import *
import threading
import types
rooms = {} #will be a list of room objects. #this must be locked when when adding or removing rooms
rooms_lock = threading.Lock()
client_dict = {} #will be a list of client objects. #this must be locked when adding or removing clients
client_lock = threading.Lock()
HOST = ""
PORT = 80
def send_synced_room_message(roomName, message, exclude_client=None): #guaranteed to be received by all clients in order, mostly use for handling ownership
rooms_lock.acquire()
if roomName in rooms:
room_lock = rooms[roomName].room_lock
clients = rooms[roomName].clients
else:
rooms_lock.release()
return
rooms_lock.release()
room_lock.acquire()
for c in clients:
if (exclude_client != None) and (c.id == exclude_client.id): continue
send_client_message(c,message)
room_lock.release()
def send_room_message(roomName, message, exclude_client=None): #not guaranteed to be received by all clients in order
rooms_lock.acquire()
if roomName in rooms:
clients = rooms[roomName].clients
else:
rooms_lock.release()
return
rooms_lock.release()
for c in clients:
if (exclude_client != None) and (c.id == exclude_client.id): continue
send_client_message(c,message)
def send_client_message(client, message):
client.message_lock.acquire()
client.message_queue.append(message)
client.message_lock.release()
client.message_ready.set()
def decode_message(client,message):
global rooms
global rooms_lock
decodedMessage = message.split(":")
if len(decodedMessage) < 1: print("Invalid message received"); return
messageType = decodedMessage[0]
if not client.logged_in and messageType == '0' and len(decodedMessage) == 3:
client.username = decodedMessage[1]
#probaby check password too against a database of some sort where we store lots of good stuff
client.logged_in = True
send_client_message(client,f"0:{client.id}:\n")
elif client.logged_in:
if messageType == '1':
rooms_lock.acquire()
response = "1:" + ",".join([room.name+"-"+str(len(room.clients)) for room in rooms.values()]) + "\n"
rooms_lock.release()
send_client_message(client,response)
if messageType == '2' and len(decodedMessage) > 1:
#join or create a room
roomName = decodedMessage[1]
if client.room == roomName: #don't join the same room
pass
elif (roomName == '-1') and client.room != '': #can't leave a room if you aren't in one
#leave the room
rooms_lock.acquire()
try:
rooms[client.room].clients.remove(client)
if(len(rooms[client.room].clients) == 0):
del rooms[client.room]
except Exception as e:
print("not in room")
rooms_lock.release()
send_room_message(client.room, f"2:{client.id}:\n")
send_client_message(client,f"2:{client.id}:\n")
client.room = ''
else: #join or create the room
rooms_lock.acquire()
if roomName in rooms:
#join the room
rooms[roomName].clients.append(client)
else:
#create the room and join
rooms[roomName] = types.SimpleNamespace(name=roomName,clients=[client],room_lock=threading.Lock())
rooms_lock.release()
if (client.room != '') and (client.room != roomName): #client left the previous room
send_room_message(client.room, f"2:{client.id}:{roomName}:\n")
client.room = roomName #client joins the new room
#send a message to the clients new room that they joined!
send_room_message(roomName, f"2:{client.id}:{client.room}\n")
if messageType == '3' and len(decodedMessage) > 2:
subMessageType = decodedMessage[1]
if subMessageType == '0':
#send a message to everyone in the room (not synced)
send_room_message(client.room,f"3:{client.id}:{decodedMessage[2]}\n",client)
elif subMessageType == '1':
send_room_message(client.room,f"3:{client.id}:{decodedMessage[2]}\n")
elif subMessageType == '2':
#send a message to everyone in the room (not synced)
send_synced_room_message(client.room,f"3:{client.id}:{decodedMessage[2]}\n",client)
elif subMessageType == '3':
send_synced_room_message(client.room,f"3:{client.id}:{decodedMessage[2]}\n")
def client_read_thread(conn, addr, client):
global rooms
global rooms_lock
global client_dict
global client_lock
while client.alive:
try:
recv_data = conn.recv(1024)
except Exception as e:
client.alive = False
client.message_ready.set()
continue
if not recv_data:
client.alive = False
client.message_ready.set() #in case it's waiting for a message
else:
m = recv_data.decode("utf-8")
messages = m.split("\n")
if len(messages) > 1:
messages[0]= client.inb + messages[0]
client.inb = ""
for message in messages[:-1]:
decode_message(client, message)
client.inb += messages[-1]
while not client.write_thread_dead:
client.message_ready.set()
pass
#now we can kill the client, removing the client from the rooms
client_lock.acquire()
rooms_lock.acquire()
if client.room != '':
rooms[client.room].clients.remove(client)
if(len(rooms[client.room].clients) == 0):
del rooms[client.room]
del client_dict[client.id] #remove the client from the list of clients...
rooms_lock.release()
client_lock.release()
send_room_message(client.room, f"2:{client.id}:\n")
print("client destroyed")
def client_write_thread(conn, addr, client):
while client.alive:
client.message_lock.acquire()
for message in client.message_queue:
try:
conn.sendall(message.encode('utf-8'))
except:
break #if the client is dead the read thread will catch it
client.message_queue = []
client.message_lock.release()
client.message_ready.wait()
client.message_ready.clear()
client.write_thread_dead = True
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as sock:
sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
sock.bind((HOST, PORT))
sock.listen()
next_client_id = 0
while True:
c, addr = sock.accept() #blocks until a connection is made
client = types.SimpleNamespace(id=next_client_id,
alive=True,
message_queue=[],
message_lock=threading.Lock(),
inb='', #read buffer
message_ready=threading.Event(),
logged_in=False,
username='',
room='',
write_thread_dead=False
)
client_lock.acquire()
client_dict[next_client_id] = client
client_lock.release()
next_client_id += 1
start_new_thread(client_read_thread, (c, addr, client))
start_new_thread(client_write_thread, (c, addr, client))