2012-11-03 28 views
3

我正在使用内置的SocketServer的TCPServer和ThreadingMixIn编写多人游戏服务器和客户端,因为它比手动管理套接字和线程模块更容易。 (我想坚持使用内置模块)。它使用类似于HTTP进行通信的协议(GTP)。如何将数据发送到当前请求处理程序的不同请求? (使用ThreadingMixIn的Python SocketServer)

只涉及一个客户端的请求已经工作。如果客户端发送请求“GET /index.html GTP/0.2”,则服务器只需向该客户端回应“GTP/0.2 200 OK”。但是如果客户端A和B之间正在进行游戏(记录在服务器的状态),并且客户端A发送请求“TURN <my turn info> GTP/0.2”,那么在玩家A轮流之后,服务器如何通知两个玩家A和B变化?

这里是我的代码的要领至今:

import SocketServer 
import socket, threading # not yet used 

class ThreadingGameServer(SocketServer.ThreadingMixIn, SocketServer.TCPServer): 
    def __init__(self, server_address, RequestHandlerClass): 
     SocketServer.TCPServer.__init__(self, server_address, RequestHandlerClass) 
     self.players = [] 
     self.games = [] 

class GameRequestHandler(SocketServer.BaseRequestHandler): 
    def setup(self): 
     self.request_data = None 
     self.response_data = None 

    def handle(self): 
     while True: 
      self.request_data = self.request.recv(4096) 
      if not self.request_data: 
       break # Client disconnected 
      # delegate handling to do_GET, do_POST, etc 
      do_method = 'do_' + self.request_data.split()[0] 
      if not hasattr(self, do_method): 
       self.request.sendall("GTP/0.2 501 Not Implemented\r\n\r\n") 
       continue 
      try: 
       do = getattr(self, do_method) 
       do() 
      except Exception as e: 
       break 

    def do_GET(self): 
     body = '<contents of {}>'.format(self.my_request.param) 
     data = "GTP/0.2 200 OK\r\nContent-Length: {}\r\n\r\n{}".format(len(body), body) 
     self.request.sendall(data) 

    def do_LOGIN(self): 
     """ 
     Create a player with the requested username and this handler. 
     Add the player to self.server.players. 
     Respond with 200 OK, body "Welcome!, <username>". 
     """ 

    def do_PLAY(self): 
     """ 
     If the requested opponent is not logged in and ready to play, respond with 403 Forbidden. 
     Create a game with this player and the requested opponent. 
     Remove the two players from self.server.players. 
     Add the game to self.server.games. 
     Respond with 200 OK, body "Begin game with <opponent>". 
     How do I send "Begin game with <this player>" to the opponent as well? 
     """ 

    def do_TURN(self): 
     """ 
     If it is not this player's turn, respond with 403 Forbidden. 
     Modify the game's state in self.server.games, including making it be the opponent's turn. 
     Respond with 200 OK, body "<new game state>". 
     How do I send the response to the opponent as well? 
     """ 

    def do_EXIT(self): 
     """ 
     If this player is logged in, log them out. 
     If they are in a game, respond to their opponent with 200 OK, body "Game over" (how?). 
     End their request handler. 
     """ 

class GameClient(object): 
    def __init__(self, server_address): 
     self.socket = socket.create_connection(server_address) 

    def run(self): 
     """ 
     Read user input, e.g. "> login foobar". 
     Send request to server, e.g. self.socket.sendall("LOGIN foobar GTP/0.2\r\n\r\n") 
     Get server's reply via self.socket.recv(4096) 
     Print the reply body, e.g. "Welcome, foobar!" 
     """ 

# On the server machine 
server = ThreadingGameServer((socket.gethostname(), 4242), GameRequestHandler) 
server.serve_forever() 

# On each client machine 
client = GameClient(('server.mygame.com', 4242)) 
client.run() 

回答

1

有可能是一个更好的方式来做到这一点,但我很久以前设计我自己的方法(回来时,我是新的使用Python!)为每个客户提供一种收件箱。每个客户端会定期向服务器询问其收件箱中的内容,并相应地解析这些命令。

我会密切关注这个问题,我很想看到比我更好的方法。我也建议在尝试之前等待答案。

+0

我正在为C++编写类似的东西。这个想法是为每个客户**仅** **收件箱。收件箱是一个线程安全队列,并且客户端在出列操作上阻塞。 – Omnifarious

+0

这就是我最终做的。客户端每秒向服务器发送PING请求,并且如果他们的收件箱中有任何新消息,那么这些请求会发送响应PING。 – Remy

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