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Completed socket adventure activity. #15

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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
# USER SPECIFIC/IDE FILES
.idea/
.vscode

# GENERAL PYTHON FILES
__pycache__/
7 changes: 4 additions & 3 deletions client.py
Original file line number Diff line number Diff line change
Expand Up @@ -16,13 +16,14 @@
client_socket.connect((host, port))

while True:
try:
response = client_socket.recv(4096).decode()
except ConnectionAbortedError:
response = client_socket.recv(4096).decode()
if not response:
print("Connection closed by host.")
break

print(response)

my_message = input("> ").encode('utf-8') + b'\n'
client_socket.sendall(my_message)

client_socket.close()
112 changes: 62 additions & 50 deletions server.py
Original file line number Diff line number Diff line change
Expand Up @@ -4,9 +4,9 @@
class Server(object):
"""
An adventure game socket server

An instance's methods share the following variables:

* self.socket: a "bound" server socket, as produced by socket.bind()
* self.client_connection: a "connection" socket as produced by socket.accept()
* self.input_buffer: a string that has been read from the connected client and
Expand All @@ -17,14 +17,14 @@ class Server(object):
* self.done: A boolean, False until the client is ready to disconnect
* self.room: one of 0, 1, 2, 3. This signifies which "room" the client is in,
according to the following map:

3 N
| ^
1 - 0 - 2 |

When a client connects, they are greeted with a welcome message. And then they can
move through the connected rooms. For example, on connection:

OK! Welcome to Realms of Venture! This room has brown wall paper! (S)
move north (C)
OK! This room has white wallpaper. (S)
Expand All @@ -36,7 +36,7 @@ class Server(object):
OK! This room has a green floor! (S)
quit (C)
OK! Goodbye! (S)

Note that we've annotated server and client messages with *(S)* and *(C)*, but
these won't actually appear in server/client communication. Also, you'll be
free to develop any room descriptions you like: the only requirement is that
Expand Down Expand Up @@ -78,18 +78,20 @@ def room_description(self, room_number):
:param room_number: int
:return: str
"""

# TODO: YOUR CODE HERE

pass
return [
'You are in the room with the white wallpaper.',
'You are in the room with the green wallpaper.',
'You are in the room with the brown wallpaper.',
'You are in the room with the mauve wallpaper.'
][room_number]

def greet(self):
"""
Welcome a client to the game.

Puts a welcome message and the description of the client's current room into
the output buffer.

:return: None
"""
self.output_buffer = "Welcome to {}! {}".format(
Expand All @@ -101,105 +103,115 @@ def get_input(self):
"""
Retrieve input from the client_connection. All messages from the client
should end in a newline character: '\n'.

This is a BLOCKING call. It should not return until there is some input from
the client to receive.

:return: None
"""
received = b''
while b'\n' not in received:
received += self.client_connection.recv(16)

# TODO: YOUR CODE HERE

pass
self.input_buffer = received.decode().strip()

def move(self, argument):
"""
Moves the client from one room to another.

Examines the argument, which should be one of:

* "north"
* "south"
* "east"
* "west"

"Moves" the client into a new room by adjusting self.room to reflect the
number of the room that the client has moved into.

Puts the room description (see `self.room_description`) for the new room
into "self.output_buffer".

:param argument: str
:return: None
"""

# TODO: YOUR CODE HERE

pass
if self.room == 0:
if argument == 'north':
self.room = 3
elif argument == 'west':
self.room = 1
elif argument == 'east':
self.room = 2
elif self.room == 1 and argument == 'east':
self.room = 0
elif self.room == 2 and argument == 'west':
self.room = 0
elif self.room == 3 and argument == 'south':
self.room = 0

self.output_buffer = self.room_description(self.room)

def say(self, argument):
"""
Lets the client speak by putting their utterance into the output buffer.

For example:
`self.say("Is there anybody here?")`
would put
`You say, "Is there anybody here?"`
into the output buffer.

:param argument: str
:return: None
"""

# TODO: YOUR CODE HERE

pass
self.output_buffer = f"You say, \"{argument}\""

def quit(self, argument):
"""
Quits the client from the server.

Turns `self.done` to True and puts "Goodbye!" onto the output buffer.

Ignore the argument.

:param argument: str
:return: None
"""

# TODO: YOUR CODE HERE

pass
self.done = True
self.output_buffer = 'Goodbye!'

def route(self):
"""
Examines `self.input_buffer` to perform the correct action (move, quit, or
say) on behalf of the client.

For example, if the input buffer contains "say Is anybody here?" then `route`
should invoke `self.say("Is anybody here?")`. If the input buffer contains
"move north", then `route` should invoke `self.move("north")`.

:return: None
"""
received = self.input_buffer.split(' ')
command = received.pop(0)
arguments = ' '.join(received)

# TODO: YOUR CODE HERE

pass
{
'quit': self.quit,
'move': self.move,
'say': self.say,
}[command](arguments)

def push_output(self):
"""
Sends the contents of the output buffer to the client.

This method should prepend "OK! " to the output and append "\n" before
sending it.

:return: None
"""

# TODO: YOUR CODE HERE

pass
self.client_connection.sendall(
b'OK! ' + self.output_buffer.encode() + b'\n')

def serve(self):
self.connect()
Expand Down