I've been working on a python game in my spare time, and I've run into a problem. I'm working with sockets using the basic threads module, and it works fine when I connect to the server file with one client. But more than that, and any that connect after the first freezes up the server and the first client.
Here is the code for the server
import socket
import random
import thread
from saveState import Save
from grid import Grid
import time
players = 0
save = Save()
grid = Grid()
def ready(c):
ready = raw_input("Are you ready to play?\n")
if(ready == "yes" or ready == "y"):
grid.makeGrid()
c.send("ready")
def clientThread(conn,players):
while True:
print "taking requests"
request = conn.recv(1024)
segments = request.split(",,")
if(segments[0] == "0" and players<200):
print "registering player", addr
serial = random.choice(list(range(999999)))
conn.send("{}".format(serial))
save.players[serial] = segments[2:]
print save.players[serial][9]
players+=1
elif(segments[0] == "3"):
if(segments[2] == "land"):
conn.send("{},,{},,{},,{}".format(grid.getLandType(int(save.players[serial][9]),int(save.players[serial][10])), grid.getDesc(int(save.players[serial][9]),int(save.players[serial][10])),int(save.players[serial][9]),int(save.players[serial][10])))
elif(segments[0]=="2"):
if(segments[2]=="playerX" and int(segments[3])==-1):
save.players[serial][9] = int(save.players[int(serial)][9])-1
elif(segments[2]=="playerX"):
save.players[serial][9] = int(save.players[int(serial)][9])+1
if(segments[2]=="playerY" and int(segments[3])==-1):
save.players[serial][10] = int(save.players[int(serial)][10])-1
elif(segments[2]=="playerY"):
save.players[serial][10] = int(save.players[int(serial)][10])+1
elif(segments[0]=="4"):
alreadySent = []
for m in grid.monsters:
if(m.X==save.players[int[segment[1]]][9] and m.Y==save.players[int[segment[1]]][10] and alreadySent[m]==False):
conn.send("{},,{}".format(m.name, True))
elif(time.clock == 60*60*(12+8)):
conn.send("{},,{}".format("You see the sun set on the horizon. Monsters will be more aggressive now.", False))
else:
print "sorry, there is an inconsistency in the request or the queue is full."
try:
#start up socket
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
name = socket.gethostbyname(socket.gethostname())
print name
port = input("select port\n")
s.bind((name, port))
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
#listen for any attempts to connect to the api
#if anyone connects, give them a serial number and add their data to a storage file
while True:
s.listen(5)
c,addr = s.accept()
thread.start_new_thread(ready,(c,))
thread.start_new_thread(clientThread,(c, players))
conn.close
sock.close
except socket.error:
print " either the server port is closed or in use. try again"
and the client
import random
from grid import Grid
from player import Player
from descriptions import Descriptions
import socket
import time
import thread
description = Descriptions()
def descisionHandler(s,serial):
while True:
s.send("{},,{},,{}".format(3,serial,"land"))
response = s.recv(1024).split(",,")
print "you are on a {} tile \n {} \n {} \n {}".format(response[0], response[1],response[2], response[3])
action=raw_input("What Will You Do?\n")
try:
if(action == "west" and player.locX>0):
s.send("{},,{},,{},,{}".format(2,serial,"playerX",-1))
time.sleep(0.5)
elif(action == "east" and player.locX<199):
s.send("{},,{},,{},,{}".format(2,serial,"playerX",1))
time.sleep(0.5)
elif(action == "north" and player.locY>0):
s.send("{},,{},,{},,{}".format(2,serial,"playerY",-1))
time.sleep(0.5)
elif(action == "south" and player.locY<199):
s.send("{},,{},,{},,{}".format(2,serial,"playerY",1))
time.sleep(0.5)
# elif(action == "attack" and monster_data[1]):
# print "The {} wakes up! A battle begins!".format(monster_data[0])
elif(action == "profile"):
print " You are {} \n {} \n your role is {} \n you have an attack of {} \n a defense of {} \n a speed of {} \n and {} hitpoints \n attacks: {} \n you are located at {} {}".format(player.name,
player.backstory,player.role,player.attack,player.defense,player.speed, player.hitpoints, player.attacks, player.locX, player.locY)
elif(action == "exit"):
break
except IndexError:
pass
def eventHandler(s,serial):
while True:
s.send("{},,{}".format(4,serial))
response = s.recv(1024).split(",,")
print response[0]
return bool(response[1])
while True:
try:
print "\nWelcome to Overseer! We need a few things before we begin\n"
name = raw_input("What is your name?\n")
backstory = raw_input("What is in your past: choose one \n chosen \n magician \n poet\n")
role = raw_input("what is your class: choose one \n Warrior \n Mage \n Rougue \n Bard\n")
player = Player(name,description.player_backstory[backstory], role, 5,5,5,10, {"scrap": 10}, random.choice(list(range(200))), random.choice(list(range(200))))
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
host = raw_input("what host are you connecting to?")
port = input("what port?\n")
s.connect((host,port))
print "connection successful."
time.sleep(5)
s.send("{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{}".format(0,0,name,backstory,role,5,5,5,5,10,player.attacks,player.locX,player.locY))
serial = s.recv(1024)
print "You're serial number is {}".format(serial)
while(s.recv(1024) != "ready"):
pass
break
except socket.error:
print "server is not running or is busy. please try again."
eventThread = thread.start_new_thread(eventHandler,(s,serial))
descisionThread = thread.start_new_thread(descisionHandler,(s,serial))
while 1:
pass
I did a bit of research and my best guess is that I need to use locks from the threading module, but I'm not sure. any suggestions?
Thanks in advance!
threadingmodule instead ofthread, it's a higher-level interface.conn.recvcould read partial messages, and your code breaks.