Compare commits
6 Commits
networking
...
game-build
Author | SHA1 | Date | |
---|---|---|---|
88aa86228e | |||
0ad5a3e97c | |||
5ce89d29ee | |||
3b17cdb8b8 | |||
0c4684da30 | |||
faa55f0b47 |
@@ -1 +1 @@
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recursive-include pynpong *
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recursive-include pypong *
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@@ -1,4 +1,4 @@
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# PynPong
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# PyPong
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[](LICENSE)
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A game of pong made in PyGame, designed to be used over a network connection.
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@@ -1 +0,0 @@
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__version__ = 'alpha_0.0.1'
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@@ -1,121 +0,0 @@
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"""
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Networking client to connect to a server and find server hosts
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"""
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import ipaddress
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import random
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import psutil
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import socket
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SERVER_PORT = 29987
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SERVER_BUFFER = 1024
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SCAN_TIMEOUT = 3
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class InterfaceInfo:
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"""
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Class used for storing interface information to make it easier to use
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"""
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def __init__(self, interface_name, network):
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self.interface_name = interface_name
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self.network = network
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def __str__(self):
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return 'Interface:{0}, Network:{1}'.format(self.interface_name, self.network)
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def __repr__(self):
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return '(Interface:{0}, Network:{1})'.format(self.interface_name, self.network)
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def request_server_info(server_ip, server_port):
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"""
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Request server info from a PyPong server given an IP and a port
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:param server_ip: Server IP to request info from
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:param server_port: Port to connect to server on
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:return: response given by server (or lack thereof)
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"""
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request = 'PYPONGREQ;SVRINFO'
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udp_client_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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# Timeout is set to SCAN_TIMEOUT plus a random number between 0 and SCAN_TIMEOUT so that threads can
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# start asynchronously to avoid a lot of requests being sent to machines at once
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# Average time is SCAN_TIMEOUT*1.5
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udp_client_socket.settimeout(SCAN_TIMEOUT + (SCAN_TIMEOUT * random.random()))
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try:
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udp_client_socket.sendto(str.encode(request, 'UTF-8'), (server_ip, server_port))
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except OSError:
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pass
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try:
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server_response = udp_client_socket.recvfrom(SERVER_BUFFER)[0].decode('UTF-8')
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except TimeoutError:
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server_response = '{0};TIMEOUT'.format(server_ip)
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except UnicodeDecodeError:
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server_response = '{0};MANGLED_RESPONSE'.format(server_ip)
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udp_client_socket.close()
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return server_response
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def get_interface_info():
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"""
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Gets information using psutil about the current machine's interfaces and their networks. This only works for IPv4
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networks and will not return any data in regard to IPv6 links.
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:return: List of InterfaceInfo objects containing information about all interfaces on the current machine excluding
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the loopback interface (lo or 127.0.0.1)
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"""
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raw_interface_data = psutil.net_if_addrs()
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interface_data = []
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for interface in raw_interface_data:
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# Extract needed information from psutil and put it into a InterfaceInfo object
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address = (raw_interface_data.get(interface)[0]).address
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cidr_suffix = ipaddress.IPv4Network('{0}/{1}'.format(address, raw_interface_data.get(interface)[0].netmask),
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strict=False).prefixlen
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# Do not add the loopback interface or IPv6 interfaces
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if ':' not in address and address != '127.0.0.1':
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interface_data.append(InterfaceInfo(interface, '{0}/{1}'.format(address, cidr_suffix)))
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return interface_data
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def get_ips_from_network(network):
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"""
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Generate a list of IP addresses given an address in CIDR notation. This works from smallest to largest, meaning that
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it builds a list starting at <ADDRESS>/32 (aka just the current machine) decrementing the CIDR by 1 until the
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correct subnet is reached.
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:param network:
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:return:
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"""
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network_split = network.split('/')
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address = network_split[0]
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cidr = int(network_split[1])
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all_addresses = []
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test_cidr = 32 # Start with the machine itself
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while test_cidr >= cidr:
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# Generate all addresses inside the current subnet given by 'address/test_cidr'
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current_addresses = [str(ip) for ip in ipaddress.IPv4Network('{0}/{1}'.format(address, test_cidr),
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strict=False)]
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# Do not add the address again if it is already in the list of all addresses
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for test_address in current_addresses:
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if test_address not in all_addresses:
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all_addresses.append(test_address)
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test_cidr -= 1
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return all_addresses
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def check_ip(ip_address):
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"""
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Check a single IP address for a running game server
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:param ip_address: IP address to check
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:return: response of the server (or timeout if none)
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"""
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response = request_server_info(ip_address, SERVER_PORT)
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return response
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@@ -1,158 +0,0 @@
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"""
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Starting launcher of the game. This is where you host new games or join other ones.
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"""
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import tkinter as tk
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import concurrent.futures
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import pypong.networking.client as client
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global running
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# Don't allow any more than this number of threads when looking for games
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# Can cripple a network at high numbers, 128 is recommended (can scan a /24 network in ~9 seconds on average)
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# Higher range subnets will exponentially take more time to finish (/16 would take ~38.4 minutes at 128 req/s)
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MAX_SCAN_REQUESTS = 128
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def main():
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"""
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Runs the game launcher.
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"""
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# Executor used for scanning local network for servers
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executor = concurrent.futures.ThreadPoolExecutor(max_workers=MAX_SCAN_REQUESTS)
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main_window = tk.Tk()
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main_window.title('PynPong Launcher')
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main_window.resizable(width=False, height=False)
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main_window.geometry('500x300')
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def quit_launcher():
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"""
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Quits the main menu.
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"""
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global running
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running = False
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# Stop executor from creating new scanning tasks
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executor.shutdown(wait=False, cancel_futures=True)
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def check_game(game_ip):
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"""
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Checks to see if there is a game bein ghosted at a given IP
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:param game_ip: IP address to check for a host
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:return: Response from the server (or timeout if nothing found)
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"""
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result = client.check_ip(game_ip)
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return result
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def get_games(network):
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"""
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Refreshes the game list.
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:param network: The network to scan for games on
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"""
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listbox.delete(0, tk.END)
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listbox.insert(0, ' Building IP range...')
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main_window.update()
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possible_ips = client.get_ips_from_network(network.get().split(' ')[0])
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listbox.delete(0, tk.END)
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listbox.insert(0, 'this might take some time...')
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listbox.insert(0, 'Refreshing server listing,')
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main_window.update()
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futures = []
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# Use the executor to create threads to search for games
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for ip in possible_ips:
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future = executor.submit(check_game, ip)
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futures.append(future)
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game_found = False
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for future in futures:
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result = future.result()
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if 'PYPONGRST;SVRINFO' in result: # Check to make sure response has the right header and type
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raw_response = result.split(';') # Split response by block (denoted by semicolons)
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response = []
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# Split up each block by chunks (<COMMAND>:<RESPONSE>)
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# e.g. the block 'NAME:Nicholas Dyer' -> ['NAME', 'Nicholas Dyer']
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for block in raw_response:
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chunks = block.split(':')
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for chunk in chunks:
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response.append(chunk)
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# Make sure the response has the NAME command
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if 'NAME' in response:
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# Session name is the next index after the command
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session_name = response[response.index('NAME') + 1]
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if not game_found: # If this is the first game found, clear out the list
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listbox.delete(0, tk.END)
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game_found = True
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listbox.insert(0, session_name)
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main_window.update() # Update screen while finding games (laggy, but works)
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if not game_found:
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listbox.delete(0, tk.END)
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listbox.insert(0, 'No games found!')
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def get_addresses():
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"""
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Get the current machine's local interfaces and their corresponding addresses in CIDR notation
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:return: Address in CIDR notation along with the interface
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Example:
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['172.20.126.4/24 [eth0]', 192.168.2.43/16 [wlan0]']
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"""
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interface_info = client.get_interface_info()
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shortened_info = []
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for interface in interface_info:
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shortened_info.append('{0} [{1}]'.format(interface.network, interface.interface_name))
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return shortened_info
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# Create the top title label
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title_label = tk.Label(text='PynPong Launcher', fg='white', bg='#000040', padx=1, pady=20)
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title_label.pack(side=tk.TOP, fill=tk.BOTH)
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# Create the list of games
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global listbox
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listbox = tk.Listbox(main_window)
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listbox.pack(side=tk.LEFT, expand=True, fill=tk.BOTH)
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# Add scrollbar
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scrollbar = tk.Scrollbar(main_window)
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scrollbar.pack(side=tk.LEFT, fill=tk.Y)
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# Link scrollbar to list of games
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listbox.config(yscrollcommand=scrollbar.set)
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scrollbar.config(command=listbox.yview)
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# Create buttons
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button_frame = tk.Frame(main_window)
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tk.Button(button_frame, text='Host a Game', height=3, width=30).pack()
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tk.Button(button_frame, text='Join Selected Game', height=3, width=30).pack()
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tk.Button(button_frame, text='Refresh Game List', height=2, width=20,
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command=lambda: get_games(selected_network)).pack()
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networks = get_addresses()
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selected_network = tk.StringVar()
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selected_network.set(networks[0])
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interface_menu = tk.OptionMenu(button_frame, selected_network, *networks)
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interface_menu.pack()
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button_frame.pack(side=tk.RIGHT)
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# Set it so that if the X is pressed the application quits
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main_window.protocol('WM_DELETE_WINDOW', quit_launcher)
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global running
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running = True
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while running:
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main_window.update()
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if __name__ == '__main__':
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main()
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@@ -1,25 +0,0 @@
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import socket
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LOCAL_IP = '127.0.0.1'
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SERVER_PORT = 29987
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SERVER_BUFFER = 1024
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udp_server_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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udp_server_socket.bind((LOCAL_IP, SERVER_PORT))
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waiting_for_connection = True
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while waiting_for_connection:
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received = udp_server_socket.recvfrom(SERVER_BUFFER)
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message = received[0]
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address = received[1]
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decoded_message = message.decode('UTF-8')
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if decoded_message.split(';')[0] != 'PYPONGREQ':
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message = 'PYPONGRST;ERROR:INVALID HEADER'
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udp_server_socket.sendto(message.encode('UTF-8'), address)
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else:
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message = 'PYPONGRST;ECHO:{0}'.format(decoded_message)
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udp_server_socket.sendto(message.encode('UTF-8'), address)
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udp_server_socket.close()
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@@ -1,36 +0,0 @@
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"""
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Contains the Packet class to help with the transmission, reading, and verification of infermation over the network
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"""
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class Packet:
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"""
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Class that contains information to be sent over the network. Can self-verify and has methods (will have methods) to
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easily encode and decode packet information
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"""
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VALID_HEADERS = [
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'PYPONGREQ',
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'PYPONGRST'
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]
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VALID_TYPES = [
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'SVRINFO'
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]
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def __init__(self, header, msg_type, *message):
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self.header = header
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self.msg_type = msg_type
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self.message = []
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for x in message:
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self.message.append(x)
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def integrity_check(self):
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"""
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Verify that the information in the packet is correct and makes sense
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:return: True if packet verifies correctly, False if not
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"""
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if self.header not in Packet.VALID_HEADERS:
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return False
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if self.msg_type not in Packet.VALID_TYPES:
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return False
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return True
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1
pypong/__init__.py
Normal file
1
pypong/__init__.py
Normal file
@@ -0,0 +1 @@
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__version__ = 'alpha_0.0.1'
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8
pypong/__main__.py
Normal file
8
pypong/__main__.py
Normal file
@@ -0,0 +1,8 @@
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"""
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Launch script
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"""
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from pypong.game_files.game import main as game_main
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if __name__ == '__main__':
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game_main()
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169
pypong/game_files/game.py
Normal file
169
pypong/game_files/game.py
Normal file
@@ -0,0 +1,169 @@
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import math
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import pygame
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import pypong
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import random
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import time
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SCREEN_SIZE = (800, 600) # Size of the game window
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GAME_FPS = 60
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GAME_COLOR = (255, 255, 255) # Color of all the sprites on screen
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PADDLE_SIZE = (20, 200)
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PADDLE_SPEED = 10
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BALL_SIZE = 30
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BALL_SPEED = 7
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class Paddle(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.moving_down = False
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self.moving_up = False
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self.image = pygame.Surface(PADDLE_SIZE)
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self.image.fill(GAME_COLOR)
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self.rect = self.image.get_rect()
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def update(self):
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if self.moving_down:
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self.rect.y += PADDLE_SPEED
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if self.moving_up:
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self.rect.y -= PADDLE_SPEED
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if self.rect.top < 0:
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self.rect.top = 0
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if self.rect.bottom > SCREEN_SIZE[1]:
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self.rect.bottom = SCREEN_SIZE[1]
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class Ball(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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# Booleans to randomize direction of the ball upon spawning
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initial_x_vel_negative = bool(random.getrandbits(1))
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initial_y_vel_negative = bool(random.getrandbits(1))
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self.x_vel = BALL_SPEED
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self.y_vel = BALL_SPEED
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if initial_x_vel_negative: # Flip ball speed based on random bools
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self.x_vel = -BALL_SPEED
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if initial_y_vel_negative:
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self.y_vel = -BALL_SPEED
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self.image = pygame.Surface((BALL_SIZE, BALL_SIZE), pygame.SRCALPHA)
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pygame.draw.circle(self.image, GAME_COLOR, (BALL_SIZE / 2, BALL_SIZE / 2), math.floor(BALL_SIZE / 2.0))
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self.rect = self.image.get_rect()
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def update(self):
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self.rect.centerx += self.x_vel
|
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self.rect.centery += self.y_vel
|
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# Always bounce ball if it hits the top or bottom of the screen
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if self.rect.top <= 0:
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self.rect.top = 0
|
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self.y_vel *= -1
|
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if self.rect.bottom >= SCREEN_SIZE[1]:
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self.rect.bottom = SCREEN_SIZE[1]
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self.y_vel *= -1
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||||
|
||||
|
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def game(is_host=True):
|
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"""
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Starts the game.
|
||||
"""
|
||||
|
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pygame.init()
|
||||
|
||||
window = pygame.display.set_mode(SCREEN_SIZE)
|
||||
surface = pygame.Surface(SCREEN_SIZE)
|
||||
|
||||
# Set title of window
|
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pygame.display.set_caption('PyPong {0}'.format(pypong.__version__))
|
||||
|
||||
# Add an icon to the pygame window.
|
||||
# icon = pygame.image.load('NO ICON YET, WIP').convert_alpha()
|
||||
# pygame.display.set_icon(icon)
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# Default game state when the game first starts.
|
||||
running = True
|
||||
|
||||
# A group of all the sprites on screen. Used to update all sprites at once
|
||||
all_sprites = pygame.sprite.Group()
|
||||
|
||||
# Functions used for drawing the game screen #
|
||||
|
||||
def draw():
|
||||
"""
|
||||
Draws the main pygame display.
|
||||
"""
|
||||
|
||||
# Draws all the sprites on a black background
|
||||
all_sprites.update()
|
||||
surface.fill((0, 0, 0))
|
||||
all_sprites.draw(surface)
|
||||
window.blit(surface, surface.get_rect())
|
||||
|
||||
# Update the entire display
|
||||
pygame.display.flip()
|
||||
|
||||
def keyboard_movement(paddle):
|
||||
for keyboard_event in pygame.event.get():
|
||||
if keyboard_event.type == pygame.KEYDOWN:
|
||||
if keyboard_event.key == pygame.K_DOWN:
|
||||
paddle.moving_down = True
|
||||
if keyboard_event.key == pygame.K_UP:
|
||||
paddle.moving_up = True
|
||||
if keyboard_event.type == pygame.KEYUP:
|
||||
if keyboard_event.key == pygame.K_DOWN:
|
||||
paddle.moving_down = False
|
||||
if keyboard_event.key == pygame.K_UP:
|
||||
paddle.moving_up = False
|
||||
|
||||
# Create the two paddles
|
||||
host_player = Paddle()
|
||||
client_player = Paddle()
|
||||
host_player.rect.centery = SCREEN_SIZE[1] / 2
|
||||
client_player.rect.centery = SCREEN_SIZE[1] / 2
|
||||
client_player.rect.right = SCREEN_SIZE[0] # Move client paddle to other side
|
||||
all_sprites.add(host_player, client_player)
|
||||
paddle_sprites = pygame.sprite.Group()
|
||||
paddle_sprites.add(host_player, client_player)
|
||||
|
||||
# Create the ball
|
||||
ball = Ball()
|
||||
ball.rect.centerx = SCREEN_SIZE[0] / 2
|
||||
# The ball is moved up or down a random amount
|
||||
ball.rect.centery = (SCREEN_SIZE[1] / 2) + random.randint(-25, 25)
|
||||
all_sprites.add(ball)
|
||||
|
||||
# Create the scoreboard
|
||||
# host_score = 0
|
||||
# client_score = 0
|
||||
|
||||
draw()
|
||||
time.sleep(1)
|
||||
|
||||
while running:
|
||||
clock.tick(GAME_FPS)
|
||||
draw()
|
||||
|
||||
if is_host:
|
||||
keyboard_movement(host_player)
|
||||
else:
|
||||
keyboard_movement(client_player)
|
||||
|
||||
# Bounce ball off of paddles
|
||||
if pygame.sprite.spritecollideany(ball, paddle_sprites):
|
||||
ball.x_vel *= -1
|
||||
|
||||
|
||||
def main():
|
||||
"""
|
||||
Calls the game() function to start the game.
|
||||
"""
|
||||
game()
|
||||
|
||||
pygame.quit()
|
@@ -1,2 +1 @@
|
||||
pygame~=2.1.2
|
||||
psutil~=5.9.4
|
||||
pygame~=2.1.2
|
6
setup.py
6
setup.py
@@ -1,5 +1,5 @@
|
||||
import setuptools
|
||||
import pynpong
|
||||
import pypong
|
||||
|
||||
with open('requirements.txt') as fh:
|
||||
required = fh.read().splitlines()
|
||||
@@ -9,13 +9,13 @@ with open('README.md', 'r') as fh:
|
||||
|
||||
setuptools.setup(
|
||||
name='PyPong',
|
||||
version=pynpong.__version__,
|
||||
version=pypong.__version__,
|
||||
author='Nicholas Dyer',
|
||||
description='A game of pong made in PyGame for play over a local network',
|
||||
license='GNU GPL-3.0',
|
||||
long_description=long_description,
|
||||
long_description_content_type='text/markdown',
|
||||
url='https://gitea.citruxx.com/ndyer/PynPong',
|
||||
url='https://gitea.citruxx.com/ndyer/PyPong',
|
||||
packages=setuptools.find_packages(),
|
||||
# https://pypi.org/classifiers/
|
||||
classifiers=[
|
||||
|
Reference in New Issue
Block a user