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#!/usr/bin/env python
import asyncio
import json
import os
import secrets
import signal
import subprocess
import websockets
from connect4 import PLAYER1, PLAYER2, Connect4
from user import User
JOIN = {}
WATCH = {}
async def execute_command(websocket, project_name, command):
base_path = os.path.join(os.getcwd(), 'projects', project_name)
try:
process = subprocess.Popen(
command,
cwd=base_path,
stdout=subprocess.PIPE,
stderr=subprocess.PIPE,
shell=True
)
# Send the command output to the client
output, error = process.communicate()
response = f"Command executed:\n\nOutput:\n{output.decode('utf-8')}\nError:\n{error.decode('utf-8')}"
await websocket.send(response)
except Exception as e:
await websocket.send(e)
async def create_file_structure(websocket, data, base_path='.'):
if data['type'] == 'folder':
folder_path = os.path.join(base_path, data['name'])
os.makedirs(folder_path, exist_ok=True)
for child in data['children']:
await create_file_structure(websocket,child, base_path=folder_path)
elif data['type'] == 'file':
file_path = os.path.join(base_path, data['name'])
with open(file_path, 'w', encoding='utf-8') as file:
file.write(data['content'])
event = {
"type": "msg",
"message": "project created",
}
await websocket.send(json.dumps(event))
async def error(websocket, message):
"""
Send an error message.
"""
event = {
"type": "error",
"message": message,
}
await websocket.send(json.dumps(event))
async def replay(websocket, game):
"""
Send previous moves.
"""
# Make a copy to avoid an exception if game.moves changes while iteration
# is in progress. If a move is played while replay is running, moves will
# be sent out of order but each move will be sent once and eventually the
# UI will be consistent.
for player, column, row in game.moves.copy():
event = {
"type": "play",
"player": player,
"column": column,
"row": row,
}
await websocket.send(json.dumps(event))
async def play(websocket, game, player, connected):
"""
Receive and process moves from a player.
"""
async for message in websocket:
# Parse a "play" event from the UI.
event = json.loads(message)
assert event["type"] == "play"
column = event["column"]
try:
# Play the move.
row = game.play(player, column)
except RuntimeError as exc:
# Send an "error" event if the move was illegal.
await error(websocket, str(exc))
continue
# Send a "play" event to update the UI.
event = {
"type": "play",
"player": player,
"column": column,
"row": row,
}
websockets.broadcast(connected, json.dumps(event))
# If move is winning, send a "win" event.
if game.winner is not None:
event = {
"type": "win",
"player": game.winner,
}
websockets.broadcast(connected, json.dumps(event))
async def exe(websocket,connected):
"""
Receive and process moves from a player.
"""
async for message in websocket:
# Parse a "play" event from the UI.
event = json.loads(message)
assert event["type"] == "cmd"
# command = event["command"]
try:
if "command" in event:
# Second player joins an existing game.
await execute_command(websocket, event["project_name"], event["command"])
elif "write" in event:
# Spectator watches an existing game.
await watch(websocket, event["watch"]) #Todo
else:
# First player starts a new game.
await start(websocket, message)
except RuntimeError as exc:
# Send an "error" event if the move was illegal.
await error(websocket, str(exc))
continue
# Send a "play" event to update the UI.
event = {
"type": "play",
"player": player,
"column": column,
"row": row,
}
websockets.broadcast(connected, json.dumps(event))
# If move is winning, send a "win" event.
if game.winner is not None:
event = {
"type": "win",
"player": game.winner,
}
websockets.broadcast(connected, json.dumps(event))
async def start(websocket,events):
"""
Handle a connection from the first player: start a new game.
"""
# Initialize a Connect Four game, the set of WebSocket connections
# receiving moves from this game, and secret access tokens.
game = User()
connected = {websocket}
join_key = secrets.token_urlsafe(12)
JOIN[join_key] = game, connected
watch_key = secrets.token_urlsafe(12)
WATCH[watch_key] = game, connected
try:
# Send the secret access tokens to the browser of the first player,
# where they'll be used for building "join" and "watch" links.
event = {
"type": "init",
"join": join_key,
"watch": watch_key,
}
await websocket.send(json.dumps(event))
js = json.loads(events)
assert js["type"] == "init"
base_path = os.path.join(os.getcwd(), 'projects', js["project_name"])
data=json.loads(js["file_structure"])
# Receive and process moves from the first player.
# await play(websocket, game, PLAYER1, connected)
await create_file_structure(websocket,data, base_path=base_path)
finally:
del JOIN[join_key]
del WATCH[watch_key]
async def join(websocket, join_key):
"""
Handle a connection from the second player: join an existing game.
"""
# Find the Connect Four game.
try:
game, connected = JOIN[join_key]
except KeyError:
await error(websocket, "Game not found.")
return
# Register to receive moves from this game.
connected.add(websocket)
try:
# Send the first move, in case the first player already played it.
await replay(websocket, game)
# Receive and process moves from the second player.
await play(websocket, game, PLAYER2, connected)
finally:
connected.remove(websocket)
async def watch(websocket, watch_key):
"""
Handle a connection from a spectator: watch an existing game.
"""
# Find the Connect Four game.
try:
game, connected = WATCH[watch_key]
except KeyError:
await error(websocket, "Game not found.")
return
# Register to receive moves from this game.
connected.add(websocket)
try:
# Send previous moves, in case the game already started.
await replay(websocket, game)
# Keep the connection open, but don't receive any messages.
await websocket.wait_closed()
finally:
connected.remove(websocket)
async def handler(websocket):
"""
Handle a connection and dispatch it according to who is connecting.
"""
# Receive and parse the "init" event from the UI.
message = await websocket.recv()
event = json.loads(message)
print(event)
project_name = event["project_name"]
# assert event["type"] == "init"
if event["type"] == "init":
if "join" in event:
# Second player joins an existing game.
await join(websocket, event["join"])
elif "watch" in event:
# Spectator watches an existing game.
await watch(websocket, event["watch"])
else:
# First player starts a new game.
await start(websocket, message)
elif event["type"] == "cmd":
print('executing commad')
# Execute a command in the project folder.
await execute_command(websocket, event["project_name"], event["command"])
# assert event["type"] == "cmd"
# if "command" in event:
# # Second player joins an existing game.
# await execute_command(websocket, project_name, event["command"])
# elif "watch" in event:
# # Spectator watches an existing game.
# await watch(websocket, event["watch"])
# else:
# # First player starts a new game.
# await start(websocket, message)
async def main():
# Set the stop condition when receiving SIGTERM.
loop = asyncio.get_running_loop()
stop = loop.create_future()
loop.add_signal_handler(signal.SIGTERM, stop.set_result, None)
port = int(os.environ.get("PORT", "7860"))
async with websockets.serve(handler, "0.0.0.0", port):
await stop
if __name__ == "__main__":
asyncio.run(main()) |