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#!/usr/bin/env python | |
import asyncio | |
import json | |
import os | |
import secrets | |
import signal | |
import websockets | |
from connect4 import PLAYER1, PLAYER2, Connect4 | |
JOIN = {} | |
WATCH = {} | |
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 start(websocket): | |
""" | |
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 = Connect4() | |
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)) | |
# Receive and process moves from the first player. | |
await play(websocket, game, PLAYER1, connected) | |
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) | |
assert 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) | |
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()) |