Files
ENI-Python/battleship_server.py
johanleroy 40a2252381 TP03
2025-09-09 09:33:35 +02:00

262 lines
9.3 KiB
Python

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Bataille Navale - Serveur LAN (arbitre)
Lance le serveur, attend 2 clients, échange messages JSON ligne par ligne.
"""
import socket
import threading
import json
import time
HOST = "0.0.0.0"
PORT = 5000
# Board constants
ROWS = 10
COLS = 10
SHIPS_DEF = {
"Carrier": 5,
"Battleship": 4,
"Cruiser": 3,
"Submarine": 3,
"Destroyer": 2
}
# Helper: send JSON line
def send_line(conn, data):
try:
conn.sendall((json.dumps(data) + "\n").encode())
except Exception as e:
print("Send error:", e)
# Helper: read JSON line from file-like socket
def recv_line(f):
line = f.readline()
if not line:
return None
return json.loads(line.strip())
class Player:
def __init__(self, conn, addr, idx):
self.conn = conn
self.f = conn.makefile(mode="r", encoding="utf-8")
self.addr = addr
self.idx = idx
self.ready = False
self.board_ships = None # dict of ship_id -> list of (r,c)
self.hits_received = set() # positions hit by opponent
def close(self):
try:
self.f.close()
except:
pass
try:
self.conn.close()
except:
pass
class GameServer:
def __init__(self, host, port):
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.sock.bind((host, port))
self.sock.listen(4)
print(f"[SERVER] Listening on {host}:{port}")
self.players = []
self.lock = threading.Lock()
self.turn = 0 # player index whose turn it is
def accept_players(self):
while len(self.players) < 2:
conn, addr = self.sock.accept()
with self.lock:
idx = len(self.players)
player = Player(conn, addr, idx)
self.players.append(player)
print(f"[SERVER] Player {idx+1} connected from {addr}")
threading.Thread(target=self.handle_player, args=(player,), daemon=True).start()
# when two players connected start handshake
self.broadcast({"type": "info", "msg": "2 players connected. Place your ships."})
# ask for placements
self.broadcast({"type": "start_place", "ships": SHIPS_DEF})
def broadcast(self, data):
with self.lock:
for p in list(self.players):
try:
send_line(p.conn, data)
except:
pass
def handle_player(self, player):
try:
send_line(player.conn, {"type": "welcome", "player_idx": player.idx, "msg": f"You are player {player.idx+1}"})
while True:
data = recv_line(player.f)
if data is None:
print(f"[SERVER] Player {player.idx+1} disconnected")
break
self.process_message(player, data)
except Exception as e:
print("Player handler error:", e)
finally:
player.close()
def process_message(self, player, data):
t = data.get("type")
if t == "place":
# expects 'ships': {name: [[r,c],...], ...}
ships = data.get("ships")
if not self.validate_placement(ships):
send_line(player.conn, {"type": "error", "msg": "Invalid placement"})
return
player.board_ships = ships
player.ready = True
send_line(player.conn, {"type": "placed_ok"})
print(f"[SERVER] Player {player.idx+1} placed ships")
# If both ready, start game
if all(p.ready for p in self.players) and len(self.players) >= 2:
time.sleep(0.2)
self.start_game()
elif t == "shot":
# only process if both ready
if not all(p.ready for p in self.players):
send_line(player.conn, {"type": "error", "msg": "Both players not ready"})
return
if player.idx != self.turn:
send_line(player.conn, {"type": "error", "msg": "Not your turn"})
return
r = data.get("r")
c = data.get("c")
self.handle_shot(player.idx, r, c)
elif t == "forfeit":
# opponent wins
winner = 1 - player.idx
self.end_game(winner, reason=f"Player {player.idx+1} forfeited")
else:
send_line(player.conn, {"type": "error", "msg": "Unknown message type"})
def validate_placement(self, ships):
# ships is a dict name->list of [r,c]
if not isinstance(ships, dict):
return False
occupied = set()
for name, coords in ships.items():
if name not in SHIPS_DEF:
return False
if not isinstance(coords, list) or len(coords) != SHIPS_DEF[name]:
return False
# each coord valid and not overlapping, must form straight contiguous line
rows = [p[0] for p in coords]
cols = [p[1] for p in coords]
if any(not (0 <= rr < ROWS and 0 <= cc < COLS) for rr, cc in coords):
return False
# contiguous line check: either same row or same col
if not (len(set(rows)) == 1 or len(set(cols)) == 1):
return False
# ensure consecutive
if len(set(rows)) == 1:
sorted_cols = sorted(cols)
if sorted_cols != list(range(min(cols), max(cols)+1)):
return False
else:
sorted_rows = sorted(rows)
if sorted_rows != list(range(min(rows), max(rows)+1)):
return False
for p in coords:
if tuple(p) in occupied:
return False
occupied.add(tuple(p))
return True
def start_game(self):
# tell players game starts and whose turn
self.turn = 0
for p in self.players:
send_line(p.conn, {"type": "start_game", "your_idx": p.idx})
self.notify_turn()
def notify_turn(self):
# notify both players whose turn it is
for p in self.players:
send_line(p.conn, {"type": "turn", "current": self.turn})
def handle_shot(self, shooter_idx, r, c):
shooter = self.players[shooter_idx]
target = self.players[1 - shooter_idx]
pos = (r, c)
# check bounds
if not (0 <= r < ROWS and 0 <= c < COLS):
send_line(shooter.conn, {"type": "error", "msg": "Shot out of bounds"})
return
# if already shot there? check by looking at hits_received of target
if pos in target.hits_received:
send_line(shooter.conn, {"type": "error", "msg": "Position already shot"})
return
# mark hit
target.hits_received.add(pos)
# determine result
hit_ship = None
for name, coords in target.board_ships.items():
coords_t = [tuple(p) for p in coords]
if pos in coords_t:
hit_ship = name
break
if hit_ship is None:
# miss
send_line(shooter.conn, {"type": "result", "res": "miss", "r": r, "c": c})
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "miss"}})
# switch turn
self.turn = 1 - self.turn
self.notify_turn()
else:
# check if ship sunk
coords_t = [tuple(p) for p in target.board_ships[hit_ship]]
sunk = all(p in target.hits_received for p in coords_t)
if sunk:
send_line(shooter.conn, {"type": "result", "res": "sunk", "ship": hit_ship, "r": r, "c": c})
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "sunk", "ship": hit_ship}})
# check win: all ships coords in hits_received?
all_coords = []
for coords in target.board_ships.values():
all_coords.extend([tuple(p) for p in coords])
if set(all_coords).issubset(target.hits_received):
# shooter wins
self.end_game(shooter_idx, reason="All ships sunk")
return
else:
# shooter keeps the turn after hit (classic rule variations exist; we keep shooter on turn)
self.notify_turn()
else:
send_line(shooter.conn, {"type": "result", "res": "hit", "r": r, "c": c})
send_line(target.conn, {"type": "update", "opponent_shot": {"r": r, "c": c, "res": "hit"}})
# shooter keeps turn
self.notify_turn()
def end_game(self, winner_idx, reason=""):
print(f"[SERVER] Game ended. Winner: Player {winner_idx+1}. Reason: {reason}")
for p in self.players:
send_line(p.conn, {"type": "end", "winner": winner_idx, "reason": reason})
# close sockets after a short pause
time.sleep(1.0)
for p in self.players:
try:
p.close()
except:
pass
# reset server for new game? here we exit
print("[SERVER] Shutting down.")
try:
self.sock.close()
except:
pass
exit(0)
if __name__ == "__main__":
server = GameServer(HOST, PORT)
server.accept_players()