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server.py
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import socket
class Server(object):
"""
An adventure game socket server
An instance's methods share the following variables:
* self.socket: a "bound" server socket, as produced by socket.bind()
* self.client_connection: a "connection" socket as produced by socket.accept()
* self.input_buffer: a string that has been read from the connected client and
has yet to be acted upon.
* self.output_buffer: a string that should be sent to the connected client; for
testing purposes this string should NOT end in a newline character. When
writing to the output_buffer, DON'T concatenate: just overwrite.
* self.room: one of 0, 1, 2, 3. This signifies which "room" the client is in,
according to the following map:
3 N
| ^
1 - 0 - 2 |
When a client connects, they are greeted with a welcome message. And then they can
move through the connected rooms. For example, on connection:
OK! Welcome to Realms of Venture! This room has brown wall paper! (S)
move north (C)
OK! This room has white wallpaper. (S)
say Hello? Is anyone here? (C)
OK! You say, "Hello? Is anyone here?" (S)
move south (C)
OK! This room has brown wall paper! (S)
move west (C)
OK! This room has a green floor! (S)
quit (C)
OK! Goodbye! (S)
Note that we've annotated server and client messages with *(S)* and *(C)*, but
these won't actually appear in server/client communication. Also, you'll be
free to develop any room descriptions you like: the only requirement is that
each room have a unique description.
"""
game_name = "Realms of Venture"
def __init__(self, port=50000):
self.input_buffer = ""
self.output_buffer = ""
self.done = False
self.socket = None
self.client_connection = None
self.port = port
self.room = 0
def connect(self):
self.socket = socket.socket(
socket.AF_INET,
socket.SOCK_STREAM,
socket.IPPROTO_TCP)
address = ('127.0.0.1', self.port)
self.socket.bind(address)
self.socket.listen(1)
self.client_connection, address = self.socket.accept()
def room_description(self, room_number):
"""
For any room_number in 0, 1, 2, 3, return a string that "describes" that
room.
Ex: `self.room_number(1)` yields "Brown wallpaper covers the walls, bathing
the room in warm light reflected from the half-drawn curtains."
:param room_number: int
:return: str
"""
# TODO: YOUR CODE HERE
pass
def greet(self):
"""
Welcome a client to the game.
Puts a welcome message and the description of the client's current room into
the output buffer.
:return: None
"""
self.output_buffer = "Welcome to {}! {}".format(
self.game_name,
self.room_description(self.room)
)
def get_input(self):
"""
Retrieve input from the client_connection. Store at most 32 characters of
this input into the input_buffer.
This is a BLOCKING call. It should not return until there is some input from
the client to receive.
:return: None
"""
# TODO: YOUR CODE HERE
pass
def move(self, argument):
"""
Moves the client from one room to another.
Examines the argument, which should be one of:
* "north"
* "south"
* "east"
* "west"
"Moves" the client into a new room by adjusting self.room to reflect the
number of the room that the client has moved into.
Puts the room description (see `self.room_description`) for the new room
into "self.output_buffer".
:param argument: str
:return: None
"""
# TODO: YOUR CODE HERE
pass
def say(self, argument):
"""
Lets the client speak by putting their utterance into the output buffer.
For example:
`self.say("Is there anybody here?")`
would put
`You say, "Is there anybody here?"`
into the output buffer.
:param argument: str
:return: None
"""
# TODO: YOUR CODE HERE
pass
def quit(self, argument):
"""
Quits the client from the server.
Turns `self.done` to True and puts "Goodbye!" onto the output buffer.
Ignore the argument.
:param argument: str
:return: None
"""
# TODO: YOUR CODE HERE
pass
def route(self):
"""
Examines `self.input_buffer` to perform the correct action (move, quit, or
say) on behalf of the client.
For example, if the input buffer contains "say Is anybody here?" then `route`
should invoke `self.say("Is anybody here?")`. If the input buffer contains
"move north", then `route` should invoke `self.move("north")`.
:return: None
"""
# TODO: YOUR CODE HERE
pass
def push_output(self):
"""
Sends the contents of the output buffer to the client.
This method should prepend "OK! " to the output before sending it.
:return: None
"""
# TODO: YOUR CODE HERE
pass
def serve(self):
self.connect()
self.greet()
self.push_output()
while not self.done:
self.get_input()
self.route()
self.push_output()
self.client_connection.close()
self.socket.close()