From 2b416abff19f68ad4b982b6f375d473ea708218f Mon Sep 17 00:00:00 2001 From: JeroenSweerts Date: Sat, 5 Oct 2019 23:11:30 +0200 Subject: [PATCH] solution for socket-adventure --- server.py | 130 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 73 insertions(+), 57 deletions(-) diff --git a/server.py b/server.py index d0d46c4..5928c8c 100644 --- a/server.py +++ b/server.py @@ -4,9 +4,9 @@ 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 @@ -17,14 +17,14 @@ class Server(object): * self.done: A boolean, False until the client is ready to disconnect * 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) @@ -36,7 +36,7 @@ class Server(object): 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 @@ -79,18 +79,21 @@ def room_description(self, room_number): :return: str """ - # TODO: YOUR CODE HERE - - pass + return [ + "You are in the room with the white wallpaper.", + "You are in the room with the green wallpaper.", + "You are in the room with the brown wallpaper.", + "You are in the room with the mauve wallpaper.", + ][room_number] 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 + + :return: None """ self.output_buffer = "Welcome to {}! {}".format( self.game_name, @@ -101,105 +104,118 @@ def get_input(self): """ Retrieve input from the client_connection. All messages from the client should end in a newline character: '\n'. - + This is a BLOCKING call. It should not return until there is some input from the client to receive. - - :return: None + + :return: None """ - # TODO: YOUR CODE HERE + received = b'' + while b'\n' not in received: + received += self.client_connection.read(16) - pass + self.input_buffer = received.decode() 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 + if self.room == 0 and argument == "north": + self.room = 3 + + if self.room == 0 and argument == "west": + self.room = 1 + + if self.room == 0 and argument == "east": + self.room = 2 + + if self.room == 1 and argument = "east": + self.room = 0 + + if self.room == 2 and argument == "west": + self.room = 0 + + if self.room == 3 and argument == "south": + self.room = 0 + + self.output_buffer = self.room_description(self.room) - 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 + self.output_buffer = 'You say, "{}"'.format(argument) 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 + self.done = True + self.output_buffer = "Goodbye!" 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 + received = self.input_buffer.split(" ") + + command = received.pop(0) + arguments = " ".join(received) + + # If `self.input_buffer` was "say Is anybody here?", then: + # `command` should now be "say" and `arguments` should now be "Is anybody here?". + # + # If `self.input_buffer` was "move north", then: + # `command` should now be "move" and `arguments` should now be "north". + + { + 'quit': self.quit, + 'move': self.move, + 'say': self.say, + }[command](arguments) - pass def push_output(self): """ Sends the contents of the output buffer to the client. - + This method should prepend "OK! " to the output and append "\n" before sending it. - - :return: None - """ - # TODO: YOUR CODE HERE + :return: None + """ - pass + self.client_connection.sendall(b"OK! " + self.output_buffer.encode() + b"\n") def serve(self): self.connect()