This commit is contained in:
Benjamyn Love 2023-08-08 13:20:03 +10:00
commit 7f26a85369
10 changed files with 551 additions and 0 deletions

6
.vscode/settings.json vendored Normal file
View File

@ -0,0 +1,6 @@
{
"[python]": {
"editor.defaultFormatter": "ms-python.black-formatter"
},
"python.formatting.provider": "none"
}

11
Pipfile Normal file
View File

@ -0,0 +1,11 @@
[[source]]
url = "https://pypi.org/simple"
verify_ssl = true
name = "pypi"
[packages]
[dev-packages]
[requires]
python_version = "3.11"

20
Pipfile.lock generated Normal file
View File

@ -0,0 +1,20 @@
{
"_meta": {
"hash": {
"sha256": "ed6d5d614626ae28e274e453164affb26694755170ccab3aa5866f093d51d3e4"
},
"pipfile-spec": 6,
"requires": {
"python_version": "3.11"
},
"sources": [
{
"name": "pypi",
"url": "https://pypi.org/simple",
"verify_ssl": true
}
]
},
"default": {},
"develop": {}
}

Binary file not shown.

202
app.py Normal file
View File

@ -0,0 +1,202 @@
#!/usr/bin/env python
import asyncio
import itertools
import json
import secrets
import websockets
from connect4 import PLAYER1, PLAYER2, Connect4
JOIN = {}
WATCH = {}
async def replay(websocket, game):
# 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):
async for message in websocket:
event = json.loads(message)
assert event["type"] == "play"
column = event["column"]
try:
# Play the move
row = game.play(player, column)
except RuntimeError as exc:
await error(websocket, str(exc))
continue
event = {
"type": "play",
"player": player,
"column": column,
"row": row,
}
websockets.broadcast(connected, json.dumps(event))
if game.winner is not None:
event = {
"type": "win",
"player": game.winner,
}
websockets.broadcast(connected, json.dumps(event))
async def start(websocket):
# Initialise a Connect Four game, the set of WebSocket connections
# recieving moves from this game, and secret access token.
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 token to the browser of the first player.
# where it'll be used for building a "join" link.
event = {
"type": "init",
"join": join_key,
"watch": watch_key,
}
await websocket.send(json.dumps(event))
await play(websocket, game, PLAYER1, connected)
finally:
del JOIN[join_key]
del WATCH[watch_key]
async def error(websocket, message):
event = {
"type": "error",
"message": message,
}
await websocket.send(json.dumps(event))
async def join(websocket, join_key):
# 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)
# Recieve and process the moves from the second player
await play(websocket, game, PLAYER2, connected)
finally:
connected.remove(websocket)
async def watch(websocket, watch_key):
# Find the connect4 game
try:
game, connected = WATCH[watch_key]
except KeyError:
await error(websocket, "Game not found.")
connected.add(websocket)
try:
# Send previous moves, In case the game has already started
await replay(websocket, game)
# Keep the connection open but don't recieve any messages
await websocket.wait_closed()
finally:
connected.remove(websocket)
async def handler(websocket):
# 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 handler(websocket):
# # Initialize a Connect Four game.
# game = Connect4()
# # Players take alternate turns, using the same browser.
# turns = itertools.cycle([PLAYER1, PLAYER2])
# player = next(turns)
# 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.
# event = {
# "type": "error",
# "message": str(exc),
# }
# await websocket.send(json.dumps(event))
# continue
# # Send a "play" event to update the UI.
# event = {
# "type": "play",
# "player": player,
# "column": column,
# "row": row,
# }
# await websocket.send(json.dumps(event))
# # If move is winning, send a "win" event.
# if game.winner is not None:
# event = {
# "type": "win",
# "player": game.winner,
# }
# await websocket.send(json.dumps(event))
# # Alternate turns.
# player = next(turns)
async def main():
async with websockets.serve(handler, "", 8001):
await asyncio.Future() # run forever
if __name__ == "__main__":
asyncio.run(main())

105
connect4.css Normal file
View File

@ -0,0 +1,105 @@
/* General layout */
body {
background-color: white;
display: flex;
flex-direction: column-reverse;
justify-content: center;
align-items: center;
margin: 0;
min-height: 100vh;
}
/* Action buttons */
.actions {
display: flex;
flex-direction: row;
justify-content: space-evenly;
align-items: flex-end;
width: 720px;
height: 100px;
}
.action {
color: darkgray;
font-family: "Helvetica Neue", sans-serif;
font-size: 20px;
line-height: 20px;
font-weight: 300;
text-align: center;
text-decoration: none;
text-transform: uppercase;
padding: 20px;
width: 120px;
}
.action:hover {
background-color: darkgray;
color: white;
font-weight: 700;
}
.action[href=""] {
display: none;
}
/* Connect Four board */
.board {
background-color: blue;
display: flex;
flex-direction: row;
padding: 0 10px;
position: relative;
}
.board::before,
.board::after {
background-color: blue;
content: "";
height: 720px;
width: 20px;
position: absolute;
}
.board::before {
left: -20px;
}
.board::after {
right: -20px;
}
.column {
display: flex;
flex-direction: column-reverse;
padding: 10px;
}
.cell {
border-radius: 50%;
width: 80px;
height: 80px;
margin: 10px 0;
}
.empty {
background-color: white;
}
.column:hover .empty {
background-color: lightgray;
}
.column:hover .empty ~ .empty {
background-color: white;
}
.red {
background-color: red;
}
.yellow {
background-color: yellow;
}

45
connect4.js Normal file
View File

@ -0,0 +1,45 @@
const PLAYER1 = "red";
const PLAYER2 = "yellow";
function createBoard(board) {
// Inject stylesheet.
const linkElement = document.createElement("link");
linkElement.href = import.meta.url.replace(".js", ".css");
linkElement.rel = "stylesheet";
document.head.append(linkElement);
// Generate board.
for (let column = 0; column < 7; column++) {
const columnElement = document.createElement("div");
columnElement.className = "column";
columnElement.dataset.column = column;
for (let row = 0; row < 6; row++) {
const cellElement = document.createElement("div");
cellElement.className = "cell empty";
cellElement.dataset.column = column;
columnElement.append(cellElement);
}
board.append(columnElement);
}
}
function playMove(board, player, column, row) {
// Check values of arguments.
if (player !== PLAYER1 && player !== PLAYER2) {
throw new Error(`player must be ${PLAYER1} or ${PLAYER2}.`);
}
const columnElement = board.querySelectorAll(".column")[column];
if (columnElement === undefined) {
throw new RangeError("column must be between 0 and 6.");
}
const cellElement = columnElement.querySelectorAll(".cell")[row];
if (cellElement === undefined) {
throw new RangeError("row must be between 0 and 5.");
}
// Place checker in cell.
if (!cellElement.classList.replace("empty", player)) {
throw new Error("cell must be empty.");
}
}
export { PLAYER1, PLAYER2, createBoard, playMove };

62
connect4.py Normal file
View File

@ -0,0 +1,62 @@
__all__ = ["PLAYER1", "PLAYER2", "Connect4"]
PLAYER1, PLAYER2 = "red", "yellow"
class Connect4:
"""
A Connect Four game.
Play moves with :meth:`play`.
Get past moves with :attr:`moves`.
Check for a victory with :attr:`winner`.
"""
def __init__(self):
self.moves = []
self.top = [0 for _ in range(7)]
self.winner = None
@property
def last_player(self):
"""
Player who played the last move.
"""
return PLAYER1 if len(self.moves) % 2 else PLAYER2
@property
def last_player_won(self):
"""
Whether the last move is winning.
"""
b = sum(1 << (8 * column + row) for _, column, row in self.moves[::-2])
return any(b & b >> v & b >> 2 * v & b >> 3 * v for v in [1, 7, 8, 9])
def play(self, player, column):
"""
Play a move in a column.
Returns the row where the checker lands.
Raises :exc:`RuntimeError` if the move is illegal.
"""
if player == self.last_player:
raise RuntimeError("It isn't your turn.")
row = self.top[column]
if row == 6:
raise RuntimeError("This slot is full.")
self.moves.append((player, column, row))
self.top[column] += 1
if self.winner is None and self.last_player_won:
self.winner = self.last_player
return row

18
index.html Normal file
View File

@ -0,0 +1,18 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>Connect Four</title>
</head>
<body>
<div class="actions">
<a class="action new" href="/">New</a>
<a class="action join" href="">Join</a>
<a class="action watch" href="">Watch</a>
</div>
<div class="board"></div>
<script src="main.js" type="module"></script>
</body>
</html>

82
main.js Normal file
View File

@ -0,0 +1,82 @@
import { createBoard, playMove } from "./connect4.js";
function initGame(websocket) {
websocket.addEventListener("open", () => {
// Send an "init" event according to who is connecting.
const params = new URLSearchParams(window.location.search);
let event = { type: "init" };
if (params.has("join")) {
// Second player joins an existing game.
event.join = params.get("join");
} else if (params.has("watch")) {
// Spectator watches an existing game.
event.watch = params.get("watch");
} else {
// First player starts a new game.
}
websocket.send(JSON.stringify(event));
});
}
function showMessage(message) {
window.setTimeout(() => window.alert(message), 50);
}
function receiveMoves(board, websocket) {
websocket.addEventListener("message", ({ data }) => {
const event = JSON.parse(data);
switch (event.type) {
case "init":
// Create links for inviting the second player and spectators.
document.querySelector(".join").href = "?join=" + event.join;
document.querySelector(".watch").href = "?watch=" + event.watch;
break;
case "play":
// Update the UI with the move.
playMove(board, event.player, event.column, event.row);
break;
case "win":
showMessage(`Player ${event.player} wins!`);
// No further messages are expected; close the WebSocket connection.
websocket.close(1000);
break;
case "error":
showMessage(event.message);
break;
default:
throw new Error(`Unsupported event type: ${event.type}.`);
}
});
}
function sendMoves(board, websocket) {
// Don't send moves for a spectator watching a game.
const params = new URLSearchParams(window.location.search);
if (params.has("watch")) {
return;
}
// When clicking a column, send a "play" event for a move in that column.
board.addEventListener("click", ({ target }) => {
const column = target.dataset.column;
// Ignore clicks outside a column.
if (column === undefined) {
return;
}
const event = {
type: "play",
column: parseInt(column, 10),
};
websocket.send(JSON.stringify(event));
});
}
window.addEventListener("DOMContentLoaded", () => {
// Initialize the UI.
const board = document.querySelector(".board");
createBoard(board);
// Open the WebSocket connection and register event handlers.
const websocket = new WebSocket("ws://localhost:8001/");
initGame(websocket);
receiveMoves(board, websocket);
sendMoves(board, websocket);
});