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Client.py
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Client.py
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import socket
import pickle
from ServerClientDatatypes import Msg, Cmd
# The Client class contains all properties and methods required by the client.
# An instance of the Client class is created when a user wants to play Player v.s. Player LAN.
# The client sends/receives messages from the server, which controls the interaction between clients.
class Client:
def __init__(self, username):
self._username = username
self._opponent = None
self._playerNo = None
self._s = None
self._requestingMove = False
@property
def username(self):
return self._username
@property
def opponent(self):
return self._opponent
@opponent.setter
def opponent(self, opponent):
self._opponent = opponent
@property
def playerNo(self):
return self._playerNo
@playerNo.setter
def playerNo(self, playerNo):
self._playerNo = playerNo
@property
def s(self):
return self._s
@s.setter
def s(self, s):
self._s = s
@property
def requestingMove(self):
return self._requestingMove
@requestingMove.setter
def requestingMove(self, bool):
self._requestingMove = bool
# Makes a connection between the client and the server.
def makeConnection(self):
host = socket.gethostname()
port = 8080
self.s = socket.socket()
self.s.connect((host, port))
self.s.send(pickle.dumps(Msg(self.username, Cmd.ADD)))
data = self.s.recv(1024)
# Requests and receives an opponent from the server.
def getOpponent(self):
self.s.send(pickle.dumps(Msg(self.username, Cmd.GETOPP)))
self.opponent, self.playerNo = pickle.loads(self.s.recv(1024)).data
# Requests and receives the opponent's move from the server.
def getMove(self):
self.requestingMove = True
self.s.send(pickle.dumps(Msg(self.username, Cmd.GETMOVE)))
move = pickle.loads(self.s.recv(1024)).data
self.requestingMove = False
return move
# Sends the player's move to the server.
def makeMove(self, move):
self.s.send(pickle.dumps(Msg(self.username, move, self.opponent)))
# Closes the connection between the client and the server.
def closeConnection(self):
self.s.send(pickle.dumps(Msg(self.username, Cmd.REM)))
self.s.close()