happy happy
happy happy

Reputation: 31

ONLY one client receive message in multiple client's server

My target is print the message from function result on the client's screen. But only ONE client can received the message...


The part of client.py is here

def PlayGame(clientSocket, msg):
invalid = "NO!"
if ("/guess " in msg):
    msg1 = msg.split(" ")[1]
    print("Hi1\n")
    if msg1 == "true" or msg1 == "false":
        print("Hi11")
        clientSocket.send(msg1.encode())
        print(clientSocket.recv(1024).decode())
        print("!")
        return '1'

    else:
        clientSocket.send(invalid.encode())
        print(clientSocket.recv(1024).decode())
        print("2")
        return '2'
elif msg == "":
    return '2'
else:
    clientSocket.send(invalid.encode())
    print(clientSocket.recv(1024).decode())
    print("3")
    return '2'

def main(argv):
            msg=""
            while (PlayGame(clientSocket, msg)!=1):
                msg = input()

Any part of the server.py

guess_box = []
guess = bool(random.randint(0, 1))
    def result(connectionSocket, guess_box,  addr, addr_l):
        a = 0
        if(guess_box[0] == guess_box[1]):
            msg = "Tie!!"
            connectionSocket.send(msg.encode())
            return '2'
        elif(guess_box[0] == guess):
            msg = "Player 1 Wins!"
            a+=1
            connectionSocket.send(msg.encode())
            return '2'
        elif(guess_box[1] == guess):
            msg = "Player 2 Wins!"
            a+=1
            connectionSocket.send(msg.encode())
            return '2'
    
    def TF(connectionSocket, var, guess_box, addr, addr_l):
        msg = connectionSocket.recv(1024).decode()
        print("recv:",msg)
        if(msg == 'true'):
            msg = 'True'
            var = str(var)
            msg = bool(msg == var)
            guess_box.append(msg)
            return 'ok'
        elif(msg == 'false'):
            msg = 'False'
            var = str(var)
            msg = bool(msg == var)
            guess_box.append(msg)
            return 'ok'
        else:
            print(msg)
            statement = "4002 Unrecognized message!!"
            connectionSocket.send(statement.encode())
            return 'again'
class ServerThread(threading.Thread):
    def __init__(self, client):
        threading.Thread.__init__(self)
        self.client = client

    def run(self):
    ...
    print("guess is:", guess)
    
                    while (len(guess_box) != 2):
                        TF(connectionSocket, guess, guess_box, addr, addr_l)
    
                    print("start")
                    result(connectionSocket, guess_box, addr, addr_l)
    ...

Upvotes: 1

Views: 390

Answers (1)

Armali
Armali

Reputation: 19375

Regarding only the one problem you address:

print the message from function result on the client's screen. But only ONE client can received the message

The problem comes from the use of a different thread for each client. The thread which receives a guess as first stays in its

                        while (len(guess_box) != 2):
                            print(guess_box)
                            TF(connectionSocket, guess, guess_box)

loop and waits for another message, which doesn't come. The thread which receives a guess as second sends the result to its own client only.

I don't think there's a sensible way to fix this while keeping this dthreaded approach.

Can I change the structure of my code by using those functions I implemented?

Here's a substitute for the while True loop in server_run that doesn't require changes in those functions other than server_run.

        from select import select
        connections = []
        room_connection = {}
        for reads in iter(lambda: select([serverSocket]+connections, [], [])[0], []):
            for ready in reads: # for each socket which select reports is readable
                if ready == serverSocket:   # it's the server socket, accept new client
                    connectionSocket, addr = serverSocket.accept()
                    connections.append(connectionSocket)# store the connection socket
                    while RecvFromClient(connectionSocket) == "NO": pass
                else:           # message (or disconnect) from a client
                    try: var = GameHallMsg(ready, ready, connections)
                    except socket.error: var = 'bye'
                    if var == 'bye':    # client finished, remove from list
                        connections.remove(ready)
                        ready.close()
                    elif var == 'wait': # store first player's connection
                        room_connection[current_rm_num.pop()] = ready
                    elif var == 'NO':
                        rtn_msg_4 = "4002 Unrecognized message"
                        ready.send(rtn_msg_4.encode())
                    elif var == 'jump':
                        readyroom = current_rm_num.pop()
                        # find and notify other player in the room
                        other = room_connection.pop(readyroom)
                        rtn_msg_2 = "3012 Game started. Please guess true or false"
                        other.send(rtn_msg_2.encode())
                        print("guess is:", guess)
                        # query and inform both players
                        guess_box = []
                        while TF(ready, True, guess_box) != 'ok': pass
                        while TF(other, True, guess_box) != 'ok': pass
                        result(ready, guess_box, ('', 0), [0])
                        result(other, guess_box, ('', 1), [0, 1])
                        room[readyroom] = 0

Upvotes: 1

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