So far, this program has been sending messages from the client to the server and back several times. However, when '200 Roll Dice' is entered from the client side,and is processed in the server side, i.e. producing a list. it doesn't send the information(list) back to the client. Instead it just stops.
For example: from connected user: 200 Roll Dice
[1, 5, 2, 3, 3]
- It just stops responding from this point. I can't seem to determine the problem.
Below is the snippet of the code:
def Main():
host = "127.0.0.1"
port = 5010
mySocket = socket.socket()
mySocket.bind((host,port))
mySocket.listen(3)
conn, addr = mySocket.accept()
print ("Connection from: " + str(addr))
while True:
data = conn.recv(1024).decode()
if not data:
break
print ("from connected user: " + str(data))
diceRoll = rollDice() # rollDice function produces a list of random numbers
if data == '200 Roll Dice':
dicedata = input(diceRoll)
conn.send(dicedata.encode())
else:
data = input(" ? ")
conn.send(data.encode())
conn.close()
The problem is here:
if data == '200 Roll Dice':
dicedata = input(diceRoll)
conn.send(dicedata.encode())
You are showing a list as a prompt text, instead of sending it back to the client.
You should do the following:
if data == '200 Roll Dice':
conn.send(str(diceRoll).encode())
This will send a list (as a string) back to the client. If you want to send it as a list - you should use pickle module.
input() is completely useless in this function. It requires an input from user and the args is what the console show to the user to explain what the program is looking for, like the example below (done on python console):
>>> name = input('Insert your name: ')
Insert your name: Ezio
>>> name
'Ezio'
Assuming that parameters that would be sent back to the client are a string "?" and the result of rollDice() function, you should write like this your if-else statement:
if data == '200 Roll Dice':
dicedata = diceRoll
conn.send(dicedata.encode())
else:
data = " ? "
conn.send(data.encode())
Far even better would be if you declare a return variable and you also edit his value:
ret = ""
if data == '200 Roll Dice':
ret = diceRoll
else:
ret = " ? "
conn.send(ret.encode())
I honestly have no idea why this is happening, I assume due to it not being on stack-exchange it's a very n00by mistake on my part. so here's the error:
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
UnboundLocalError: local variable 'socket' referenced before assignment
tcpServer.py
import socket
def Main():
UID = 1001
sockets = []
users = [] ## create usernames list
sessionLimit = input("session Queue Limit: ")
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.bind(('192.168.1.74', 12127))
s.listen(sessionLimit) ## listen for 1 connection at a time
while True:
c, addr = s.accept()
sockets.append(c)
users.append(c.recv(1024).decode('utf-8'))
print("Connection from " + str(addr))
data = c.recv(1024).decode('utf-8') ## recieve 1024 bytes from client at a time, and then decode it into utf-8
if not data:
break
temp == data
temp.split(" ")
if temp[0] == "//": ## check to see if user has sent command
if temp[1] == "msg":
for i in range(len(users)):
if users[i] == temp[2]:
sockets[i].send((" ".join(temp[::2])).encode('utf-8'))
else: ## else, send data to all users. Could just use s.sendall(data.encode('utf-8'))
for socket in sockets:
socket.send(data.encode('utf-8')) ## send to sockets[socket]
##print("From connected user: " + data)
##data = data.upper()
##print("Sending: " + data)
##c.send(data.encode('utf-8'))
## command listening
commands = input("-> ")
commands.split(" ")
if commands[0] == "exit":
c.close() ## close connection
elif commands[0] == "/msg":
for i in range(len(users)):
if users[i] == commands[1]:
sockets[i].send((" ".join(commands[::1])).encode('utf-8'))
"""
elif commands[0] == "/rename": ## dont implement yet, due to users[] length changing
for i in range(len(users)):
if users[i] == commands[1]:
sockets[i].send("<server_" + UID + "> rename " + commands[2].encode('utf-8'))
"""
c.close()
if __name__ == "__main__":
Main()
Thanks for any help !
- Jacob
The issue is that you're using the variable name socket in the context of your Main() function when you do the following code block:
for socket in sockets:
socket.send(data.encode('utf-8')) ## send to sockets[socket]
That's causing an naming issue with the socket library. If you change that to:
for sock in sockets:
sock.send(data.encode('utf-8')) ## send to sockets[socket]
It will start to work. I also had to indent your code differently to ensure it was all in the Main() function you set up, and had to ensure the input() was parsed as an int. For reference, here's the full code block working for me:
import socket
def Main():
UID = 1001
sockets = []
users = [] ## create usernames list
sessionLimit = int(input("session Queue Limit: "))
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.bind(('192.168.1.74', 12127))
s.listen(sessionLimit) ## listen for 1 connection at a time
while True:
c, addr = s.accept()
sockets.append(c)
users.append(c.recv(1024).decode('utf-8'))
print("Connection from " + str(addr))
data = c.recv(1024).decode('utf-8') ## recieve 1024 bytes from client at a time, and then decode it into utf-8
if not data:
break
temp == data
temp.split(" ")
if temp[0] == "//": ## check to see if user has sent command
if temp[1] == "msg":
for i in range(len(users)):
if users[i] == temp[2]:
sockets[i].send((" ".join(temp[::2])).encode('utf-8'))
else: ## else, send data to all users. Could just use s.sendall(data.encode('utf-8'))
for sock in sockets:
sock.send(data.encode('utf-8')) ## send to sockets[socket]
##print("From connected user: " + data)
##data = data.upper()
##print("Sending: " + data)
##c.send(data.encode('utf-8'))
## command listening
commands = input("-> ")
commands.split(" ")
if commands[0] == "exit":
c.close() ## close connection
elif commands[0] == "/msg":
for i in range(len(users)):
if users[i] == commands[1]:
sockets[i].send((" ".join(commands[::1])).encode('utf-8'))
"""
elif commands[0] == "/rename": ## dont implement yet, due to users[] length changing
for i in range(len(users)):
if users[i] == commands[1]:
sockets[i].send("<server_" + UID + "> rename " + commands[2].encode('utf-8'))
"""
c.close()
if __name__ == "__main__":
Main()
I've been working on a python game in my spare time, and I've run into a problem. I'm working with sockets using the basic threads module, and it works fine when I connect to the server file with one client. But more than that, and any that connect after the first freezes up the server and the first client.
Here is the code for the server
import socket
import random
import thread
from saveState import Save
from grid import Grid
import time
players = 0
save = Save()
grid = Grid()
def ready(c):
ready = raw_input("Are you ready to play?\n")
if(ready == "yes" or ready == "y"):
grid.makeGrid()
c.send("ready")
def clientThread(conn,players):
while True:
print "taking requests"
request = conn.recv(1024)
segments = request.split(",,")
if(segments[0] == "0" and players<200):
print "registering player", addr
serial = random.choice(list(range(999999)))
conn.send("{}".format(serial))
save.players[serial] = segments[2:]
print save.players[serial][9]
players+=1
elif(segments[0] == "3"):
if(segments[2] == "land"):
conn.send("{},,{},,{},,{}".format(grid.getLandType(int(save.players[serial][9]),int(save.players[serial][10])), grid.getDesc(int(save.players[serial][9]),int(save.players[serial][10])),int(save.players[serial][9]),int(save.players[serial][10])))
elif(segments[0]=="2"):
if(segments[2]=="playerX" and int(segments[3])==-1):
save.players[serial][9] = int(save.players[int(serial)][9])-1
elif(segments[2]=="playerX"):
save.players[serial][9] = int(save.players[int(serial)][9])+1
if(segments[2]=="playerY" and int(segments[3])==-1):
save.players[serial][10] = int(save.players[int(serial)][10])-1
elif(segments[2]=="playerY"):
save.players[serial][10] = int(save.players[int(serial)][10])+1
elif(segments[0]=="4"):
alreadySent = []
for m in grid.monsters:
if(m.X==save.players[int[segment[1]]][9] and m.Y==save.players[int[segment[1]]][10] and alreadySent[m]==False):
conn.send("{},,{}".format(m.name, True))
elif(time.clock == 60*60*(12+8)):
conn.send("{},,{}".format("You see the sun set on the horizon. Monsters will be more aggressive now.", False))
else:
print "sorry, there is an inconsistency in the request or the queue is full."
try:
#start up socket
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
name = socket.gethostbyname(socket.gethostname())
print name
port = input("select port\n")
s.bind((name, port))
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
#listen for any attempts to connect to the api
#if anyone connects, give them a serial number and add their data to a storage file
while True:
s.listen(5)
c,addr = s.accept()
thread.start_new_thread(ready,(c,))
thread.start_new_thread(clientThread,(c, players))
conn.close
sock.close
except socket.error:
print " either the server port is closed or in use. try again"
and the client
import random
from grid import Grid
from player import Player
from descriptions import Descriptions
import socket
import time
import thread
description = Descriptions()
def descisionHandler(s,serial):
while True:
s.send("{},,{},,{}".format(3,serial,"land"))
response = s.recv(1024).split(",,")
print "you are on a {} tile \n {} \n {} \n {}".format(response[0], response[1],response[2], response[3])
action=raw_input("What Will You Do?\n")
try:
if(action == "west" and player.locX>0):
s.send("{},,{},,{},,{}".format(2,serial,"playerX",-1))
time.sleep(0.5)
elif(action == "east" and player.locX<199):
s.send("{},,{},,{},,{}".format(2,serial,"playerX",1))
time.sleep(0.5)
elif(action == "north" and player.locY>0):
s.send("{},,{},,{},,{}".format(2,serial,"playerY",-1))
time.sleep(0.5)
elif(action == "south" and player.locY<199):
s.send("{},,{},,{},,{}".format(2,serial,"playerY",1))
time.sleep(0.5)
# elif(action == "attack" and monster_data[1]):
# print "The {} wakes up! A battle begins!".format(monster_data[0])
elif(action == "profile"):
print " You are {} \n {} \n your role is {} \n you have an attack of {} \n a defense of {} \n a speed of {} \n and {} hitpoints \n attacks: {} \n you are located at {} {}".format(player.name,
player.backstory,player.role,player.attack,player.defense,player.speed, player.hitpoints, player.attacks, player.locX, player.locY)
elif(action == "exit"):
break
except IndexError:
pass
def eventHandler(s,serial):
while True:
s.send("{},,{}".format(4,serial))
response = s.recv(1024).split(",,")
print response[0]
return bool(response[1])
while True:
try:
print "\nWelcome to Overseer! We need a few things before we begin\n"
name = raw_input("What is your name?\n")
backstory = raw_input("What is in your past: choose one \n chosen \n magician \n poet\n")
role = raw_input("what is your class: choose one \n Warrior \n Mage \n Rougue \n Bard\n")
player = Player(name,description.player_backstory[backstory], role, 5,5,5,10, {"scrap": 10}, random.choice(list(range(200))), random.choice(list(range(200))))
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
host = raw_input("what host are you connecting to?")
port = input("what port?\n")
s.connect((host,port))
print "connection successful."
time.sleep(5)
s.send("{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{},,{}".format(0,0,name,backstory,role,5,5,5,5,10,player.attacks,player.locX,player.locY))
serial = s.recv(1024)
print "You're serial number is {}".format(serial)
while(s.recv(1024) != "ready"):
pass
break
except socket.error:
print "server is not running or is busy. please try again."
eventThread = thread.start_new_thread(eventHandler,(s,serial))
descisionThread = thread.start_new_thread(descisionHandler,(s,serial))
while 1:
pass
I did a bit of research and my best guess is that I need to use locks from the threading module, but I'm not sure. any suggestions?
Thanks in advance!
So the issue was the console input, as theSmallNothing said. There wasn't really a way around this limitation without serious hacking, so I proposed to improvise. My solution was to create a web app with python instead of using a console. There were a few advantages to this.
the server can handle multiple inputs at a time easily
things can happen while input is being entered(the solution to my problem)
no files need be downloaded for the user as everything can be accessed simply by entering the web address.
While not a perfect solution, sometimes finding an alternative is the next best thing.
Thanks all for your awesome help!
Here's the code giving me the issue:
def connect():
s.listen(2)
print("Server listening")
conn,addr=s.accept()
print("Connected with " + str(addr) + '\n')
recv()
def recv():
while 1:
try:
print("Starting try statement")
data=conn.recv(1024)
if data == "":
print("No data")
recv()
else:
print("Data")
print(data.decode('UTF-8') + " -END")
recv()
except:
print("No connection")
connect()
conn.close()
When I execute the code, it'll connect to the client and be ready to receive a message at any point. However, once it's executed this is what appears.
Server listening
Connected with ('xx.xxx.xxx.xx', xxxxx)
Starting try statement
No connection
Server listening
IP censored. Does anyone have a fix for this?
EDIT: Typo
CLIENT CODE (From TKinter GUI)
s.connect((host,port))
self.chatlog['state'] = NORMAL
self.chatlog.insert(END, ("===CONNECTED TO SERVER\n"))
self.chatlog['state'] = DISABLED
self.chatlog.yview(END)
self.conn=True
print("Connected")
You are doing it wrong.
Ya 'now that local conn what you are creating in function connect is not accessible from function recv? That is a reason for not reciving anything.
My solution using that code, without using classes and threads but with select and sys module is:
import sys
import select
def connect()
s.listen(2)
print('Sever listening')
inputs = [s, sys.stdin]
running = 1
while running:
i_rdy = select.select(inputs,[],[],1)[0]
if s in i_rdy:
conn, addr = s.accept()
print ('Connected with ' + str(addr) + '\n')
recv(conn)
if sys.stdin in i_rdy:
junk = std.stdin.readline()
if junk.lstrip('\n') == 'exit':
running = 0
print('Closing server')
s.close()
def recv(conn):
while 1:
try:
print("Starting try statement")
data = conn.recv(1024)
if data == "":
print("No data")
else:
print("Data")
print(data.decode('UTF-8') + " -END")
except:
print("No connection")
#traceback
print(sys.exc_info)
break
try:
conn.close()
except:
pass
As you can see can "exit" when u type exit to console but only when there is no active connection...
That why you should consider rewrite this to classes, it would be a lot easier to stop, not "ugly" and it could handle multiple connections.
I'm trying to write a handler/controller for the Minecraft server. My problem is that I can't seem get writing and reading to work properly. When a client issues a command that uses the server class's method serverCom, the Minecraft server's text/log starts to come into the Python window/Python console and the connected client hangs. Also, it seems that after I use Popen, the Minecraft server doesn't really launch until I do write to the server (aka serverCom method). In case anyone is wondering, the Popen goes to a batch file that opens the .jar file. This is on Windows XP.
import subprocess
import os
import configobj
import socket
import threading
from time import sleep
config = configobj.ConfigObj("config.ini")
cHost = config["hostip"]
cPort = int(config["hostport"])
cBuffer = int(config["serverbuffer"])
cClients = int(config["numberofclients"])
cPassword = config["password"]
class server(object):
def __init__(self):
self.process = False
self.folder = "C:\\servers\\minecraft-danny"
self.max = configobj.ConfigObj("%s\\simpleserver.properties"%self.folder)["maxPlayers"]
def serverStart(self):
if not self.process:
self.process = subprocess.Popen("java -Xmx1024m -Xms1024m -jar minecraft_server.jar nogui", cBuffer, None, subprocess.PIPE, subprocess.PIPE, subprocess.STDOUT, cwd = self.folder)
return True
return False
def serverStop(self):
if self.process:
self.serverCom("stop")
self.process = False
return True
return False
def serverCom(self, text):
if self.process:
self.process.stdout.seek(2)
self.process.stdin.write("%s\n"%text)
self.process.stdin.flush()
self.process.stdout.flush()
return (str(self.process.stdout.readline()), True)
return ("", False)
def serverPlayers(self):
if self.process:
self.serverCom("list")
x = self.serverCom(" ")[0].split(":")[3].replace("\n","").replace(" ","")
if x == "":
x = 0
else:
x = len(x.split(","))
return (x, self.max)
return (0,self.max)
serv = server()
def client(cnct, adr):
global count
try:
dat = str(cnct.recv(cBuffer)).split(" ")
ans = False
if dat[0] == "start":
print "Client %s:%s started the MC Server....."%(adr[0], adr[1])
x = serv.serverStart()
sleep(1)
serv.serverCom(" ")
serv.serverCom(" ")
sleep(5)
if x:
ans = "Server is now online."
else:
ans = "Server is already online."
elif dat[0] == "stop":
print "Client %s:%s stopped the MC Server....."%(adr[0], adr[1])
x = serv.serverStop()
sleep(6)
if x:
ans = "Server is now offline."
else:
ans = "Server is already offline."
elif dat[0] == "commun":
print "Client %s:%s executed a command on the MC Server....."%(adr[0], adr[1])
serv.serverCom(" ".join(dat[1:]))
x = serv.serverCom(" ")
if x[1]:
ans = x[0]
else:
ans = "No return text, server is offline or not responding."
elif dat[0] == "players":
print "Client %s:%s recieved the player count from the MC Server....."%(adr[0], adr[1])
pc = serv.serverPlayers()
ans = "%s/%s"%(pc[0],pc[1])
elif dat[0] == "help":
print "Client %s:%s recieved the help list....."%(adr[0], adr[1])
ans = "__________\nstart - Starts the server.\nstop - Stops the server.\ncommun <command> - Writes to server's console.\nplayers - Returns player count.\nhelp - Shows this help.\nclose - Closes client connections.\n__________"
elif dat[0] == "close":
pass
else:
ans = "Command '%s' is not valid."%dat[0]
if ans:
cnct.send("PASS")
cnct.send("%s\n"%ans)
threading.Thread(target = client, args = (cnct, adr,)).start()
else:
cnct.send("DICN")
cnct.send("Connection to server closed.\n")
cnct.close()
print "Client %s:%s disconnected....."%(adr[0], adr[1])
if count:
count -= 1
except:
cnct.close()
print "Client %s:%s disconnected..... "%(adr[0], adr[1])
if count:
count -= 1
print "-MC Server Control Server v0.0.1 BETA-"
print "Starting up server....."
print "Connecting to socket....."
count = 0
sck = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sck.bind((cHost, cPort))
sck.listen(5)
print "Connected and listening on %s:%s....."%(cHost, cPort)
print "Setting up client listener, allowing %s clients to connect at a time....."%cClients
while True:
for x in range(cClients):
(cnct, adr) = sck.accept()
print "Client %s:%s connected....."%(adr[0], adr[1])
cnct.send("Welcome to MineCraft Server Control.\n\nPlease enter server control password.\n")
ps = str(cnct.recv(cBuffer))
if count < cClients:
if ps == cPassword:
cnct.send("CRRT")
cnct.send("%s was correct.\nIf you need help type 'help'."%ps)
count += 1
threading.Thread(target = client, args = (cnct, adr,)).start()
else:
cnct.send("WRNG")
cnct.send("%s wasn't the correct password, please try again."%ps)
cnct.close()
print "Client %s:%s rejected....."%(adr[0], adr[1])
else:
cnct.send("WRNG")
cnct.send("Too many clients connected to MineCraft Server Control")
cnct.close()
print "Client %s:%s rejected....."%(adr[0], adr[1])
sck.close()
I have no idea how a Minecraft server works, but there are a number of problems with your code:
You are redirecting stderr to stdout from the created Java process, then expecting a line response from the server. This could be the reason that the Minecraft server is not starting, since it would block on a stderr write (depending on how Windows XP handles it). Additionally, any stderr write (e.g. log write) will destroy any structured responses you may be waiting for.
You are reading with sock.recv(N) and then assuming that you get the whole chunk (e.g. password). This is not how TCP works, you may very well get just one character back (especially true if the user types the password interactively e.g. in a Telnet prompt).
You are flushing the stdout of the subprocess, which is your input stream. You probably want to flush the stdin of the subprocess. Flushing an input stream makes no sense, it is the output stream that determines when to flush.