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server.py
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server.py
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"""
server.py - GRPC server for UNO.
Copyright (C) <2020> <Adoria298>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
----
This uses code based on protocol buffers file `uno.proto` to create a GRPC
server.
It implements uno_pb2_grpc.UnoServicer and a serve() method, which is then
called.
"""
# imports
## stdlib
from concurrent import futures
import random
## pip modules
import grpc
import rich.traceback # for logs
import rich.console
## proto3 generated code
from uno_pb2 import Card, CardAction, CardColour, Player, WinInfo, StateOfPlay, ErrorMessage
import uno_pb2_grpc
## homemade code
from deck import Deck
from utility import print_card # for logs
rich.traceback.install() # adds coloured error messages
rich_out_con = rich.console.Console()
class UnoServicer(uno_pb2_grpc.UnoServicer):
def __init__(self):
super().__init__() # just in case
self.draw_pile = Deck().cards
random.shuffle(self.draw_pile)
self.players = []
self.discard_pile = [self.draw_pile[-1]]
self.round_num = 0
self.win_info = {"game_over":False, "ranked_players":self.players}
print("Server started. Waiting for players.")
# helper funcs
def get_state_of_play(self):
"Returns a dictionary with the format defined in `uno.proto`."
return {"round_num": self.round_num,
"players": self.players,
"discard_pile": self.discard_pile,
"draw_pile": self.draw_pile,
"win_info": WinInfo(**self.win_info)}
def cycle_players(self):
""""
Cycles self.players, i.e. puts 1st at last, 2nd at 1st, 3rd at 2nd etc.
"""
self.players.append(self.players.pop(0))
print(f"Players cycled. Next player: {self.players[0].name}")
def check_for_uno_and_win(self):
"""
Checks if a player can declare uno and declares it if they can.
At the same time checks if a player has won.
If the player has won calls self.someone_won().
No parameters, no return value.
"""
print("Checking for UNO and for wins")
for player in self.players:
if len(player.hand) == 1:
player.uno_declared = True
print(f"{player.name} declared UNO!")
elif len(player.hand) > 1:
player.uno_declared = False
else: # must be 0
self.someone_won()
def someone_won(self):
"""
Ends the game. Totals players' scores.
Game over occurs when a player has no cards left. The player
with the least points is the winner.
"""
for player in self.players:
for card in player.hand:
player.score += card.value
self.win_info["game_over"] = True
sorted_players = sorted(self.players, key=lambda p: p.score)
print(f"{sorted_players[0].name} has won.")
self.win_info["ranked_players"] = sorted_players
def is_valid_card(self, card, last_card):
"""Checks if `card` can be played on `last_card`.
Both cards are instances of uno_pb2.Card. Returns True or False.
The following checks are carried out:
- If `card` shares a colour, action or value with `last_card`.
- If `card` has a `WILD` or `WILD_DRAW4` action. The colour should be changed by the calling function.
- If `card` is a `WHITE NONE -1` card, of any value. More action may still be required depending on the particular value.
"""
def is_valid_wild(card, last_card):
"""Checks if a wild card `card` can be played on card `last_card`.
Assumes that `card` is either a WILD or WILD_DRAW4.
"""
if card.action == CardAction.Value("WILD"):
return True # simple wilds can always be played
elif card.action == CardAction.Value("WILD_DRAW4"):
for player_card in self.players[0].hand:
if player_card.SerializeToString() != card.SerializeToString():
if self.is_valid_card(player_card, last_card):
return False # we only want it to return if another card can be played.
# no action if the player card is the card being tested.
return True
else:
return False # not a WILD
if (card.colour == last_card.colour
or card.action == last_card.action
or card.value == last_card.value):
if card.action == CardAction.Value("NUMBER"): # check same colour or number
if (card.colour == last_card.colour
or card.value == last_card.value):
return True
else: # stops two number cards being played after each other when they're otherwise incompatible.
return False
elif card.action in [CardAction.Value("REVERSE"), CardAction.Value("DRAW2"), CardAction.Value("SKIP")]:
if (card.colour == last_card.colour
or card.action == last_card.action):
return True
else: # stops two action cards being valid because they share the same value
return False
else:
if card.action in [CardAction.Value("WILD"), CardAction.Value("WILD_DRAW4")]:
return is_valid_wild(card, last_card)
else: # special cards are always valid
return True
elif (card.action == CardAction.Value("WILD_DRAW4")
or card.action == CardAction.Value("WILD")):
return is_valid_wild(card, last_card)
elif (card.colour == 0 # default colour value - not used in game
and card.action == 0 # same as above
and card.value == -1): # unplayable card
# used to make the game advance, for example when all
# cards needed to be drawn have been drawn.
# still played so clients don't enter an infinite loop of card
# drawing.
return True
def raise_internal_error(self, message, context):
"""
Calls context.set_details and context.set_code appropriately.
Params:
- message: An string of an ErrorMessage name, as defined as the enum ErrorMessage in uno.proto. NB it is converted into the enum here.
- context: an RPC context parameter.
No return value. The calling function *must* return an empty instance immediately after this is called.
"""
if message in [ErrorMessage.Name(m) for m in ErrorMessage.values()]:
context.set_details(message)
context.set_code(grpc.StatusCode.INTERNAL)
print(f"A {message} error occured.")
else:
raise ValueError(f"'{message}' is not a valid internal error message'")
def RequestStateOfPlay(self, request, context):
print(f"State of Play requested by {request.name}.")
for player in self.players:
if player.name == request.name:
player = request
return StateOfPlay(**self.get_state_of_play())
def PlayCard(self, request, context):
"""
Plays card `request`. Returns a StateOfPlay message.
1. Checks if the card shares a colour, action or value with the
previously played card. If not, checks for a WILD_DRAW4 action, and
allows this to be played. If neither check passes, checks for a WHITE
NONE card with a negative value, and changes the current player and
plays this card (used when all cards that need to be drawn have been
drawn).
NB when a WHITE NONE card has been played, it should be omitted in a
client's output.
If no check has yet passed, it returns an empty state of play and sets the error code to INTERNAL, with the details to "CARD_UNPLAYABLE".
The server will then remove the card from the player's hand it the card can be played.
2. If the card is a SKIP card, then skips the next player by
incrementing self.current_player twice. If the card is a REVERSE card,
reverses self.players. If the card is WILD* card, randomises its colour.
It is the responsibility of the client to draw the necessary cards on
DRAW* cards.
3. Once a card has been played, self.current_player is incremented, or
set to 0 if already at len(self.players)-1.
"""
index = -1
try:
while self.discard_pile[index] == Card(colour=0, action=0, value=-1):
# if cards have just been drawn
index -= 1
except IndexError:
index += 1
last_card=self.discard_pile[index]
if self.is_valid_card(request, last_card):
self.discard_pile.append(request)
# remove card played from the player's hand
for index, card in enumerate(self.players[0].hand):
if card == request:
self.players[0].hand.pop(index)
else:
print_card(request, rich_out_con, end="")
print(" could not be played.")
self.raise_internal_error("CARD_UNPLAYABLE", context)
return StateOfPlay()
self.check_for_uno_and_win()
self.cycle_players()
if request.action == CardAction.Value("SKIP"):
self.cycle_players() # an extra increment to skip the next player
if request.action == CardAction.Value("REVERSE"):
self.players = self.players[::-1] # reverses order of players
print("Players reversed.")
if (request.action == CardAction.Value("WILD_DRAW4") # randomly change colour
or request.action == CardAction.Value("WILD")):
while (request.colour == CardColour.Value("BLACK") # default WILD colour
or request.colour == CardColour.Value("WHITE")): # unplayable
request.colour = random.choice(CardColour.values())
print("Randomised colour of most recently played card.")
print_card(request, rich_out_con, end="")
print(" played.")
return StateOfPlay(**self.get_state_of_play())
def DrawCard(self, request, context):
print(f"{request.name} wants to draw a card!")
drawn_card = self.draw_pile.pop(-1)
print(f"Given {request.name} the following card: ", end="")
print_card(drawn_card, rich_out_con)
self.check_for_uno_and_win()
return drawn_card
def AddPlayer(self, request, context): # request is a new player
print(f"Adding player {request.name}.")
for player in self.players:
if player.name == request.name:
self.raise_internal_error("NAME_TAKEN", context)
return Player()
if len(self.players) <= 10:
hand = []
for i in range(7):
hand.append(self.draw_pile.pop(i))
new_player = Player(hand=hand,
name=request.name,
uno_declared=False,
score=0)
self.players.append(new_player)
print(f"Added player {new_player.name}.")
return new_player
else:
self.raise_internal_error("TOO_MANY_PLAYERS", context)
return Player()
def RemovePlayer(self, request, context):
print(f"Removing {request.name} from the game.")
for i, player in enumerate(self.players):
if request.name == player.name:
print(f"{request.name} has been removed.")
return self.players.pop(i)
self.raise_internal_error("PLAYER_NOT_FOUND", context)
return Player()
def serve():
"""
Creates a GRPC server and adds UnoServicer to the server.
Starts the server on [::]:500051.
Catches KeyboardInterrupt to gracefully exit.
"""
server = grpc.server(futures.ThreadPoolExecutor(max_workers=10))
uno_pb2_grpc.add_UnoServicer_to_server(UnoServicer(), server)
server.add_insecure_port("[::]:50051")
server.start()
try:
server.wait_for_termination()
except KeyboardInterrupt:
print("Ctrl+C pressed. Terminating.")
if __name__ == "__main__":
print("Starting server.")
serve()
# test code - used when client.py returns an _IncativeRpcError, which is overly verbose
#s = UnoServicer()
#print(s.RequestStateOfPlay(uno_pb2.Player(hand=[], name="", uno_declared=1, score=1), "")) # an empty Player