在 while 循环中从服务器接收数据显示 window 没有响应

Receiving data from server in while loop Shows window not responding

我正在制作一个初学者在线多人游戏 Tic Tac Toe 游戏,它在本地服务器上运行。我的 code.I 有 2 个问题已将我的游戏文件夹分成 6 个 python 文件:

Client1.py:- 这个文件是输出文件,客户端 have.I 有一些这个文件中的问题。当玩家正在等待其他玩家移动时处于 while 循环中,如果此客户端已播放,它将发送 PLAYED 到服务器,如果服务器正在等待其他玩家移动,它将发送 W 给该客户端,否则它将发送玩家移动 number.While 这个 .py 文件正在等待回复它从服务器获取的消息是 W 然后 window 显示 Not Responding。两个客户端都参考了 Clientsupport.pyNetwork.py。这两个文件仅用于支持客户

import pygame
from Network import network
from clientSupport import GameHelp



n=network()
pt=n.getpos()
g=GameHelp()
g.Display_Start_Up(pt)
if pt==0:
    run1=True
    run2=False
elif pt==1:
    run1 = False
    run2 = True
while True:

    while run1:
        num = None
        num=g.Input()
        out=n.send(num)
        print(out,"hrl")
        if out =='Y':
            print(num,pt,'hey')
            g.Placing(num,pt)
            run2=True
            break
        else:
            pass
    while run2:
        opp=n.send('PLAYED')
        print(opp,'loop2')
        if opp=='W':
            pygame.time.delay(500)
        else:
            print('here is',opp)
            if pt==0:
                op=1
            elif pt==1:
                op=0
            g.Placing(opp, op)
            print(opp,op,'hello')
            run1=True
            break

Client2.py:-这个文件是 Client1.py 的精确副本。但这两个文件都是有同样的问题。这是 第二个问题 当两个客户端都连接时,X 和 O 图像仅在加入服务器的第一个客户端上被 blit。对于第二个客户端,它的空白 window 只有板,但输入和其他一切都正常。

Server.py:- 这从另一个文件 Game.py 获取参考。服务器使用此文件来检查谁赢得了什么分数和其他参数。 Pt 服务器中的变量基本上是playertag 发送0 并且1.the 先加入的玩家获得0 并且是X 玩家否则玩家是O 玩家。

import socket
from _thread import *
import sys
import pickle
import game

server = "192.168.1.107"
port = 34262

s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

try:
    s.bind((server,port))

except socket.error as e:
    print(str(e),'hey')

brain=game.Brain()
setup=game.Setup()
s.listen(2)
print("waiting for connection,Server connected")
p=0
setup.p2played=True
lastplayed=[0,0]
def thread_client(conn,playertag):
    conn.send(pickle.dumps(playertag))
    reply = ""
    Run=True

    while Run:
        try:
            try:
                data = pickle.loads(conn.recv(2048))
            except EOFError as e:
                print(e)
                pass

            if not data:
                print('disconnect')
                break
            elif data=='PLAYED':
                if playertag==0:
                    if lastplayed[1]==0:
                        reply='W'
                    else:
                        reply=lastplayed[1]
                        lastplayed[1]=0
                elif playertag==1:
                    if lastplayed[0]==0:
                        reply='W'
                    else:
                        reply=lastplayed[0]
                        lastplayed[0]=0
            else:
                if playertag==0 and setup.p2played==True:
                    if brain.Player_move(playertag,data):
                        reply='Y'
                        lastplayed[0]=int(data)
                        setup.p2played = False
                        setup.p1played = True
                    else:
                        reply='N'
                    if brain.Board_full_check():
                        reply='T'
                        Run=False
                    if brain.Winner_check(1):
                        reply='X'
                        Run=False
                    elif brain.Winner_check(-1):
                        reply='O'
                        Run=False
                    print(f'Recieved: {data}')
                    print(f'Sending {reply}')
                elif playertag==1 and setup.p1played==True:
                    if brain.Player_move(playertag, data):
                        reply = 'y'
                        lastplayed[1] = int(data)
                        setup.p2played = True
                        setup.p1played = False
                    else:
                        reply = 'N'
                    if brain.Board_full_check():
                        reply = 'T'
                        Run = False
                    if brain.Winner_check(1):
                        reply = 'X'
                        Run = False
                    elif brain.Winner_check(-1):
                        reply = 'O'
                        Run = False

                    print(f'Recieved: {data}')
                    print(f'Sending {reply}')

                else:
                    reply='W'

            conn.sendall(pickle.dumps(reply))
        except socket.error as e:
            print(e,'ji')
            break
    print(f'Disconnected from {addr}')
while True:
    print(game.BoardList)
    conn, addr= s.accept()
    print('connected to ', addr)

    start_new_thread(thread_client ,(conn,p,))
    p+=1

Clientsupport.py:-所以这个文件提供了所有的客户端支持,比如 pygame 显示和 blitting X和 O.

import pygame
class GameHelp():
    def __init__(self):
        self.screen=pygame.display.set_mode((600, 600))
        xplayer=pygame.image.load('x.png')
        self.xplayer = pygame.transform.scale(xplayer, (50, 50))
        oplayer = pygame.image.load('o.png')
        self.oplayer = pygame.transform.scale(oplayer, (50, 50))
    def Display_Start_Up(self,playertag):

        caption='Tic Tac Toe '+str(playertag)
        pygame.display.set_caption(caption)
        self.BOARD(self.screen)
        pygame.display.update()
    def BOARD(self,sc):
        sc.fill((225, 200, 225))
        board = pygame.image.load('TransparentImage.png')
        board = pygame.transform.scale(board, (375, 375))
        sc.blit(board, (100, 200))
    def Input(self,):
        run=True
        while run:
            for event in pygame.event.get():

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_1:
                        print('1')

                        run=False
                        return 1
                    elif event.key == pygame.K_2:
                        print('2')

                        run=False
                        return 2
                    elif event.key == pygame.K_3:
                        print('3')

                        run=False
                        return 3
                    elif event.key == pygame.K_4:
                        print('4')

                        run=False
                        return 4
                    elif event.key == pygame.K_5:
                        print('5')

                        run=False
                        return 5
                    elif event.key == pygame.K_6:
                        print('6')

                        run=False
                        return 6
                    elif event.key == pygame.K_7:
                        print('7')

                        run=False
                        return 7
                    elif event.key == pygame.K_8:
                        print('8')

                        run=False
                        return 8
                    elif event.key == pygame.K_9:
                        print('9')

                        run=False
                        return 9
                    elif event.key == pygame.K_ESCAPE or event.type==pygame.QUIT:
                        pygame.quit()

    def Placing(self,pos,playertag):
        if playertag==0:
            if pos == 1:
                self.screen.blit(self.xplayer, (108, 215))
            elif pos == 2:
                self.screen.blit(self.xplayer, (249, 222))
            elif pos == 3:
                self.screen.blit(self.xplayer, (376, 213))
            elif pos == 4:
                self.screen.blit(self.xplayer, (122, 360))
            elif pos == 5:
                self.screen.blit(self.xplayer, (253, 346))
            elif pos == 6:
                self.screen.blit(self.xplayer, (379, 346))
            elif pos == 7:
                self.screen.blit(self.xplayer, (118, 486))
            elif pos == 8:
                self.screen.blit(self.xplayer, (261, 492))
            elif pos == 9:
                self.screen.blit(self.xplayer, (375, 476))
        elif playertag==1:
            if pos == 1:
                self.screen.blit(self.oplayer, (108, 215))
            elif pos == 2:
                self.screen.blit(self.oplayer, (249, 222))
            elif pos == 3:
                self.screen.blit(self.oplayer, (376, 213))
            elif pos == 4:
                self.screen.blit(self.oplayer, (122, 360))
            elif pos == 5:
                self.screen.blit(self.oplayer, (253, 346))
            elif pos == 6:
                self.screen.blit(self.oplayer, (379, 346))
            elif pos == 7:
                self.screen.blit(self.oplayer, (118, 486))
            elif pos == 8:
                self.screen.blit(self.oplayer, (261, 492))
            elif pos == 9:
                self.screen.blit(self.oplayer, (375, 476))
        pygame.display.update()

Network.py:-关​​于这个文件没什么好说的,这个文件只连接并向服务器发送消息并工作非常好。

最终调试帮助:- 有 2 个问题:

  1. 等待对手移动时 Windows 显示无响应
  2. 总是作为玩家 O 的客户端没有得到图像 blit 认为它接受输入并发送它 到服务器。

A Pygame window 期望它的事件队列总是被处理。典型的 PyGame 程序如下所示:

### Do some initialisation
[...]

### Main Loop
while not exiting:

    ### handle every event in the queue
    for event in pygame.event.get():
        if ( event.type == pygame.QUIT ):
            exiting = True
        elif ( event.type == [ ... ] ):

    ### Update all the game logic, sprites, network comms, whatever
    if ( networkDataArrived( server_socket, server_rx_buffer ) ):
        handleNetworkData( server_rx_buffer )

    game_sprites.update()

    ### paint the screen
    window.fill( WHITE )
    paintGameBoard( window )
    game_sprites.draw( window )

    ### Hopefully do nothing for the rest of the frame-time 
    clock.tick( FPS )

不正常只是停止超过一秒钟。如果您正在等待套接字数据到达,则需要检查是否有数据到达,如果没有立即继续。如果您正在等待键盘输入,则不能仅调用 input()... 它 破坏 事件模型。

要处理网络通信,您必须进行非阻塞读取。 一种方法 是使用 select.select() function。这允许您在套接字缓冲区 "peek" 查看是否有任何内容到达。如果数据已经到达,您可以读取确切的数量而不会阻塞。否则你就回到你的主循环。请注意,还有其他方法可以做到这一点,但是 select() 在所有操作系统(至少对于套接字)上都可用,并且在大多数编程语言中都可用,因此了解它是一个很好的功能。

请考虑 networkDataArrived() 的准~伪代码:

def networkDataArrived( server_socket, socket_buffer ):
    """ Read from the socket, stuffing data into the buffer.
        Returns True when a full packet has been read into the buffer """
    result = False
    socks  = [ server_socket ]

    input,output,excep = select.select( socks, [], [], 0.01 ) # tiny read-timeout

    ### has any data arrived?
    if ( input.count( server_socket ) > 0 ):
        socket_buffer.append( server_socket.recv( MAX_PACKET_SIZE ) )
        ### do we have a full packet?
        if ( len( socket_buffer ) >= MAX_PACKET_SIZE ):     
            result = True  
     return result