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Entity.py
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Entity.py
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import socket
import hashlib
import rsa
import os
import base64
import logging
import time
from util import *
from CONST import *
from PROTOCOL import *
logging.basicConfig(level=logging.INFO,
filename='client.log',
format='%(asctime)s - %(pathname)s[line:%(lineno)d] - %(levelname)s: %(message)s')
class Client:
def __init__(self, game_port=CLIENT_GAME_PORT):
logging.info(f"Initiate the Client...")
self.username = ''
self.password = ''
self.game_addr = ''
self.game_port = game_port
self.is_login = False
self.match_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.game_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.game_server_socket = None
self.game_server_addr = None
logging.info(f"Initiate the Client complete!")
def set_username_password(self, username, password):
self.username = username
self.password = Client.md5_encode(password)
def login(self):
logging.info(f"Connect to the match server......")
self.match_socket.connect((MATCH_SERVER_ADDR, MATCH_SERVER_PORT))
self._send_login_msg()
msg = self.match_socket.recv(DATA_PACK_MAX_SIZE)
protocol, data = response_parser(secret_decode(msg))
if protocol == STATUS_ALL[OK]:
self.game_addr = data[J_CLIENT_ADDR]
self.is_login = True
logging.info(f"Login successfully!")
self._init_socket()
logging.info(f"Close the connection")
else:
print(f"ERROR: {STATUS_NAME[STATUS_ALL.index(protocol)]}")
self._init_socket()
def logout(self):
logging.info(f"Logout.....")
self.match_socket.connect((MATCH_SERVER_ADDR, MATCH_SERVER_PORT))
self._send_logout_msg()
return
def match(self, player_num: int):
logging.info(f"Matching......")
self.match_socket.connect((MATCH_SERVER_ADDR, MATCH_SERVER_PORT))
self._send_match_msg(player_num)
msg = self.match_socket.recv(DATA_PACK_MAX_SIZE)
protocol, data = response_parser(secret_decode(msg))
if protocol == STATUS_ALL[OK]:
self.game_socket.bind((self.game_addr, self.game_port))
self.game_socket.listen(1)
self.game_server_socket, self.game_server_addr = self.game_socket.accept()
logging.info(f"Matching complete! Begin to start game......")
self.game_start()
else:
print(f"ERROR: {STATUS_NAME[STATUS_ALL.index(protocol)]}")
self._init_socket()
def game_start(self):
logging.info(f"Game Start!")
msg = self.game_server_socket.recv(DATA_PACK_MAX_SIZE)
logging.info(f"Get response from game server ({self.game_server_addr})")
protocol, data = response_parser(secret_decode(msg))
logging.info(f"内容为 {protocol}: {data}")
if protocol == GAME_INIT_PROTOCOL:
# 游戏开始前 向游戏服务器发送自己的用户名 使服务器知道 用户名 和 ip 的绑定关系
self.game_server_socket.send(secret_encode(request_encoder(CHECK_USER_IDENTITY_PROTOCOL, {J_USERNAME: self.username})))
else:
print(f"ERROR: {STATUS_NAME[STATUS_ALL.index(protocol)]}")
msg = self.game_server_socket.recv(DATA_PACK_MAX_SIZE)
logging.info(f"Get response from game server ({self.game_server_addr})")
protocol, data = response_parser(secret_decode(msg))
logging.info(f"内容为 {protocol}: {data}")
if protocol == GAME_START_PROTOCOL:
os.system('cls')
Game(self.username, data, self.game_server_socket).run()
else:
print(f"ERROR: {STATUS_NAME[STATUS_ALL.index(protocol)]}")
def _send_match_msg(self, player_num: int):
match_data = {J_CLIENT_PORT: CLIENT_GAME_PORT, J_PLAYER_NUM: str(player_num)}
# self.match_socket.connect((MATCH_SERVER_ADDR, MATCH_SERVER_PORT))
self.match_socket.send(secret_encode(request_encoder(MATCH_PROTOCOL, match_data)))
def _send_login_msg(self):
user_info = {
J_USERNAME: self.username,
J_PASSWORD: self.password
}
login_msg = secret_encode(request_encoder(LOGIN_PROTOCOL, user_info))
self.match_socket.send(login_msg)
def _send_logout_msg(self):
logout_msg = secret_encode(request_encoder(LOGOUT_PROTOCOL))
self.match_socket.send(logout_msg)
def _request_encode(self, protocol, data: dict):
pass
def _response_parse(self, response):
pass
def _init_socket(self, name='match'):
if name == 'game':
self.game_socket.close()
self.game_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
elif name == 'match':
self.match_socket.close()
self.match_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
@staticmethod
def md5_encode(password: str):
"""
将输入字符串进行 MD5 加密,基本用于数据库中密码加密
:param password: 输入的密码字符串
:return: MD5 加密后的密码
"""
md5_encoder = hashlib.md5()
md5_encoder.update((PREFIX_SALT+password+SUFFIX_SALT).encode())
return md5_encoder.hexdigest()
class Game:
"""
游戏类,所有游戏内的操作都由这个类完成,包括 UI 的生成
"""
def __init__(self, username, init_data: dict, sock: socket.socket):
logging.info(f"Init game with data")
# 当前用户名
self.username = username
# 与游戏服务器交互的套接字
self.socket = sock
# 当前游戏的进行方向(顺时针还是逆时针)
self.direction = init_data[J_DIRECTION]
# 当前玩家的手牌内容
self.hand_card = init_data[J_HAND_CARD]
# 当前对局中的玩家的用户名与位次
self.players_list = init_data[J_PLAYERS_LIST]
# 当前对局中各玩家的手牌数
self.hand_card_num_list = init_data[J_HAND_CARD_NUM_LIST]
# 当前玩家在对局中的位次
self.self_index = self.players_list.index(self.username)
# 是否轮到当前玩家出牌
self.discard = init_data[J_ALLOW_TO_DISCARD]
# 当前的引导牌
self.guide = init_data[J_THE_FIRST_GUIDE]
# 当前玩家的RSA公私钥
self.public_key = rsa.PublicKey.load_pkcs1(init_data[J_RSA_PUBLIC_KEY])
self.private_key = rsa.PrivateKey.load_pkcs1(init_data[J_RSA_PUBLIC_KEY])
logging.info(f"Init game successfully")
def run(self):
# 循环绘画UI
while True:
self.draw()
# 刷新率
time.sleep(1/FPS)
def draw(self):
# "绘制"游戏界面
os.system('cls')
print("游戏对局中......")
for each in range(len(self.players_list)-1):
# index_tmp = clockwise_index_return(self.self_index, each, len(self.players_list))
index_tmp = queue_index_return(self.self_index+1, each, len(self.players_list), self.direction)
self.draw_players_info(index_tmp)
self.draw_user_info()
self.draw_warning()
self.draw_user_operation()
def draw_players_info(self, player_index):
str_tmp = ''
player_username = self.players_list[player_index]
if self.discard == player_username:
str_tmp += UI_DISCARD_USER
else:
str_tmp += UI_NORMAL_USER
str_tmp += ' ' + player_username + ': ' + str(self.hand_card_num_list[player_index])
print(str_tmp)
def draw_user_info(self):
# 绘制手牌
# 初始化字符串
string = ''
# 占位字符串的初始化
blank = ' '
# 卡片头部
for each in range(self.hand_card_num_list[self.self_index]):
print(f"+{'-'*CARD_DRAW_LENGTH}+ ", end='')
print('')
# 头部数字(符号)
for each in self.hand_card:
print(f"|{CARD_CONTENT_DICT[each[CARD_CONTENT_INDEX]]}{blank*(CARD_DRAW_LENGTH-CARD_CONTENT_DRAW_REVISE[each[CARD_CONTENT_INDEX]])}|{blank*CARD_GAP}", end='')
print('')
# 卡片颜色
for each in self.hand_card:
print(f"|{blank*CARD_COLOR_CENTER_GAP}{CARD_COLOR_DICT[each[CARD_COLOR_INDEX]]}{blank*CARD_COLOR_CENTER_GAP}|{blank*CARD_GAP}", end='')
print('')
# 尾部数字(符号)
for each in self.hand_card:
print(f"|{blank*(CARD_DRAW_LENGTH-CARD_CONTENT_DRAW_REVISE[each[CARD_CONTENT_INDEX]])}{CARD_CONTENT_DICT[each[CARD_CONTENT_INDEX]]}|{blank*CARD_GAP}", end='')
print('')
# 卡片底部
for each in range(self.hand_card_num_list[self.self_index]):
print(f"+{'-'*CARD_DRAW_LENGTH}+ ", end='')
print('')
def draw_warning(self):
pass
def draw_user_operation(self):
pass
class RSACrypto:
"""
RSA加密解密的封装类
"""
def __init__(self):
pass
@staticmethod
def encrypt(msg: str, pub_key, max_length=117):
"""
通过公钥加密消息,并用base64将其编码成可见字符
:param msg: 字符串消息明文
:type: str
:param pub_key: 公钥
:param max_length: 最大一次加密长度(超过则进行分段加密)
:return: 被base64编码后的密文
:rtype: bytes
"""
if len(msg) <= max_length:
return base64.b64encode(rsa.encrypt(msg.encode(), pub_key))
else:
tmp_result = b''
while msg:
tmp_msg = msg[:max_length]
msg = msg[max_length:]
tmp_result += rsa.encrypt(tmp_msg.encode(), pub_key)
return base64.b64encode(tmp_result)
@staticmethod
def decrypt(msg: bytes, pri_key, max_length=128):
"""
先将编码后的消息用base64解码,然后用私钥解密
:param msg: 被 base64 编码后的消息密文
:type: bytes
:param pri_key: 私钥
:param max_length: 最大一次解密长度(超过则进行分段解密)
:return: 消息明文
:rtype: str
"""
msg = base64.b64decode(msg)
if len(msg) <= max_length:
return rsa.decrypt(msg, pri_key).decode()
else:
tmp_result = ''
while msg:
tmp_msg = msg[:max_length]
msg = msg[max_length:]
tmp_result += rsa.decrypt(tmp_msg, pri_key).decode()
return tmp_result