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Madiator2011 2024-07-05 18:22:38 +02:00
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commit 371d61ad1d
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Multiplayer_Server.py Normal file
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import os
import zlib
import json
import time
import threading
import shutil
from pathlib import Path
from http.server import BaseHTTPRequestHandler, HTTPServer
from collections import deque
import Settings
from Multiplayer_Shared import *
MAX_HISTORY_LENGTH = 100 # Store last 100 data points
class GameServerHandler(BaseHTTPRequestHandler):
player_count_history = deque(maxlen=MAX_HISTORY_LENGTH)
def do_POST(self):
data = self.Recieve()
response = ParseRequest(data)
self.Send(response)
def do_GET(self):
if self.path == '/health':
self.send_response(200)
self.send_header('Content-type', 'text/plain')
self.end_headers()
self.wfile.write(b"OK")
else:
self.send_error(404)
def Send(self, data):
# Compressing
data = json.dumps(data)
data = data.encode("utf-8")
data = zlib.compress(data)
# Sending
self.send_response(200)
self.send_header("Content-type","application/zip")
self.end_headers()
self.wfile.write(data)
def Recieve(self):
length = int(self.headers.get('content-length'))
data = self.rfile.read(length)
data = zlib.decompress(data)
data = json.loads(data)
return data
def log_message(self, format, *args):
log_entry = f"{time.strftime('%Y-%m-%d %H:%M:%S')} - {format%args}"
log_entries = LoadData("server_log", [])
log_entries.append(log_entry)
if len(log_entries) > 100: # Keep only the last 100 entries
log_entries = log_entries[-100:]
SaveData("server_log", log_entries)
def ParseRequest(data):
resp = {}
for key in data:
payload = data[key]
if "login" == key:
resp[key] = Login(payload)
elif "change-ownership" == key:
resp[key] = ChangeOwnership(payload)
elif "scene" == key:
resp[key] = Scene(data)
elif "vision" == key:
pass
else:
print(key, payload)
userId = data.get("login", {}).get("userId")
room = Safe(data.get("login", {}).get("room"))
messages = LoadData("messages", {}, room)
if messages.get(userId):
resp["message"] = messages[userId].pop(0)
SaveData("messages", messages, room)
return resp
def Login(data):
resp = {}
newuser = False
# Checking userId
if not data.get("userId"):
resp["userId"] = RandomString()
newuser = True
# Checking room
if not data.get("room"):
resp["room"] = "MainRoom"
elif data.get("room") != Safe(data.get("room", "")):
resp["room"] = Safe(data["room"])
data["timestamp"] = time.time()
# Storing users data.
users = LoadData("users", {})
if data.get("userId"):
users[data["userId"]] = data
SaveData("users", users)
if newuser:
userId = resp.get("userId")
name = data.get("username")
room = Safe(data.get("room"))
NotifyOthers(userId, f"{name} joined game.", room)
log_user_joined(name, room)
return resp
def ChangeOwnership(data):
objects = LoadData("objects", {})
if data.get("netId") in objects:
obj = objects[data.get("netId")]
obj["ownerId"] = data.get("userId")
SaveData("objects", objects)
# Changing ownership in chunk
addr = obj.get("chunk")
room = Safe(obj.get("room"))
chunk = LoadData(addr, {}, room)
for o in chunk:
if o.get("netId") == data.get("netId"):
o["ownerId"] = data.get("userId")
SaveData(addr, chunk, room)
return True
else:
return False
def Scene(data):
scene = data["scene"]
userId = data.get("login", {}).get("userId")
room = Safe(data.get("login", {}).get("room", "MainRoom"))
# We are not updating scene if there is no userId yet.
if not userId:
return
# Reading scene payload.
resp = {}
objects = LoadData("objects", {})
for addr in scene:
chunk = scene[addr]
for obj in chunk:
# Some people might want to cheat by inputing
# values for other users.
if obj.get("netId"):
obj["ownerId"] = objects.get(obj.get("netId"), {}).get("ownerId")
if not obj["ownerId"]:
obj["ownerId"] = userId
if obj.get("ownerId") and obj.get("ownerId") != userId:
chunk.remove(obj)
# Saving chunks data.
for addr in scene:
chunk = scene[addr]
saved = LoadData(addr, [], room)
add = []
# Cleaning up
for obj in saved:
if obj.get("netId") not in objects or objects[obj.get("netId")].get("chunk") != addr:
saved.remove(obj)
ids = []
for obj in saved:
ids.append(obj.get("netId"))
for obj in chunk:
# If object is Dani and it has no netId
# we assume that somebody new joined the
# room.
if obj.get("name") == "Dani_Box" and not obj.get("netId"):
obj["netId"] = userId
obj["ownerId"] = userId
add.append(obj)
elif not obj.get("netId"):
obj["netId"] = RandomString()
obj["ownerId"] = userId
add.append(obj)
if obj.get("netId") not in ids:
saved.append(obj)
else:
saved[ids.index(obj.get("netId"))] = obj
objects[obj["netId"]] = {"chunk":addr,
"timestamp":time.time(),
"ownerId":obj.get("ownerId"),
"room":room}
SaveData(addr, saved, room)
if addr in data.get("vision", []):
resp[addr] = []
for obj in saved:
if obj.get("ownerId") != userId:
resp[addr].append(obj)
for obj in add:
resp[addr].append(obj)
SaveData("objects", objects)
return resp
def Notify(userId, message, room):
messages = LoadData("messages", {}, room)
if userId not in messages:
messages[userId] = []
messages[userId].append(message)
SaveData("messages", messages, room)
def NotifyOthers(userId, message, room):
users = LoadData("users", {})
for user in users:
if user != userId and users[user].get("room") == room:
Notify(user, message, room)
print(f"Room: {room} : {message}")
def SaveData(name, data, room=None):
# Making folder for server stuff
folder = Settings.get_settings_folder()+"/server/"
if room: folder = folder+str(room)+"/"
try: os.makedirs(folder)
except: pass
# Saving the json
with open(folder+str(name)+".json", "w") as save:
json.dump(data, save, indent=4)
def LoadData(name, otherwise=None, room=None):
try:
folder = Settings.get_settings_folder()+"/server/"
if room: folder = folder+str(room)+"/"
with open(folder+str(name)+".json") as o:
return json.load(o)
except: return otherwise
def Safe(string):
# This function strips strings from any unsafe
# characters.
good = "1234567890qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM_"
new = ""
for i in string:
if i in good: new = new + i
else: new = new + "_"
return new
def log_user_joined(name, room):
log_entry = f"User '{name}' joined room '{room}'."
log_entries = LoadData("server_log", [])
log_entries.append(log_entry)
if len(log_entries) > 100:
log_entries = log_entries[-100:]
SaveData("server_log", log_entries)
def log_user_left(name, room):
log_entry = f"User '{name}' left room '{room}'."
log_entries = LoadData("server_log", [])
log_entries.append(log_entry)
if len(log_entries) > 100:
log_entries = log_entries[-100:]
SaveData("server_log", log_entries)
def cleanup_rooms():
base_dir = Path(Settings.get_settings_folder()) / "server"
users = LoadData("users", {})
for item in base_dir.iterdir():
if item.is_dir():
room_name = item.name
# Check if any user is in this room
users_in_room = [user for user in users.values() if user.get("room") == room_name]
if not users_in_room:
print(f"Cleaning up room: {room_name}")
shutil.rmtree(item)
log_cleanup(room_name)
def log_cleanup(room_name):
log_entry = f"Room '{room_name}' has been cleaned up due to inactivity."
log_entries = LoadData("server_log", [])
log_entries.append(log_entry)
if len(log_entries) > 100:
log_entries = log_entries[-100:]
SaveData("server_log", log_entries)
def CleanUps():
while True:
time.sleep(30) # Run every 30 seconds
# Cleaning up users
users = LoadData("users", {})
delete = []
for userId in users:
user = users[userId]
room = user.get("room")
name = user.get("username")
# If user missing for 10 seconds, they are gone.
if user.get("timestamp", 0) < time.time() - 10:
NotifyOthers(userId, f"{name} left the game.", room)
delete.append(userId)
log_user_left(name, room)
for i in delete:
del users[i]
SaveData("users", users)
# Cleaning up objects
objects = LoadData("objects", {})
delete = []
for netId in objects:
obj = objects[netId]
# Deleting objects after 5 missing seconds
if obj.get("timestamp", 0) < time.time() - 5:
delete.append(netId)
for i in delete:
del objects[i]
SaveData("objects", objects)
# Cleaning up empty rooms
cleanup_rooms()
def health_check_thread():
health_port = 6971
health_server = HTTPServer(("", health_port), GameServerHandler)
print(f"Health check server running on port {health_port}")
health_server.serve_forever()
if __name__ == "__main__":
PORT = 6969
serve = HTTPServer(("", PORT), GameServerHandler)
print(f"Game server running on port {PORT}")
# Start the cleanup thread
cleanups = threading.Thread(target=CleanUps)
cleanups.setDaemon(True)
cleanups.start()
# Start the health check thread
health_thread = threading.Thread(target=health_check_thread)
health_thread.setDaemon(True)
health_thread.start()
serve.serve_forever()

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web-ui.py Normal file
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import json
import time
import requests
from http.server import BaseHTTPRequestHandler, HTTPServer
from collections import deque
import Settings
from Multiplayer_Server import LoadData, SaveData
MAX_HISTORY_LENGTH = 100 # Store last 100 data points
class WebUIHandler(BaseHTTPRequestHandler):
player_count_history = deque(maxlen=MAX_HISTORY_LENGTH)
def do_GET(self):
if self.path == '/':
self.send_response(200)
self.send_header('Content-type', 'text/html')
self.end_headers()
self.wfile.write(self.generate_html().encode())
elif self.path == '/data':
self.send_response(200)
self.send_header('Content-type', 'application/json')
self.end_headers()
self.wfile.write(json.dumps(self.get_server_data()).encode())
else:
self.send_error(404)
def generate_html(self):
html = """
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dani's Race - Retro Dashboard</title>
<script src="https://cdn.jsdelivr.net/npm/chart.js"></script>
<style>
@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap');
:root {
--bg-color: #000000;
--text-color: #00ff00;
--accent-color: #ff00ff;
--secondary-accent: #00ffff;
--alert-color: #ff0000;
}
body {
font-family: 'Press Start 2P', cursive;
margin: 0;
padding: 0;
background-color: var(--bg-color);
color: var(--text-color);
overflow-x: hidden;
line-height: 1.6;
}
.container {
max-width: 1200px;
margin: 0 auto;
padding: 20px;
}
h1, h2, h3 {
color: var(--accent-color);
text-shadow: 2px 2px var(--bg-color);
}
.dashboard-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(250px, 1fr));
gap: 20px;
margin-bottom: 20px;
}
.card {
border: 2px solid var(--text-color);
padding: 20px;
background-color: rgba(0, 255, 0, 0.1);
box-shadow: 0 0 10px var(--text-color);
}
.stat {
font-size: 2em;
color: var(--secondary-accent);
margin: 10px 0;
text-shadow: 2px 2px var(--bg-color);
}
#server-status {
padding: 10px;
border: 2px solid var(--accent-color);
text-align: center;
margin-bottom: 20px;
text-transform: uppercase;
animation: glow 1s ease-in-out infinite alternate;
}
@keyframes glow {
from {
box-shadow: 0 0 5px var(--accent-color);
}
to {
box-shadow: 0 0 20px var(--accent-color);
}
}
.online {
background-color: rgba(0, 255, 0, 0.2);
}
.offline {
background-color: rgba(255, 0, 0, 0.2);
}
#log-container {
border: 2px solid var(--text-color);
padding: 20px;
height: 200px;
overflow-y: auto;
background-color: rgba(0, 255, 0, 0.1);
font-size: 0.8em;
}
.log-entry {
margin-bottom: 5px;
font-family: monospace;
}
#player-count-chart {
width: 100%;
height: 300px;
margin-top: 20px;
}
@keyframes blink {
0% { opacity: 1; }
50% { opacity: 0; }
100% { opacity: 1; }
}
.blink {
animation: blink 1s infinite;
}
.connection-info {
margin-top: 20px;
padding: 10px;
background-color: var(--accent-color);
color: var(--bg-color);
text-align: center;
font-weight: bold;
border: 2px solid var(--text-color);
box-shadow: 0 0 10px var(--accent-color);
}
#alerts {
color: var(--alert-color);
font-weight: bold;
margin-top: 20px;
padding: 10px;
border: 2px solid var(--alert-color);
display: none;
}
.room-list {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(200px, 1fr));
gap: 10px;
}
.room-item {
background-color: rgba(0, 255, 255, 0.1);
padding: 10px;
border: 1px solid var(--secondary-accent);
}
</style>
</head>
<body>
<div class="container">
<h1 class="blink">Dani's Race Dashboard</h1>
<div class="connection-info">
Connect to the game server at: https://dani.madiator.com:6969
</div>
<div id="server-status">Server Status: <span id="status-text">Checking...</span></div>
<div id="alerts"></div>
<div class="dashboard-grid">
<div class="card">
<h3>Active Users</h3>
<div id="active-users" class="stat">-</div>
</div>
<div class="card">
<h3>Total Objects</h3>
<div id="total-objects" class="stat">-</div>
</div>
<div class="card">
<h3>Total Rooms</h3>
<div id="total-rooms" class="stat">-</div>
</div>
<div class="card">
<h3>Server Uptime</h3>
<div id="server-uptime" class="stat">-</div>
</div>
</div>
<h2>Player Count History</h2>
<canvas id="player-count-chart"></canvas>
<h2>Active Rooms:</h2>
<div id="rooms" class="room-list"></div>
<h2>Server Log:</h2>
<div id="log-container"></div>
</div>
<script>
let startTime = Date.now();
let playerCountChart;
let lastServerTimestamp = 0;
function updateDashboard() {
fetch('/data')
.then(response => response.json())
.then(data => {
document.getElementById('active-users').textContent = data.active_users;
document.getElementById('total-objects').textContent = data.total_objects;
document.getElementById('total-rooms').textContent = Object.keys(data.rooms).length;
const uptime = Math.floor((Date.now() - startTime) / 1000);
document.getElementById('server-uptime').textContent = formatUptime(uptime);
const roomsContainer = document.getElementById('rooms');
roomsContainer.innerHTML = '';
for (const [room, users] of Object.entries(data.rooms)) {
const roomDiv = document.createElement('div');
roomDiv.className = 'room-item';
roomDiv.innerHTML = `
<h3>${room}</h3>
<div>Users: ${users.length}</div>
<ul>
${users.map(user => `<li>${user}</li>`).join('')}
</ul>
`;
roomsContainer.appendChild(roomDiv);
}
updateLog(data.log);
updatePlayerCountChart(data.player_count_history);
checkServerRestart(data.server_timestamp);
checkRoomCleanups(data.log);
document.getElementById('status-text').textContent = data.server_status;
document.getElementById('server-status').className = data.server_status.toLowerCase();
if (data.server_status === 'Offline') {
showAlert('Game server is offline. It will automatically restart. Please stand by.');
}
})
.catch(error => {
console.error('Error:', error);
document.getElementById('status-text').textContent = 'Offline';
document.getElementById('server-status').className = 'offline';
showAlert('Web UI server is offline. Please refresh the page.');
});
}
function formatUptime(seconds) {
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
const secs = seconds % 60;
return `${hours}h ${minutes}m ${secs}s`;
}
function updateLog(logEntries) {
const logContainer = document.getElementById('log-container');
logContainer.innerHTML = '';
logEntries.forEach(entry => {
const logEntry = document.createElement('div');
logEntry.className = 'log-entry';
logEntry.textContent = entry;
logContainer.appendChild(logEntry);
});
logContainer.scrollTop = logContainer.scrollHeight;
}
function updatePlayerCountChart(history) {
const ctx = document.getElementById('player-count-chart').getContext('2d');
if (!playerCountChart) {
playerCountChart = new Chart(ctx, {
type: 'line',
data: {
labels: history.map((_, index) => index),
datasets: [{
label: 'Player Count',
data: history,
borderColor: '#00ffff',
backgroundColor: 'rgba(0, 255, 255, 0.2)',
tension: 0.4
}]
},
options: {
responsive: true,
scales: {
y: {
beginAtZero: true,
title: {
display: true,
text: 'Number of Players',
color: '#00ff00'
},
ticks: {
color: '#00ff00'
},
grid: {
color: 'rgba(0, 255, 0, 0.1)'
}
},
x: {
title: {
display: true,
text: 'Time',
color: '#00ff00'
},
ticks: {
color: '#00ff00'
},
grid: {
color: 'rgba(0, 255, 0, 0.1)'
}
}
},
plugins: {
legend: {
labels: {
color: '#00ff00'
}
}
}
}
});
} else {
playerCountChart.data.labels = history.map((_, index) => index);
playerCountChart.data.datasets[0].data = history;
playerCountChart.update();
}
}
function checkServerRestart(serverTimestamp) {
if (lastServerTimestamp && serverTimestamp < lastServerTimestamp) {
showAlert('Server has restarted. Please refresh your game client.');
}
lastServerTimestamp = serverTimestamp;
}
function checkRoomCleanups(logEntries) {
const cleanupEntries = logEntries.filter(entry => entry.includes('Room') && entry.includes('cleaned up'));
if (cleanupEntries.length > 0) {
showAlert('Inactive rooms have been cleaned up. Check the log for details.');
}
}
function showAlert(message) {
const alertsContainer = document.getElementById('alerts');
alertsContainer.textContent = message;
alertsContainer.style.display = 'block';
setTimeout(() => {
alertsContainer.style.display = 'none';
}, 5000);
}
setInterval(updateDashboard, 1000);
updateDashboard();
</script>
</body>
</html>
"""
return html
def get_server_data(self):
try:
# Try to get health status from the game server
health_response = requests.get("http://localhost:6971/health", timeout=5)
server_status = "Online" if health_response.status_code == 200 else "Offline"
except requests.RequestException:
server_status = "Offline"
users = LoadData("users", {})
objects = LoadData("objects", {})
rooms = {}
for user_id, user_data in users.items():
room = user_data.get("room", "Unknown")
if room not in rooms:
rooms[room] = []
rooms[room].append(user_data.get("username", f"User-{user_id[:5]}"))
# Get the last 20 log entries
log_entries = LoadData("server_log", [])[-20:]
# Update player count history
self.player_count_history.append(len(users))
return {
"server_status": server_status,
"active_users": len(users),
"total_objects": len(objects),
"rooms": rooms,
"log": log_entries,
"player_count_history": list(self.player_count_history),
"server_timestamp": time.time()
}
if __name__ == "__main__":
PORT = 6970
serve = HTTPServer(("", PORT), WebUIHandler)
print(f"Web UI server running on port {PORT}")
serve.serve_forever()