问题
I made a game in python with pygame and socket, my game works perfectly in local server, but when i want to try it with my friend it give me these errors :
("ConnectionAbortedError: [WinError 10053] An established connection was aborted by the software in your host machine
and
Traceback (most recent call last
File "C:/Users/Zahraa Rached/Desktop/Poké-aim/client.py", line 54, in <module>
game = n.send("get")
File "C:\Users\Zahraa Rached\Desktop\Poké-aim\network.py", line 25, in send
return pickle.loads(self.client.recv(4096))EOFError: Ran out of input
My port are frowarded and i arleady played a game that i have coded on different pc (with my friends) so the problem should not be my server host (i tried a lot of different things like disabling my firewall and my antivirus)
network class:
class Network:
def __init__(self):
self.client=socket.socket(socket.AF_INET,socket.SOCK_STREAM)
self.server="my public ip"
self.port=50
self.addr=(self.server,self.port)
self.p=self.connect()
def getP(self):
return self.p
def connect(self):
try:
self.client.connect(self.addr)
return self.client.recv(4096).decode()
except:
pass
def send(self,data):
try:
self.client.send(str.encode(data))
return pickle.loads(self.client.recv(4096))
except socket.error as e:
print(e)
server
import socket
from _thread import*
import pickle
from game import*
g=Game()
clientnb=0
server="192.168.1.43"
port=50
s=socket.socket(socket.AF_INET,socket.SOCK_STREAM)
try:
s.bind((server,port))
except socket.error as e:
print(e)
s.listen()
print("J'attend une connexion, Dresseur de Pokémon")
def thread(conn,p):
global clientnb
global g
print(clientnb)
g.pos[p]=(0,0)
conn.send(str.encode(str(p)))
r=False
reply=""
while True:
if g.ready == clientnb and clientnb > 1:
g.start=True
else:
g.start=False
try:
data=conn.recv(4096).decode()
if data=="ready":
r=True
g.ready+=1
elif data=="clik":
print("x")
print(g.ball)
g.changepos()
g.changeball()
print(g.ball)
elif data=="reset":
g.reset()
elif data=="win":
g.end=True
elif data!="get":
co=eval(data)
g.pos[p]=co
elif not data:
print("oh")
if r:
g.ready-=1
clientnb-=1
del g.pos[p]
break
reply = g
conn.sendall(pickle.dumps(reply))
except:
print("ohh")
if r:
g.ready -= 1
clientnb -= 1
g.reset()
break
conn.close()
while True:
conn,addr=s.accept()
print(addr)
p = clientnb
start_new_thread(thread,(conn,p))
clientnb+=1
client:
import pygame
import pickle
import sys
from network import Network
import time
import socket
pygame.font.init()
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.mixer.init()
pygame.init()
run=True
timevar=False
pygame.mixer.music.load("music.mp3")
pygame.mixer.music.set_volume(0.1)
myscore=0
w=1280
h=720
screen= pygame.display.set_mode((w,h))
pygame.display.set_caption("Poké-Aim")
n=Network()
fond_color=(0,0,0)
color1 = (255, 0, 0)
click=pygame.mixer.Sound("click.ogg")
ball=pygame.transform.scale(pygame.image.load("ball.png").convert_alpha(),(71,62))
master=pygame.transform.scale(pygame.image.load("master.png").convert_alpha(),(35,31))
bigmaster=pygame.transform.scale(pygame.image.load("master.png").convert_alpha(),(71,62))
cursor=pygame.transform.scale(pygame.image.load("cursor.png").convert_alpha(),(48,48))
other_cursor=pygame.transform.scale(pygame.image.load("black_cursor.png").convert_alpha(),(48,48))
playing=False
loosing=False
winning=False
def find_key(v):
for k, val in pos.items():
if v == val:
return k
clock=pygame.time.Clock()
ready=False
start=False
p=int(n.getP())
print(p)
pygame.mouse.set_visible(False)
while run:
clock.tick(60)
screen.fill(fond_color)
try:
game = n.send("get")
except socket.error as e:
print(e)
run=False
print("Connexion perdue")
break
if game!=None:
start=game.start
name=game.name
bol=game.ball
pos=game.pos
end=game.end
if game.ready==0:
ready=False
if not start:
if not ready:
color1=(255,0,0)
font = pygame.font.Font("Pokemon Classic.ttf", 20)
sc=font.render("= 1 pts", 1,(255,255,255) )
sc2=font.render("= 3pts", 1,(255,255,255) )
screen.blit(sc,(w/2,150))
screen.blit(sc2, (w / 2, 215))
screen.blit(ball,((w/2-80),140))
screen.blit(bigmaster, ((w / 2 - 80), 200))
text = font.render("Clique sur l'écran pour te mettre prêt !", 1,color1 )
screen.blit(text, ((w - text.get_width()) / 2, (h - text.get_height()) / 2))
elif start:
screen.fill((255,244,10))
if not playing:
pygame.mixer.music.play()
playing=True
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
while not ready and not timevar:
color1 = (0,255, 0)
screen.blit(text, ((w - text.get_width()) / 2, (h - text.get_height()) / 2))
n.send("ready")
click.play()
ready=True
if start:
if name=="P":
if (bol[0]) <= (pygame.mouse.get_pos()[0] ) <= (bol[0] + 71):
if pygame.mouse.get_pos()[1]>= (bol[1]) and pygame.mouse.get_pos()[1] <= (bol[1] + 62):
click.play()
n.send("clik")
click.play()
myscore+=1
else:
if (bol[0]) <= (pygame.mouse.get_pos()[0] ) <= (bol[0] + 35):
if (pygame.mouse.get_pos()[1]) >= (bol[1]) and (pygame.mouse.get_pos()[1] )<= (bol[1] + 31):
click.play()
n.send("clik")
myscore+=3
try:
n.client.send(str.encode(str(pygame.mouse.get_pos())))
except :
pass
if start:
if name=="P":
screen.blit(ball, (bol[0], bol[1]))
else:
screen.blit(master, (bol[0], bol[1]))
for e in pos.values():
if find_key(e) != p:
if find_key(e) != p:
screen.blit(other_cursor, (e[0]-24,e[1]-24))
score = font.render(str(myscore), 1, (0,0,0))
screen.blit(score, (5,0))
if myscore >= 1:
pygame.mixer.music.stop()
screen.fill((0, 0, 0))
wintext = font.render("T'as gagné sale bg !", 1, color1)
screen.blit(wintext, ((w - wintext.get_width()) / 2, (h - wintext.get_height()) / 2))
pygame.display.update()
n.send("win")
if not timevar:
chrono=time.time()
timevar=True
if round(time.time()-chrono)>4:
n.send("reset")
color1 = (255, 0, 0)
start = False
ready = False
playing = False
myscore = 0
timevar=False
end = False
elif end:
pygame.mixer.music.stop()
screen.fill((0, 0, 0))
loosetext = font.render("T'as perdu t'es trop nul sérieux !", 1, (255,0,0))
screen.blit(loosetext, ((w - loosetext.get_width()) / 2, (h - loosetext.get_height()) / 2))
pygame.display.update()
if not timevar:
chrono = time.time()
timevar = True
if round(time.time() - chrono) > 4:
color1 = (255, 0, 0)
start = False
ready = False
playing = False
myscore = 0
timevar = False
end = False
screen.blit(cursor,(pygame.mouse.get_pos()[0]-24,pygame.mouse.get_pos()[1]-24))
pygame.display.update()
game_class:
import random
h=720
w=1280
class Game:
def __init__(self):
self.name="P"
self.pos= {}
self.ball=[w/2,h/2]
self.ready=0
self.start=False
self.end=False
def changepos(self):
if self.name=="P":
self.ball[0]=random.randrange(0+71,w-71)
self.ball[1]=random.randrange(0,h-62)
else:
self.ball[0] = random.randrange(0 + 35, w- 35)
self.ball[1] = random.randrange(0, h - 31)
def changeball(self):
self.name=random.choice("MPPPPPPPPPP")
def reset(self):
self.name = "P"
self.ball = [w / 2, h / 2]
self.ready=0
self.start = False
self.end = False
回答1:
A quick read of the manual about socket.recv()
tells us that self.client.recv(4096)
uses that 4096 buf_size parameter as:
The maximum amount of data to be received at once is specified by [...]
So, it's the maximum, not the minimum. Your .recv()
will never receive more than 4096 bytes. That's all.
But the code is assuming it will always recv()
enough bytes:
return pickle.loads( self.client.recv(4096) ) # gambling a crash on Rx size
On your current network set-up, something is causing smaller packets to arrive at the recv()
, and not a full "pickle-worth". This is always an issue with network communications, it may be temporary, it may be permanent. Maybe a damp connection is causing packet loss, maybe maybe maybe. It was working before because the network/computers behaved differently.
So what do you do? The solution is check to see if any bytes have arrived. If bytes have arrived, add them to an "incoming-buffer". If there's enough bytes in the buffer, unpack it.
Pickling a data structure for sending over the network is probably an OK method, but I would first transmit the data-size of the pickled object, so the receiving client can know whether enough bytes have arrived to unpack it. Sure you can try..catch
the un-pickling, but that's grossly inefficient.
I would use struct.pack
to send the pickle-buffer size as a 4-byte integer (in network-byte order). Receive those 4 bytes first, then wait for the further N bytes to arrive.
EDIT: More details on struct, etc.
import struct
import pickle
def sendData( server_sock, object ):
result = True
data = pickle.dumps( object )
data_size = struct.pack( '!I', len( data ) ) # good for 2^32 bytes
try:
server_sock.sendall( data_size ) # send the size of the pickled obj
server_sock.sendall( data ) # send the obj
except:
sys.stderr.write( "Error sending data to server\n" )
result = False
return result
And then to receive the data, read the 4-byte size field and then the pickle data. Something like the below should work (note: this is not tested code, I'm just answering off the top of my head)
def recvData( client_sock ):
""" Try to receive a picked data-structure from the socket.
Returns True and an unpicked object, or False and None """
result = False
packet = None
expected = -1
# First we read a 4-byte pickle size, and following that is /N/ bytes
# of pickled structure data.
# Read the 4-byte packet size first
buffer = bytes()
while ( len( buffer ) < 4 ):
try:
some_data = client_sock.recv( 4 - len( buffer ) )
if ( some_data ):
buffer.append( some_data )
if ( len( buffer ) == 4 ):
expected = struct.unpack( '!I', buffer )
except:
# TODO: work out which sort of exceptions are OK
break
# If we received a buffer size, try to receive the buffer
if ( expected > 0 ):
buffer = bytes()
while ( len( buffer ) < expected ):
try:
some_data = client_sock.recv( expected - len( buffer ) )
if ( some_data ):
buffer.append( some_data )
# Have we received the full data-set yet?
if ( len( buffer ) == expected ):
packet = pickle.loads( buffer )
result = True # success
except:
# TODO: work out which sort of exceptions are OK
break
return result, packet
To be honest if you're just sending fixed amounts all the time (like a pair of x/y co-ordinates), it might be easier to just pack and unpack everything, using fixed-size datagrams. Maybe that's not "pythonic" enough though ;)
Anyway, what makes good network code is handling all the little rough edges. Sometimes (for a hundred different reasons), data does not arrive in nicely sized blocks, or your network blocks for a second or so. Simply handling this with a buffer, and non-blocking code solves 99% of the ills.
Really the recv()
above should be non-blocking code, but this is left as an exercise for the reader. I like to use select()
for this, but that's a bit old-fashioned.
来源:https://stackoverflow.com/questions/62361900/online-game-give-the-error-connectionabortederror-winerror-10053