服务器端代码
import asyncio
import websockets
# 初始化游戏
board = [" " for _ in range(9)] # 初始为空格
current_player = "X" # 当前玩家
clients = {} # 存储客户端连接
# 处理客户端连接
async def handle_client(websocket, path):
print("Client connected")
try:
global current_player
player = current_player
clients[player] = websocket
current_player = "O" if current_player == "X" else "X"
await websocket.send("You are player " + player)
await broadcast_board()
async for message in websocket:
await handle_message(player, message)
except websockets.exceptions.ConnectionClosed:
pass
except Exception as e:
print("An error occurred:", e, flush=True)
finally:
del clients[player]
# 处理客户端发送的消息
async def handle_message(player, message):
if message.startswith("move"):
_, _, index = message.split()
index = int(index)
if board[index] == " " and player == current_player:
board[index] = player
await broadcast_board()
if check_winner():
await broadcast_message(f"move {player} {index}")
await broadcast_message(f"win {player}")
await reset_board()
elif " " not in board:
await broadcast_message("draw")
await reset_board()
else:
await broadcast_message(f"move {player} {index}")
# 广播游戏板给所有客户端
async def broadcast_board():
board_message = "board " + " ".join(board)
await asyncio.gather(*[client.send(board_message) for client in clients.values()])
# 广播消息给所有客户端
async def broadcast_message(message):
await asyncio.gather(*[client.send(message) for client in clients.values()])
# 检查游戏是否结束
def check_winner():
# 检查行、列和对角线
for i in range(3):
if board[i] == board[i + 3] == board[i + 6] != " ":
return True
if board[i * 3] == board[i * 3 + 1] == board[i * 3 + 2] != " ":
return True
if board[0] == board[4] == board[8] != " " or board[2] == board[4] == board[6] != " ":
return True
return False
# 重置游戏板
async def reset_board():
global board, current_player
board = [" " for _ in range(9)]
current_player = "X"
await broadcast_board()
# 启动WebSocket服务器
start_server = websockets.serve(handle_client, "localhost", 8888)
print("WebSocket server is running on ws://localhost:8888")
asyncio.get_event_loop().run_forever()
客户端代码
import tkinter as tk
from tkinter import messagebox
import asyncio
import websockets
import threading
import concurrent.futures
# 初始化游戏
root = tk.Tk()
root.title("井字游戏")
# 创建井字游戏板
board = [" " for _ in range(9)] # 初始为空格
current_player = "X" # 当前玩家
player_X_score = 0
player_O_score = 0
game_mode = "双人游戏"
# WebSocket服务器地址
websocket_server = "ws://localhost:8888/ws" # 根据实际地址设置
# 检查游戏是否结束
def check_winner():
# 检查行、列和对角线
for i in range(3):
if board[i] == board[i + 3] == board[i + 6] != " ":
return True
if board[i * 3] == board[i * 3 + 1] == board[i * 3 + 2] != " ":
return True
if board[0] == board[4] == board[8] != " " or board[2] == board[4] == board[6] != " ":
return True
return False
# 异步函数,处理服务器或其他玩家发送的消息
async def handle_message(message):
global board, current_player, player_X_score, player_O_score
if message.startswith("move"):
_, player, index = message.split()
index = int(index)
board[index] = player
buttons[index].config(text=player)
if check_winner():
if player == "X":
player_X_score += 1
else:
player_O_score += 1
update_score()
await show_game_result(f"玩家 {player} 赢了!")
elif " " not in board:
await show_game_result("平局!")
else:
current_player = "O" if player == "X" else "X"
# 异步函数,弹出游戏结果信息
async def show_game_result(message):
messagebox.showinfo("游戏结束", message)
# 处理玩家点击事件
async def handle_click(index):
global current_player, game_mode, player_X_score, player_O_score
if board[index] == " " and not check_winner():
board[index] = current_player
buttons[index].config(text=current_player)
if check_winner():
if current_player == "X":
player_X_score += 1
else:
player_O_score += 1
update_score()
await show_game_result(f"玩家 {current_player} 赢了!")
elif " " not in board:
await show_game_result("平局!")
else:
current_player = "O" if current_player == "X" else "X"
if game_mode == "单人游戏" and not check_winner():
await computer_move()
move_message = f"move {current_player} {index}"
await send_message(move_message) # 使用await调用send_message函数
# 发送消息到服务器
async def send_message(message):
uri = websocket_server
async with websockets.connect(uri) as websocket:
await websocket.send(message)
# 计算机下棋(简单随机选择空白位置)
def computer_move():
import random
empty_cells = [i for i, cell in enumerate(board) if cell == " "]
if empty_cells:
random_index = random.choice(empty_cells)
handle_click(random_index)
# 更新分数显示
def update_score():
player_X_score_label.config(text=f"玩家 X 分数: {player_X_score}")
player_O_score_label.config(text=f"玩家 O 分数: {player_O_score}")
# 切换游戏模式
def change_game_mode():
global game_mode
game_mode = game_mode_var.get()
messagebox.showinfo("切换游戏模式", f"已切换到{game_mode}。")
reset_board()
# 重新开始游戏
def reset_board():
global board, current_player
board = [" " for _ in range(9)]
current_player = "X"
for button in buttons:
button.config(text=" ")
update_score()
# 创建按钮
buttons = []
for i in range(9):
button = tk.Button(root, text=" ", font=("Arial", 24), width=3, height=1,
command=lambda i=i: handle_click(i)) # 在线程中运行异步函数
button.grid(row=i // 3, column=i % 3)
buttons.append(button)
# 游戏模式选择
game_mode_var = tk.StringVar()
game_mode_var.set("双人游戏")
game_mode_label = tk.Label(root, text="选择游戏模式:")
game_mode_label.grid(row=3, column=0, columnspan=2)
single_player_button = tk.Radiobutton(root, text="单人游戏", variable=game_mode_var, value="单人游戏", command=change_game_mode)
single_player_button.grid(row=3, column=2)
two_player_button = tk.Radiobutton(root, text="双人游戏", variable=game_mode_var, value="双人游戏", command=change_game_mode)
two_player_button.grid(row=3, column=3)
# 分数显示
player_X_score_label = tk.Label(root, text=f"玩家 X 分数: {player_X_score}")
player_X_score_label.grid(row=4, column=0, columnspan=2)
player_O_score_label = tk.Label(root, text=f"玩家 O 分数: {player_O_score}")
player_O_score_label.grid(row=4, column=2, columnspan=2)
async def connect_to_server():
uri = websocket_server
async with websockets.connect(uri) as websocket:
while True: # 不再需要退出条件
message = await websocket.recv()
await handle_message(message)
async def main():
loop = asyncio.get_event_loop()
# 异步运行 connect_to_server(),不会阻塞事件循环
asyncio.create_task(connect_to_server())
root.mainloop()
if __name__ == "__main__":
asyncio.run(main())
怎样修改代码让我的客户端能够正常运行
题主,这个问题我来替你解决(参考结合AI智能、文心一言),若有帮助,还望采纳,点击回答右侧采纳即可。
可以使用协程(coroutine)来实现。协程是一种比线程更轻量级的并发执行机制,可以在同一线程内实现多个任务的切换执行,从而实现异步和同步函数的并发执行。
在 Python 中,可以使用 asyncio 模块来实现协程并发执行。通过 asyncio 的提供的 event loop(事件循环)机制,我们可以将多个异步任务注册到事件循环中,并且在需要的时候,通过 await 关键字来切换执行不同的任务。
同时,我们可以使用 asyncio 同步函数来包装原本的同步函数,从而将其转化为可以在协程中执行的异步函数。例如,可以使用 asyncio 的 run_in_executor 函数来将同步函数在一个线程池中执行,从而避免阻塞事件循环。
总之,通过协程的机制,可以很方便地实现异步和同步函数的并发执行。
【以下回答由 GPT 生成】
要实现同时处理异步和同步函数,可以使用run_until_complete()
函数在主线程中运行异步函数,并使用run_in_executor()
将同步函数转换为异步函数。以下是修改后的代码示例:
import asyncio
import websockets
import concurrent.futures
# 初始化游戏
board = [" " for _ in range(9)] # 初始为空格
current_player = "X" # 当前玩家
clients = {} # 存储客户端连接
# 处理客户端连接
async def handle_client(websocket, path):
print("Client connected")
try:
global current_player
player = current_player
clients[player] = websocket
current_player = "O" if current_player == "X" else "X"
await websocket.send("You are player " + player)
await broadcast_board()
async for message in websocket:
await handle_message(player, message)
except websockets.exceptions.ConnectionClosed:
pass
except Exception as e:
print("An error occurred:", e, flush=True)
finally:
del clients[player]
# 处理客户端发送的消息
async def handle_message(player, message):
if message.startswith("move"):
_, _, index = message.split()
index = int(index)
if board[index] == " " and player == current_player:
board[index] = player
await broadcast_board()
# 异步调用同步函数
await asyncio.get_event_loop().run_in_executor(None, check_and_handle_game_result)
# 检查游戏结果并处理
def check_and_handle_game_result():
if check_winner():
asyncio.run_coroutine_threadsafe(broadcast_message(f"move {player} {index}"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(broadcast_message(f"win {player}"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
elif " " not in board:
asyncio.run_coroutine_threadsafe(broadcast_message("draw"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
# 广播游戏盘面信息给所有客户端
async def broadcast_board():
message = "board " + " ".join(board)
await asyncio.wait([client.send(message) for client in clients.values()])
# 广播消息给所有客户端
async def broadcast_message(message):
await asyncio.wait([client.send(message) for client in clients.values()])
# 重置游戏盘面和玩家
async def reset_board():
global board, current_player
board = [" " for _ in range(9)]
current_player = "X"
# 检查是否有玩家获胜
def check_winner():
# 判断胜利的逻辑...
pass
# 主函数
def main():
start_server = websockets.serve(handle_client, "localhost", 8765)
# 创建一个线程池执行器,用于运行同步函数
executor = concurrent.futures.ThreadPoolExecutor()
async def run_server():
async with start_server:
await start_server.serve_forever()
# 在主线程中运行异步函数,并等待其完成
loop = asyncio.get_event_loop()
loop.run_until_complete(run_server())
loop.shutdown_asyncgens()
executor.shutdown(wait=True)
if __name__ == "__main__":
main()
在修改后的代码中,首先创建了一个线程池执行器executor
,用于在check_and_handle_game_result
同步函数中执行异步调用。然后,在异步处理消息时,调用了asyncio.get_event_loop().run_in_executor()
函数将check_and_handle_game_result
同步函数转换为异步函数。最后,在主函数中,使用run_until_complete()
函数在主线程中运行异步函数run_server()
,并将线程池执行器和异步事件循环关闭。这样,就实现了同时处理异步和同步函数的需求。
【相关推荐】
提供参考实例:https://blog.csdn.net/qq_35491275/article/details/129778965
结合GPT给出回答如下请题主参考
要让异步和同步函数都能运行,可以使用asyncio.run()函数来运行异步代码,并在其中调用同步函数。具体可以按以下步骤操作:
import asyncio
import threading
def sync_function():
# 同步函数的代码
...
async def async_function():
result = await asyncio.to_thread(sync_function)
# 异步函数的代码
...
在异步函数中使用websockets库提供的异步函数,例如websockets.serve(),websockets.recv()等。
在主函数中使用asyncio.run()函数来运行异步代码并调用同步函数。例如:
if __name__ == "__main__":
# 启动服务器的代码
server = asyncio.run(start_server())
其中start_server()是一个异步函数,其代码类似于以下示例:
async def start_server():
async with websockets.serve(handle_connection, "localhost", 8000):
await asyncio.Future() # 无限等待,直到程序结束
注意在主函数中使用asyncio.run()来运行异步代码后,程序会一直等待异步代码运行完毕才退出,因此需要在异步函数中使用无限等待(例如使用await asyncio.Future())来保证程序不会退出。
引用 皆我百晓生 小程序回复内容作答:
您的代码看起来基本上是正确的,但是您需要注意几点以确保您的客户端正常运行:
将handle_click函数中的异步调用改为使用await关键字调用异步函数handle_click。例如:await handle_click(random_index)
将handle_click函数中的send_message函数调用改为异步调用await send_message。例如:await send_message(move_message)
在connect_to_server函数中使用无限循环来接收服务器发送的消息。可以使用一个while True循环,每次循环调用recv函数接收一条消息,并调用handle_message函数处理接收到的消息。例如:
async with websockets.connect(uri) as websocket:
while True:
message = await websocket.recv()
await handle_message(message)
通过对代码的这些修改,您应该能够让您的客户端正常运行了。
import asyncio
import websockets
import concurrent.futures
# 初始化游戏
board = [" " for _ in range(9)] # 初始为空格
current_player = "X" # 当前玩家
clients = {} # 存储客户端连接
# 处理客户端连接
async def handle_client(websocket, path):
print("Client connected")
try:
global current_player
player = current_player
clients[player] = websocket
current_player = "O" if current_player == "X" else "X"
await websocket.send("You are player " + player)
await broadcast_board()
async for message in websocket:
await handle_message(player, message)
except websockets.exceptions.ConnectionClosed:
pass
except Exception as e:
print("An error occurred:", e, flush=True)
finally:
del clients[player]
# 处理客户端发送的消息
async def handle_message(player, message):
if message.startswith("move"):
_, _, index = message.split()
index = int(index)
if board[index] == " " and player == current_player:
board[index] = player
await broadcast_board()
# 异步调用同步函数
await asyncio.get_event_loop().run_in_executor(None, check_and_handle_game_result)
# 检查游戏结果并处理
def check_and_handle_game_result():
if check_winner():
asyncio.run_coroutine_threadsafe(broadcast_message(f"move {player} {index}"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(broadcast_message(f"win {player}"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
elif " " not in board:
asyncio.run_coroutine_threadsafe(broadcast_message("draw"), asyncio.get_event_loop())
asyncio.run_coroutine_threadsafe(reset_board(), asyncio.get_event_loop())
# 广播游戏盘面信息给所有客户端
async def broadcast_board():
message = "board " + " ".join(board)
await asyncio.wait([client.send(message) for client in clients.values()])
# 广播消息给所有客户端
async def broadcast_message(message):
await asyncio.wait([client.send(message) for client in clients.values()])
# 重置游戏盘面和玩家
async def reset_board():
global board, current_player
board = [" " for _ in range(9)]
current_player = "X"
# 检查是否有玩家获胜
def check_winner():
# 判断胜利的逻辑...
pass
# 主函数
def main():
start_server = websockets.serve(handle_client, "localhost", 8765)
# 创建一个线程池执行器,用于运行同步函数
executor = concurrent.futures.ThreadPoolExecutor()
async def run_server():
async with start_server:
await start_server.serve_forever()
# 在主线程中运行异步函数,并等待其完成
loop = asyncio.get_event_loop()
loop.run_until_complete(run_server())
loop.shutdown_asyncgens()
executor.shutdown(wait=True)
if __name__ == "__main__":
main()
async def handle_click(index):
global current_player, game_mode, player_X_score, player_O_score
if board[index] == " " and not check_winner():
board[index] = current_player
buttons[index].config(text=current_player)
if check_winner():
if current_player == "X":
player_X_score += 1
else:
player_O_score += 1
update_score()
await show_game_result(f"玩家 {current_player} 赢了!")
elif " " not in board:
await show_game_result("平局!")
else:
current_player = "O" if current_player == "X" else "X"
if game_mode == "单人游戏" and not check_winner():
await computer_move()
move_message = f"move {current_player} {index}"
await send_message(move_message) # 发送移动消息给服务器
async def connect_to_server():
uri = websocket_server
async with websockets.connect(uri) as websocket:
async for message in websocket: # 接收服务器发送的消息
await handle_message(message)
有什么报错吗,贴出来
参考gpt:
结合自己分析给你如下建议:
使用线程异步,创建一个新的线程来执行异步任务,或者使用线程池来管理多个异步任务。这种方法比较简单,但是需要手动管理线程的创建和销毁,以及线程间的通信和同步。
使用Future异步,将异步任务封装成一个Future对象,然后通过get()方法来阻塞等待或轮询获取异步结果。这种方法可以获取异步任务的返回值,但是性能比较差,因为get()方法会阻塞当前线程。
使用CompletableFuture异步,这是JDK1.8提供的一个类,它是基于异步函数式编程的。它可以通过回调的方式来处理异步结果,实现了真正的异步非阻塞。它还提供了多种组合和转换异步结果的方法,如supplyAsync, runAsync, thenApplyAsync等。
使用SpringBoot @Async异步,这是一个注解,可以用在任何public方法上,表示该方法是一个异步方法。SpringBoot会自动为该方法创建一个新的线程来执行,并且可以使用Future或CompletableFuture来获取异步结果。这种方法比较简洁,但是需要配置@EnableAsync注解和自定义线程池。
使用Guava异步,这是一个Google提供的Java库,它提供了ListenableFuture和Futures类来实现异步编程。ListenableFuture是对Future的扩展,它可以添加监听器来处理异步结果。Futures类提供了多种工具方法来操作和转换ListenableFuture。
在Python的asyncio库中,通常使用asyncio.gather()函数来并行运行多个异步函数。
# 广播消息给所有客户端
async def broadcast_message(message):
await asyncio.gather(
*[client.send(message) for client in clients.values()]
)
服务器端代码已经使用了async/await关键字,表明它是一个异步函数,要确保所有的异步函数都能运行,需要在一个事件循环中进行调度