Python全局变量未更新它';线程中的s值
因此,我猜测了python中游戏类型的数量,并且我制作了一个线程服务器来同时接受多个客户端。我想做的一件事是处理我从服务器发送到客户端的每个答案(S-小、H-高、W-赢、L-输),同时发送一条消息,告诉客户端当前连接了多少个客户端,因此Python全局变量未更新它';线程中的s值,python,multithreading,Python,Multithreading,因此,我猜测了python中游戏类型的数量,并且我制作了一个线程服务器来同时接受多个客户端。我想做的一件事是处理我从服务器发送到客户端的每个答案(S-小、H-高、W-赢、L-输),同时发送一条消息,告诉客户端当前连接了多少个客户端,因此client\u count。问题是第一个客户总是被告知有1个客户在玩,第二个客户会被告知有2个玩家,以此类推。全局变量client\u count似乎没有在所有线程上更新 server.py __author__ = 'emil' import socket
client\u count
。问题是第一个客户总是被告知有1个客户在玩,第二个客户会被告知有2个玩家,以此类推。全局变量client\u count
似乎没有在所有线程上更新
server.py
__author__ = 'emil'
import socket
import threading
import random
import struct
import time
random.seed()
start = 1
stop = 2 ** 17 - 1
my_num = random.randint(start, stop)
print('Server number: ', my_num)
mylock = threading.Lock()
client_guessed = False
winner_thread = 0
e = threading.Event()
e.clear()
threads = []
client_count = 0
def worker(cs):
global mylock, client_guessed, my_num, winner_thread, client_count, e
my_idcount = client_count
print('client #', client_count, 'from: ', cs.getpeername())
message = 'Hello client #' + \
str(client_count) + \
' ! You are entering the number guess competion now !\n' + \
'There are currently ' + str(len(threads)) + \
' players int game.'
cs.sendall(bytes(message, 'ascii'))
players_count_message = "There are currently " + str(client_count) + \
" players in game."
while not client_guessed:
try:
cnumber = cs.recv(4)
if client_guessed:
break
cnumber = struct.unpack('!I', cnumber)[0]
if cnumber > my_num:
cs.sendall(b'S')
cs.sendall(bytes(players_count_message, 'ascii'))
if cnumber < my_num:
cs.sendall(b'H')
cs.sendall(bytes(players_count_message, 'ascii'))
if cnumber == my_num:
mylock.acquire()
client_guessed = True
winner_thread = threading.get_ident()
mylock.release()
except socket.error as msg:
print('Error:', msg.strerror)
break
if client_guessed:
if threading.get_ident() == winner_thread:
cs.sendall(b'G')
cs.sendall(bytes(players_count_message, 'ascii'))
print('We have a winner', cs.getpeername())
print("Thread ", my_idcount, " winner")
e.set()
else:
cs.sendall(b'L')
cs.sendall(bytes(players_count_message, 'ascii'))
print("Thread ", my_idcount, " looser")
time.sleep(1)
cs.close()
print("Worker Thread ", my_idcount, " end")
def reset_srv():
global mylock, client_guessed, winner_thread, my_num, threads, e, client_count
while True:
e.wait()
for thread in threads:
thread.join()
print("all threads are finished now")
e.clear()
mylock.acquire()
threads = []
client_guessed = False
winner_thread = 0
client_count = 0
my_num = random.randint(start, stop)
print('Server number: ', my_num)
mylock.release()
if __name__ == '__main__':
try:
rs = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
rs.bind(('0.0.0.0', 1234))
rs.listen(5)
except socket.error as msg:
print(msg.strerror)
exit(-1)
t = threading.Thread(target=reset_srv, daemon=True)
t.start()
while True:
client_socket, addrc = rs.accept()
t = threading.Thread(target=worker, args=(client_socket,))
threads.append(t)
client_count += 1
t.start()
你第一次创建玩家计数信息,然后一次又一次地发送!将服务器代码更改为:
def worker(cs):
.
.
.
players_count_message = "There are currently %s players in game."
while not client_guessed:
try:
.
.
.
if cnumber > my_num:
cs.sendall(b'S')
cs.sendall(bytes(players_count_message %(str(client_count)), 'ascii'))
if cnumber < my_num:
cs.sendall(b'H')
cs.sendall(bytes(players_count_message %(str(client_count)), 'ascii'))
.
.
.
def工作者(cs):
.
.
.
players\u count\u message=“游戏中当前有%s名玩家。”
虽然你没有猜到:
尝试:
.
.
.
如果cnumber>my_num:
cs.sendall(b'S')
sendall(字节(玩家计数信息%(客户端计数)),'ascii'))
如果cnumber
此外,您必须检查玩家是否离开游戏或连接关闭,您必须对该变量进行折扣。是否有可能浓缩为说明问题的消息?您首先创建
players\u count\u消息
,然后一次又一次发送它!
def worker(cs):
.
.
.
players_count_message = "There are currently %s players in game."
while not client_guessed:
try:
.
.
.
if cnumber > my_num:
cs.sendall(b'S')
cs.sendall(bytes(players_count_message %(str(client_count)), 'ascii'))
if cnumber < my_num:
cs.sendall(b'H')
cs.sendall(bytes(players_count_message %(str(client_count)), 'ascii'))
.
.
.