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Debugging the opponentUsername Issue and Server Errors

I'm sorry to hear you're experiencing difficulties after applying the suggested fixes. Let's address the issues step by step.


1. Fixing the NameError: name 'room' is not defined Error

The error occurs because the

room

variable is not defined within the scope of the on_join_room function in your

app.py

file. Here's how to fix it:

**Ensure

rooms

Is Declared as a Global Variable**

At the top of your

app.py

, declare

rooms

as a global dictionary to store game rooms:

# app.py
from flask import Flask, render_template, request, session
from flask_socketio import SocketIO, emit, join_room, leave_room
import datetime

app = Flask(__name__)
socketio = SocketIO(app)

rooms = {}  # Global rooms dictionary

Modify the on_join_room Function

Update the on_join_room function to correctly reference the

room

and

rooms

variables:

# app.py
@socketio.on('join_room')
def on_join_room(data):
    code = data['code']
    username = data['username']
    sid = request.sid  # Socket session ID

    # Access the global 'rooms' dictionary
    room = rooms.get(code)
    if room is None:
        emit('error', {'message': 'Room does not exist.'})
        return

    # Initialize 'players' list if it doesn't exist
    if 'players' not in room:
        room['players'] = []

    # Add the player to the room if not already added
    if any(player['username'] == username for player in room['players']):
        # Player already in room; update session ID
        for player in room['players']:
            if player['username'] == username:
                player['sid'] = sid
                break
    else:
        if len(room['players']) >= 2:
            emit('error', {'message': 'Room is full.'})
            return
        player_symbol = 'X' if len(room['players']) == 0 else 'O'
        player = {
            'username': username,
            'symbol': player_symbol,
            'sid': sid
        }
        room['players'].append(player)

    join_room(code)

    # Notify existing players
    emit('player_joined', {'username': username}, room=code)

    # Start the game if two players have joined
    if len(room['players']) == 2:
        player1, player2 = room['players']
        emit('game_start', {
            'symbol': player1['symbol'],
            'opponent': player2['username']
        }, room=player1['sid'])
        emit('game_start', {
            'symbol': player2['symbol'],
            'opponent': player1['username']
        }, room=player2['sid'])

Key Points:

  • Global Variable Access:
    • Ensure

rooms

is declared globally and accessible within the function.

  • No need to use the global keyword unless you're reassigning the

rooms

variable itself.

  • **Defining

room

:**

  • Use

room = rooms.get(code)

to retrieve the room information.

  • Adding Players:
    • Check if the player is already in the room to handle reconnections.
    • Limit the room to two players.

2. Fixing the Game Not Starting Issue

The game might not start because the server isn't detecting that two players have joined. Here's how to resolve this:

Verify Players Are Added Correctly

Ensure that each player is correctly added to

room['players']

:

  • Players should be stored as a list of dictionaries containing username, symbol, and sid.

Check the Game Start Condition

Confirm that the game starts when two players are in the room:

if len(room['players']) == 2:
    # Start the game

Debugging Steps

  • Add Logging Statements:

    print(f"Player {username} joined room {code}.")
    print(f"Players in room {code}: {[player['username'] for player in room['players']]}")
  • Verify Client-Side Handling:

    Ensure the client receives the game_start event and sets opponentUsername correctly.


3. Correcting the opponentUsername Display

In your client-side JavaScript, make sure that opponentUsername is assigned correctly when the game_start event is received:

// static/tictactoe_game.js
socket.on('game_start', data => {
    playerSymbol = data.symbol;
    opponentUsername = data.opponent;
    currentPlayer = 'X';
    gameActive = true;

    if (playerSymbol === 'X') {
        statusDisplay.textContent = 'Game started. Your turn.';
    } else {
        statusDisplay.textContent = `Game started. Waiting for ${opponentUsername}'s move.`;
    }
});

When updating the game status, ensure you're referencing the correct opponentUsername variable:

// When the opponent wins
statusDisplay.textContent = `${opponentUsername} won!`;

4. Summary of Changes

  • **Server-Side (

app.py

):**

  • Declare

rooms

globally.

  • Properly define and use

room

within the on_join_room function.

  • Ensure players are added to

room['players']

.

  • Start the game when both players have joined.

  • Client-Side (tictactoe_game.js):

    • Correctly set opponentUsername upon receiving the game_start event.
    • Update UI elements to reflect the opponent's username accurately.

5. Additional Notes

  • Reconnection Handling:

    • Implement logic to handle players reconnecting to the game.
  • Error Handling:

    • Provide feedback to the client if errors occur (e.g., room doesn't exist, room is full).
  • Testing:

    • Test the game with two different browsers or devices to simulate two separate players.
    • Monitor console logs on both server and client sides for any errors or unexpected behavior.

By making these adjustments, the game should correctly recognize when both players have joined and display the correct opponent's username. The NameError should also be resolved with the proper definition and usage of the

room

variable.

If you encounter further issues or need assistance with expanding the framework to include additional games like Chess, Checkers, or Snake, feel free to ask, and I'll be glad to help.