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.
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:
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
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.
The game might not start because the server isn't detecting that two players have joined. Here's how to resolve this:
Ensure that each player is correctly added to
room['players']
:
- Players should be stored as a list of dictionaries containing
username
,symbol
, andsid
.
Confirm that the game starts when two players are in the room:
if len(room['players']) == 2:
# Start the game
-
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 setsopponentUsername
correctly.
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!`;
- **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 thegame_start
event. - Update UI elements to reflect the opponent's username accurately.
- Correctly set
-
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.