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Update app.py
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app.py
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# app.py - SIMPLE VERSION THAT WORKS
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import pygame
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import time
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import threading
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@@ -9,12 +8,18 @@ from flask_socketio import SocketIO, emit
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from io import BytesIO
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os.environ['SDL_VIDEODRIVER'] = 'dummy'
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app = Flask(__name__)
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app.config['SECRET_KEY'] = '
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# Use threading mode
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socketio = SocketIO(app, async_mode='threading', cors_allowed_origins="*")
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WIDTH, HEIGHT = 400, 300
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}
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def game_loop():
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"""
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print("
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screen = pygame.Surface((WIDTH, HEIGHT))
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x, speed = 200, 5
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while shared["streaming"]:
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start_time = time.time()
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# Update
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x += speed
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if x < 30 or x > WIDTH-30:
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speed *= -1
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# Draw
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screen.fill((25, 25, 45))
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pygame.draw.circle(screen, (255, 80, 80), (int(x), 150), 20)
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pygame.image.save(screen, buf, format='JPEG', quality=85)
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frame_b64 = base64.b64encode(buf.getvalue()).decode('utf-8')
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# Broadcast
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socketio.emit('new_frame', {
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'frame': frame_b64,
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'count': shared['frame_count'],
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'x': x
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shared['x'] = x
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shared['frame_count'] += 1
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# Log every
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#
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elapsed = time.time() - start_time
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if elapsed < 1.0/30:
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time.sleep(1.0/30 - elapsed)
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@@ -73,63 +99,94 @@ def game_loop():
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def index():
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return render_template_string('''
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<!DOCTYPE html>
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</
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document.getElementById('counter').textContent = data.count;
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document.getElementById('pos').textContent = data.x;
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});
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''')
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@socketio.on('connect')
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def handle_connect():
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shared['clients'] += 1
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print(f"Client connected. Total: {shared['clients']}")
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@socketio.on('disconnect')
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def handle_disconnect():
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shared['clients'] -= 1
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print(f"Client disconnected. Total: {shared['clients']}")
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if __name__ == '__main__':
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print("🚀 Starting
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# Start PyGame thread
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game_thread = threading.Thread(target=game_loop, daemon=True)
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game_thread.start()
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# Start server
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socketio.run(
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app,
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import pygame
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import time
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import threading
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from io import BytesIO
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os.environ['SDL_VIDEODRIVER'] = 'dummy'
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try:
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pygame.init()
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print("✅ PyGame initialized successfully")
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except Exception as e:
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print(f"❌ PyGame init failed: {e}")
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# Create a fallback mode
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app = Flask(__name__)
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app.config['SECRET_KEY'] = 'simple_stream_key'
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# Use threading mode - avoids eventlet issues
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socketio = SocketIO(app, async_mode='threading', cors_allowed_origins="*")
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WIDTH, HEIGHT = 400, 300
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}
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def game_loop():
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"""Simple PyGame loop"""
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print("🎬 Starting PyGame loop")
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# Test PyGame drawing
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test_screen = pygame.Surface((100, 100))
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test_screen.fill((255, 0, 0))
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pygame.draw.circle(test_screen, (0, 255, 0), (50, 50), 30)
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test_pixel = test_screen.get_at((50, 50))
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print(f"🧪 PyGame test - Pixel at (50,50): {test_pixel}")
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if test_pixel != (0, 255, 0, 255):
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print("⚠️ WARNING: PyGame drawing might not work correctly")
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# Main game surface
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screen = pygame.Surface((WIDTH, HEIGHT))
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x, speed = 200, 5
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frame_counter = 0
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last_log_time = time.time()
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while shared["streaming"]:
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start_time = time.time()
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# Update
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x += speed
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if x < 30 or x > WIDTH-30:
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speed *= -1
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# Draw
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screen.fill((25, 25, 45))
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pygame.draw.circle(screen, (255, 80, 80), (int(x), 150), 20)
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pygame.image.save(screen, buf, format='JPEG', quality=85)
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frame_b64 = base64.b64encode(buf.getvalue()).decode('utf-8')
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# Broadcast frame
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socketio.emit('new_frame', {
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'frame': frame_b64,
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'count': shared['frame_count'],
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'x': x,
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'timestamp': time.time()
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})
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# Update shared state
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shared['x'] = x
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shared['frame_count'] += 1
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frame_counter += 1
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# Log every second
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current_time = time.time()
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if current_time - last_log_time >= 1.0:
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print(f"📊 FPS: {frame_counter} | Total: {shared['frame_count']} | Clients: {shared['clients']}")
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frame_counter = 0
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last_log_time = current_time
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# Frame rate control
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elapsed = time.time() - start_time
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if elapsed < 1.0/30:
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time.sleep(1.0/30 - elapsed)
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def index():
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return render_template_string('''
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<!DOCTYPE html>
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<html>
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<head>
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<script src="https://cdn.socket.io/4.5.0/socket.io.min.js"></script>
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<style>
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body { background: #0f172a; color: white; text-align: center; padding: 20px; }
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#streamImg { border: 3px solid #60a5fa; width: 400px; height: 300px; }
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.stats { background: #1e293b; padding: 15px; border-radius: 10px; margin: 20px auto; width: 400px; }
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</style>
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</head>
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<body>
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<h1>🔄 Working PyGame Stream</h1>
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<img id="streamImg">
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<div class="stats">
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<div>Frame: <span id="counter">0</span></div>
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<div>Position: X=<span id="pos">200</span></div>
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<div>Status: <span id="status">Connecting...</span></div>
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<div>Clients: <span id="clients">0</span></div>
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</div>
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<script>
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const socket = io();
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let streamFrames = 0;
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let lastFpsUpdate = Date.now();
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socket.on('connect', () => {
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console.log('✅ Connected to server');
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document.getElementById('status').textContent = 'Connected';
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document.body.style.background = '#1a5c1a';
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});
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socket.on('new_frame', (data) => {
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// Update image
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document.getElementById('streamImg').src =
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'data:image/jpeg;base64,' + data.frame;
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// Update stats
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document.getElementById('counter').textContent = data.count;
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document.getElementById('pos').textContent = data.x;
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// Calculate stream FPS
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streamFrames++;
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const now = Date.now();
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if (now - lastFpsUpdate >= 1000) {
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document.title = `Stream FPS: ${streamFrames}`;
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streamFrames = 0;
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lastFpsUpdate = now;
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}
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});
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socket.on('client_count', (count) => {
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document.getElementById('clients').textContent = count;
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});
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socket.on('disconnect', () => {
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document.getElementById('status').textContent = 'Disconnected';
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document.body.style.background = '#5c1a1a';
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});
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console.log('SocketIO client started');
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</script>
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</body>
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</html>
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''')
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@socketio.on('connect')
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def handle_connect():
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shared['clients'] += 1
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print(f"Client connected. Total: {shared['clients']}")
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socketio.emit('client_count', shared['clients'])
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@socketio.on('disconnect')
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def handle_disconnect():
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shared['clients'] -= 1
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print(f"Client disconnected. Total: {shared['clients']}")
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socketio.emit('client_count', shared['clients'])
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if __name__ == '__main__':
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print("🚀 Starting server...")
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# Start PyGame thread
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game_thread = threading.Thread(target=game_loop, daemon=True)
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game_thread.start()
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# Give it a moment
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time.sleep(1)
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# Start server
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socketio.run(
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app,
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