game.html
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Multiplayer Tic Tac Toe</title>
    <style>
        /* Reset and basic styles */
        * {
            box-sizing: border-box;
            margin: 0;
            padding: 0;
        }

        body {
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            background-color: #121212; /* Dark background */
            display: flex;
            flex-direction: column;
            align-items: center;
            min-height: 100vh;
            padding: 20px;
            color: #ffffff; /* White text */
        }

        h1 {
            margin-bottom: 20px;
            color: #ffffff;
        }

        /* Room Interface */
        #room-interface {
            display: flex;
            flex-direction: column;
            align-items: center;
            margin-bottom: 20px;
        }

        #room-interface input {
            padding: 10px;
            margin: 5px 0;
            width: 200px;
            background-color: #2c3e50;
            color: #ecf0f1;
            border: 1px solid #34495e;
            border-radius: 5px;
        }

        #room-interface button {
            padding: 10px 20px;
            margin-top: 10px;
            background-color: #1abc9c;
            border: none;
            color: #ffffff;
            border-radius: 5px;
            cursor: pointer;
            transition: background-color 0.3s ease;
        }

        #room-interface button:hover {
            background-color: #16a085;
        }

        /* Status Message */
        #status {
            margin-bottom: 20px;
            font-size: 1.2em;
            color: #cccccc;
        }

        /* Game Grid */
        #game {
            display: grid;
            grid-template-columns: repeat(3, 100px);
            grid-gap: 10px;
            margin-bottom: 20px;
        }

        .cell {
            width: 100px;
            height: 100px;
            background-color: #2c3e50; /* Dark cell background */
            border: 2px solid #34495e; /* Slightly lighter border */
            border-radius: 10px;
            font-size: 2.5em;
            color: #ecf0f1; /* Light cell text color */
            display: flex;
            align-items: center;
            justify-content: center;
            cursor: pointer;
            transition: background-color 0.3s ease, transform 0.1s ease, box-shadow 0.3s ease;
        }

        .cell:hover {
            background-color: #3b5998;
            box-shadow: 0 0 10px rgba(59, 89, 152, 0.5);
        }

        .cell.disabled {
            cursor: not-allowed;
            background-color: #34495e; /* Dark background */
            color: #7f8c8d; /* Muted text color */
        }

        .symbol-placed {
            animation: pop-in 0.3s ease;
        }

        @keyframes pop-in {
            0% {
                transform: scale(0.5);
                opacity: 0;
            }
            100% {
                transform: scale(1);
                opacity: 1;
            }
        }

        /* Restart Button */
        #restart {
            padding: 10px 20px;
            font-size: 1em;
            background-color: #e74c3c;
            border: none;
            color: #ffffff;
            border-radius: 5px;
            cursor: pointer;
            transition: background-color 0.3s ease;
        }

        #restart:hover {
            background-color: #c0392b;
        }

        /* Responsive Design */
        @media (max-width: 500px) {
            #game {
                grid-template-columns: repeat(3, 80px);
                grid-gap: 8px;
            }

            .cell {
                width: 80px;
                height: 80px;
                font-size: 2em;
            }

            #room-interface input {
                width: 160px;
            }
        }
    </style>
</head>
<body>

<h1>Multiplayer Tic Tac Toe</h1>

<div id="room-interface">
    <button id="create-room">Create Room</button>
    <div style="margin: 10px 0; font-weight: bold;">OR</div>
    <input type="text" id="room-code-input" placeholder="Enter Room Code" maxlength="6">
    <button id="join-room">Join Room</button>
</div>

<div id="current-room" style="display: none; margin-bottom: 10px; font-size: 1em; color: #ffffff;">
    Room Code: <span id="current-room-code"></span>
</div>

<div id="status">Please create or join a room to start the game.</div>

<div id="game" style="display: none;">
    <!-- 9 cells -->
    <div class="cell" data-index="0"></div>
    <div class="cell" data-index="1"></div>
    <div class="cell" data-index="2"></div>
    <div class="cell" data-index="3"></div>
    <div class="cell" data-index="4"></div>
    <div class="cell" data-index="5"></div>
    <div class="cell" data-index="6"></div>
    <div class="cell" data-index="7"></div>
    <div class="cell" data-index="8"></div>
</div>
<button id="restart" disabled>Restart</button>

<script>
    const createRoomButton = document.getElementById('create-room');
    const joinRoomButton = document.getElementById('join-room');
    const roomCodeInput = document.getElementById('room-code-input');
    const currentRoomDiv = document.getElementById('current-room');
    const currentRoomCodeSpan = document.getElementById('current-room-code');

    const statusDiv = document.getElementById('status');
    const gameDiv = document.getElementById('game');
    const cells = document.querySelectorAll('.cell');
    const restartButton = document.getElementById('restart');

    let socket;
    let mySymbol;
    let myTurn = false;
    let gameActive = false;
    let roomCode = null;

    function connect() {
        // Replace 'localhost' and port '6789' with your server's address and port if different
        socket = new WebSocket('ws://localhost:6789');

        socket.onopen = () => {
            console.log('Connected to server');
        };

        socket.onmessage = (event) => {
            const message = JSON.parse(event.data);
            switch(message.type) {
                case 'created':
                    roomCode = message.room;
                    currentRoomCodeSpan.textContent = roomCode;
                    currentRoomDiv.style.display = 'block';
                    statusDiv.textContent = 'Waiting for an opponent to join...';
                    gameDiv.style.display = 'none';
                    break;
                case 'start':
                    mySymbol = message.symbol;
                    roomCode = message.room;
                    currentRoomCodeSpan.textContent = roomCode;
                    currentRoomDiv.style.display = 'block';
                    gameDiv.style.display = 'grid';
                    gameActive = true;
                    myTurn = mySymbol === 'X'; // X always starts
                    updateStatus();
                    break;
                case 'turn':
                    const symbol = message.symbol;
                    myTurn = (symbol === mySymbol);
                    updateStatus();
                    break;
                case 'move':
                    updateBoard(message.index, message.symbol);
                    break;
                case 'end':
                    gameActive = false;
                    statusDiv.textContent = message.result;
                    restartButton.disabled = false;
                    break;
                case 'reset':
                    resetGame();
                    break;
                case 'error':
                    alert(message.message);
                    break;
                default:
                    console.log('Unknown message type:', message.type);
            }
        };

        socket.onclose = () => {
            statusDiv.textContent = 'Disconnected from server.';
            gameActive = false;
            gameDiv.style.display = 'none';
            currentRoomDiv.style.display = 'none';
        };

        socket.onerror = (error) => {
            console.error('WebSocket error:', error);
        };
    }

    function updateStatus() {
        if (!gameActive) return;
        if (myTurn) {
            statusDiv.textContent = 'Your turn (' + mySymbol + ')';
        } else {
            statusDiv.textContent = 'Opponent\'s turn';
        }
    }

    function updateBoard(index, symbol) {
        const cell = document.querySelector(`.cell[data-index='${index}']`);
        if (cell && cell.textContent === '') {
            cell.textContent = symbol;
            cell.classList.add('disabled', 'symbol-placed');
        }
    }

    function resetGame() {
        cells.forEach(cell => {
            cell.textContent = '';
            cell.classList.remove('disabled', 'symbol-placed');
        });
        restartButton.disabled = true;
        statusDiv.textContent = 'Game reset. Waiting for opponent...';
        myTurn = mySymbol === 'X';
        gameActive = true;
        updateStatus();
    }

    createRoomButton.addEventListener('click', () => {
        socket.send(JSON.stringify({ type: 'create' }));
        createRoomButton.disabled = true;
        joinRoomButton.disabled = true;
        roomCodeInput.disabled = true;
    });

    joinRoomButton.addEventListener('click', () => {
        const code = roomCodeInput.value.trim().toUpperCase();
        if (code.length !== 6) {
            alert('Please enter a valid 6-character room code.');
            return;
        }
        socket.send(JSON.stringify({ type: 'join', room: code }));
        createRoomButton.disabled = true;
        joinRoomButton.disabled = true;
        roomCodeInput.disabled = true;
    });

    cells.forEach(cell => {
        cell.addEventListener('click', () => {
            if (!gameActive || !myTurn || cell.textContent !== '') return;
            const index = cell.getAttribute('data-index');
            socket.send(JSON.stringify({ type: 'move', index: parseInt(index), room: roomCode }));
            cell.textContent = mySymbol;
            cell.classList.add('disabled', 'symbol-placed');
            myTurn = false;
            updateStatus();
        });
    });

    restartButton.addEventListener('click', () => {
        socket.send(JSON.stringify({ type: 'reset', room: roomCode }));
        restartButton.disabled = true;
    });

    window.addEventListener('load', () => {
        connect();
    });
</script>

</body>
</html>

server.py
import asyncio
import websockets
import json
import string
import random

PORT = 6789

# Dictionary to manage all active rooms
rooms = {}

def generate_room_code(length=6):
    """Generate a unique room code."""
    while True:
        code = ''.join(random.choices(string.ascii_uppercase + string.digits, k=length))
        if code not in rooms:
            return code

class Game:
    def __init__(self, room_code, player1, player2):
        self.room_code = room_code
        self.players = [player1, player2]
        self.symbols = {player1: 'X', player2: 'O'}
        self.board = [''] * 9
        self.current_turn = player1
        self.active = True

    async def start(self):
        """Notify players that the game has started and assign symbols."""
        start_msg_p1 = {'type': 'start', 'symbol': self.symbols[self.players[0]], 'room': self.room_code}
        start_msg_p2 = {'type': 'start', 'symbol': self.symbols[self.players[1]], 'room': self.room_code}
        await asyncio.gather(
            self.players[0].send(json.dumps(start_msg_p1)),
            self.players[1].send(json.dumps(start_msg_p2))
        )
        await self.notify_turn()

    async def notify_turn(self):
        """Notify players whose turn it is."""
        if not self.active:
            return
        current_symbol = self.symbols[self.current_turn]
        turn_msg = {'type': 'turn', 'symbol': current_symbol}
        await asyncio.gather(
            self.players[0].send(json.dumps(turn_msg)),
            self.players[1].send(json.dumps(turn_msg))
        )

    def check_winner(self):
        """Check if there's a winner or a draw."""
        winning_combinations = [
            [0,1,2], [3,4,5], [6,7,8],  # rows
            [0,3,6], [1,4,7], [2,5,8],  # columns
            [0,4,8], [2,4,6]            # diagonals
        ]
        for combo in winning_combinations:
            a, b, c = combo
            if self.board[a] and self.board[a] == self.board[b] == self.board[c]:
                return self.board[a]
        if all(cell != '' for cell in self.board):
            return 'Draw'
        return None

    async def handle_move(self, player, index):
        """Process a player's move."""
        if player != self.current_turn or not self.active:
            await player.send(json.dumps({'type': 'error', 'message': 'Not your turn.'}))
            return
        if self.board[index] != '':
            await player.send(json.dumps({'type': 'error', 'message': 'Cell already occupied.'}))
            return
        symbol = self.symbols[player]
        self.board[index] = symbol
        move_msg = {'type': 'move', 'index': index, 'symbol': symbol}
        await asyncio.gather(
            self.players[0].send(json.dumps(move_msg)),
            self.players[1].send(json.dumps(move_msg))
        )
        # Check for winner
        result = self.check_winner()
        if result:
            self.active = False
            if result == 'Draw':
                end_msg = {'type': 'end', 'result': 'It\'s a draw!'}
            else:
                end_msg = {'type': 'end', 'result': f'{result} wins!'}
            await asyncio.gather(
                self.players[0].send(json.dumps(end_msg)),
                self.players[1].send(json.dumps(end_msg))
            )
        else:
            # Switch turn
            self.current_turn = self.players[1] if self.current_turn == self.players[0] else self.players[0]
            await self.notify_turn()

    async def handle_reset(self, player):
        """Handle game reset requests."""
        if not self.active:
            # Reset the game
            self.board = [''] * 9
            self.active = True
            await asyncio.gather(
                self.players[0].send(json.dumps({'type': 'reset'})),
                self.players[1].send(json.dumps({'type': 'reset'}))
            )
            # Decide who starts (player1 starts)
            self.current_turn = self.players[0]
            await self.start()
        else:
            # If game is active, do not allow reset
            await player.send(json.dumps({'type': 'error', 'message': 'Cannot reset during an active game.'}))

    async def handle_disconnect(self, player):
        """Handle player disconnections."""
        opponent = self.players[1] if self.players[0] == player else self.players[0]
        if self.active:
            end_msg = {'type': 'end', 'result': 'Opponent disconnected.'}
            await opponent.send(json.dumps(end_msg))
        # Clean up room
        del rooms[self.room_code]
        await asyncio.gather(
            opponent.close(),
            player.close()
        )

async def handler(websocket, path):
    """
    Handle incoming WebSocket connections.
    Expected protocol:
    - Client sends a JSON message to 'create' or 'join' a room.
    - After joining, the game starts when two players are in the room.
    """
    try:
        async for message in websocket:
            data = json.loads(message)
            if data['type'] == 'create':
                # Create a new room
                room_code = generate_room_code()
                rooms[room_code] = {'players': [websocket], 'game': None}
                await websocket.send(json.dumps({'type': 'created', 'room': room_code}))
                print(f"Room {room_code} created by {websocket.remote_address}")
            elif data['type'] == 'join':
                # Join an existing room
                room_code = data.get('room')
                if room_code not in rooms:
                    await websocket.send(json.dumps({'type': 'error', 'message': 'Room does not exist.'}))
                elif len(rooms[room_code]['players']) >= 2:
                    await websocket.send(json.dumps({'type': 'error', 'message': 'Room is full.'}))
                else:
                    rooms[room_code]['players'].append(websocket)
                    player1, player2 = rooms[room_code]['players']
                    game = Game(room_code, player1, player2)
                    rooms[room_code]['game'] = game
                    await game.start()
                    print(f"Player joined room {room_code} from {websocket.remote_address}")
            elif data['type'] == 'move':
                # Handle a move; ensure the player is part of a game
                room_code = data.get('room')
                game = rooms.get(room_code, {}).get('game')
                if not game:
                    await websocket.send(json.dumps({'type': 'error', 'message': 'Game not found.'}))
                    continue
                index = data.get('index')
                if index is not None and 0 <= index < 9:
                    await game.handle_move(websocket, index)
                else:
                    await websocket.send(json.dumps({'type': 'error', 'message': 'Invalid move.'}))
            elif data['type'] == 'reset':
                # Handle a reset request
                room_code = data.get('room')
                game = rooms.get(room_code, {}).get('game')
                if not game:
                    await websocket.send(json.dumps({'type': 'error', 'message': 'Game not found.'}))
                    continue
                await game.handle_reset(websocket)
            else:
                await websocket.send(json.dumps({'type': 'error', 'message': 'Unknown command.'}))
    except websockets.exceptions.ConnectionClosed:
        print(f"Connection closed: {websocket.remote_address}")
        # Find and handle disconnection
        for room_code, room in list(rooms.items()):
            if websocket in room['players']:
                game = room.get('game')
                if game:
                    await game.handle_disconnect(websocket)
                else:
                    # Room still has only one player
                    room['players'].remove(websocket)
                    del rooms[room_code]
                break

# Start the WebSocket server
start_server = websockets.serve(handler, "0.0.0.0", PORT)

print(f"Server started on port {PORT}")
asyncio.get_event_loop().run_until_complete(start_server)
asyncio.get_event_loop().run_forever()



make it automatcly change x to o for each user and add name system