Beispiel #1
0
    def serialize(self):
        owner = self.owner
        table = packer.Table('CubeSetup')
        table['id'] = self.net_id

        pos = owner.worldPosition
        table['pos_x'] = pos[0]
        table['pos_y'] = pos[1]
        table['pos_z'] = pos[2]

        rot = owner.worldOrientation.to_quaternion()
        table['rot_x'] = rot[0]
        table['rot_y'] = rot[1]
        table['rot_z'] = rot[2]
        table['rot_w'] = rot[3]

        lv = owner.getLinearVelocity(False)
        table['lv_x'] = lv[0]
        table['lv_y'] = lv[1]
        table['lv_z'] = lv[2]

        av = owner.getAngularVelocity(False)
        table['av_x'] = av[0]
        table['av_y'] = av[1]
        table['av_z'] = av[2]

        return packer.to_bytes(table)
Beispiel #2
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    def serialize(self):
        data = list(self.messages)

        table = packer.Table('ChatSetup')
        table.set('id', self.net_id)
        table.set('messages', data)

        return packer.to_bytes(table)
Beispiel #3
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    def send_click(self, sender):
        table = packer.Table('MessageToServer')
        table.set('id', self.net_id)
        table.set('message', self.entry.text)
        print(self.entry.text)
        buff = packer.to_bytes(table)
        self.entry.text = ""

        bge.logic.netplay.send_to_server(buff)
Beispiel #4
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    def update_player_input(self):
        held = bge.logic.KX_INPUT_ACTIVE
        events = bge.logic.keyboard.events

        if events[bge.events.WKEY] == held:
            self.keystate.set(1, (0,))
        else:
            self.keystate.set(0, (0,))

        if events[bge.events.SKEY] == held:
            self.keystate.set(1, (1,))
        else:
            self.keystate.set(0, (1,))

        if events[bge.events.AKEY] == held:
            self.keystate.set(1, (2,))
        else:
            self.keystate.set(0, (2,))

        if events[bge.events.DKEY] == held:
            self.keystate.set(1, (3,))
        else:
            self.keystate.set(0, (3,))

        # Toggle mouse focus
        if events[bge.events.ACCENTGRAVEKEY] == held:
            if not self.ACCENTPRESSED:
                self.ACCENTPRESSED = True
                self.freeMouse = not self.freeMouse
                if self.freeMouse:
                    bge.render.showMouse(True)
                else:
                    bge.render.showMouse(False)
                    self.mouseInit = 6
        else:
            self.ACCENTPRESSED = False

        self.mouseLook()

        # Send key state and rotation to server
        table = packer.Table('ClientState')
        table.set('id', self.net_id)
        table.set('input', self.keystate.uint)

        rot = self.head.worldOrientation.to_euler()
        table.set('rot_x', rot[0])
        table.set('rot_z', rot[2])

        buff = packer.to_bytes(table)
        # No point sending reliable if we're brute-forcing...
        bge.logic.netplay.send_to_server(buff, reliable=False)
Beispiel #5
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    def MessageToServer(self, table):
        fullmsg = "{}: {}".format(table.source, table.get('message'))
        self.messages.appendleft(fullmsg)
        if len(self.messages) > 12:
            self.messages.pop()

        logging.info("Chat: " + fullmsg)

        table = packer.Table('MessageToClient')
        table.set('id', self.net_id)
        table.set('fullmessage', fullmsg)
        buff = packer.to_bytes(table)

        net = bge.logic.netplay
        net.send_to_clients(buff)
Beispiel #6
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def on_disconnect(self, peer_id):
    for comp in self.components:
        if comp is not None and peer_id in comp.permissions:
            comp.permissions.remove(peer_id)
            if len(comp.permissions) == 0:
                # Destroy the component
                self.components[comp.net_id] = None
                comp.owner.endObject()
                table = packer.Table('Destroy')
                table.set('id', comp.net_id)
                buff = packer.to_bytes(table)

                for client in self.clients:
                    if client is not None and client.peer.incomingPeerID != peer_id:
                        client.send_reliable(buff)
Beispiel #7
0
    def update_server(self):
        self.move()

        self.pos_timer -= 1
        pos = False
        if not self.pos_timer:
            pos = True
            self.pos_timer = self.pos_timer_reset

            # Send key state, rotation, and pos to clients
            table = packer.Table('ClientStatePos')
            table.set('id', self.net_id)
            table.set('input', self.keystate.uint)

            rot = self.head.worldOrientation.to_euler()
            table.set('rot_x', rot[0])
            table.set('rot_z', rot[2])

            pos = self.owner.worldPosition
            table.set('pos_x', pos[0])
            table.set('pos_y', pos[1])
            table.set('pos_z', pos[2])

        else:
            # Send key state and rotation to clients
            table = packer.Table('ClientState')
            table.set('id', self.net_id)
            table.set('input', self.keystate.uint)

            rot = self.head.worldOrientation.to_euler()
            table.set('rot_x', rot[0])
            table.set('rot_z', rot[2])

        # Send
        buff = packer.to_bytes(table)
        bge.logic.netplay.send_to_clients(buff)
Beispiel #8
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    def serialize(self):
        table = packer.Table('PlayerSetup')
        pos = self.owner.worldPosition
        rot = self.owner.worldOrientation.to_quaternion()

        table.set('id', self.net_id)
        table.set('pos_x', pos[0])
        table.set('pos_y', pos[1])
        table.set('pos_z', pos[2])
        table.set('rot_x', rot[0])
        table.set('rot_y', rot[1])
        table.set('rot_z', rot[2])
        table.set('rot_w', rot[3])
        table.set('input', self.keystate.uint)

        return packer.to_bytes(table)