def conn_cb(self, wid=None): """Join an existing game.""" # Get IP host = fl_input('Enter host IP:', 'localhost').strip() or 'localhost' try: self.connection = network.Client(self, host=host) except ConnectionRefusedError: # Works on windows, might be different on other platforms m = 'ERROR CONNECTING:\nEnsure other player has clicked host game and check IP + ports.' fl_alert(m) return 0 # Deactivate options self.host_but.deactivate() self.menubar.find_item('Game/Host Game').deactivate() self.conn_but.deactivate() self.menubar.find_item('Game/Join Game').deactivate() self.status_box.label( 'Connected. Place your boats in the left grid (right click to rotate).' ) # Send username and start placing boats self.connection.send_data(getuser()) self.start_placing()
def main(): # get CLI arguments ap = argparse.ArgumentParser() ap.add_argument("-a", "--address", help="address of server") ap.add_argument("-p", "--port", type=int, help="port of server") ap.add_argument("-c", "--channel", help="channels to be monitored, divided by /") ap.add_argument("-d", "--delay", type=float, default=0.01, help="refresh delay") args = vars(ap.parse_args()) # initialize client client = network.Client(args["address"], args["port"]) # get channels list channel_list = args["channel"].split("/") while True: for c in channel_list: # send channel name to server and show received frames cv2.imshow(c, decode_bytes(client.get_data(c))) cv2.waitKey(1) time.sleep(args["delay"])
def startClient(): client = network.Client() stat = client.connect() if stat == False: print("hoo no, server down") return None time.sleep(1) client.send("hallu server !")
def setup_sync(self): """ Initialises variables and network objects needed to sync players. """ if SYNC_IS_SERVER: self.server = network.Server('', port=10000) if SYNC_CLIENT_TO: self.client = network.Client(SYNC_CLIENT_TO, port=10000)
def start_client(address=None, port=None): utils.log("Starting...") # initialize game env.Game.init() # initialize resources res.Resources.init() # start the client connection if address is None and port is None: env.Game.network_object = network.Client() elif address is None: env.Game.network_object = network.Client(port=port) elif port is None: env.Game.network_object = network.Client(address=address) else: env.Game.network_object = network.Client(address=address, port=port) networking_thread = threading.Thread(target=env.Game.network_object.start) networking_thread.start() utils.log("Ready!") while not env.Game.stopped: # collect events into list events = pygame.event.get() # update game states with event list env.Game.States.get_active().update(events) # resolve user input and send to server input_pkg = players.PlayerInputPackage() input_pkg.populate_inputs(events) env.Game.network_object.send(input_pkg) # clear the screen env.Game.screen.fill((0, 0, 0)) # render stuff env.Game.States.get_active().render() # show n tell pygame.display.update()
def connect(self=False): if not self: reset_chat() client = root.client = network.Client( '127.0.0.1' if self else root.address.get(), PORT) def on_connect(): client.perform_login(root.login.get()) enable_chat() client.handle_connect = on_connect
def run(self): """Start communication with master, movement- and button handler. Elev objects are used as a mirror of the real clients on the master side, so to initiate connection with the server, move the elevator, etc this must be called. """ self.alive = True self.client = network.Client(self.master_addr, 10001, self) self.ip = network.get_ip() self.backup_ip = '' self.backup = None self.client.send_msg('request_backup_ip', None, self.ip) self.worker = network.Msg_receiver(self.client, self.client.connection) self.worker.setDaemon(True) self.worker.start() self.elev = cdll.LoadLibrary("../driver/driver.so") self.elev.elev_init(self.mode) self.movement = Thread(target=self.movement_handler) self.buttons = Thread(target=self.button_handler) self.movement.setDaemon(True) self.buttons.setDaemon(True) self.movement.start() self.buttons.start()
from scenes.change_scene import ChangeScene from scenes.game_over_scene import GameOverScene from scenes.history_scene import HistoryScene from scenes.login_scene import LoginScene from scenes.menu_scene import MenuScene from scenes.multi_game_scene import MultiGameScene from scenes.server_scene import ServerScene from scenes.setting_scene import SettingScene from scenes.single_game_scene import SingleGameScene from scenes.single_or_multi_scene import SingleOrMultiScene from scenes.stats_scene import StatsScene from scenes.waiting_scene import WaitingScene from settings import SCR_HEIGHT, SCR_WIDTH client = network.Client() DISCONNECT_MSG = "!DISCONNECT" def switch_scene(): if change == "menu": return MenuScene(game_window) if change == "waiting_scene": return WaitingScene(game_window) if change == "game": return MultiGameScene(game_window) if change == "login": return LoginScene(game_window) if change == "account": return AccountScene(game_window) if change == "stats":
def __init__(self, color, ip): Human.__init__(self, color) self.client = network.Client(ip) self.type = 'Human(Server)'
def setUp(self): self.host = network.Host('', PORT) self.client = network.Client('127.0.0.1', PORT)
def setUp(self): self.host = network.Host('', PORT) self.client1 = network.Client('127.0.0.1', PORT) self.client2 = network.Client('127.0.0.1', PORT) asyncore_loop()
def __init__(self): self.connection = network.Client(settings.host, settings.port) self.callbacks = {}
def recv(self): if self.s is None: self.s = network.Client() return self.s.recv()
def send(self, msg): if self.s is None: self.s = network.Client() self.s.send(msg)
def user(msg): user1 = network.Client() user1.send(msg) time.sleep(5) print(user1.dataReceived) user1.close()