Example #1
0
    def onholepunchingok(self, peer, packet):
        game = player = None
        for _game in self.games:
            for _player in _game.players:
                if _player.address == peer.address:
                    game = _game
                    player = _player
                    break
        if game is None:
            self.send(
                peer,
                packets.cmd_fatalerror("Unable to find the game you're in"))
            self.disconnect(peer, True)
            return
        player.ready = True
        logging.debug("[HOLEPUNCHING] [%s] Player %s (%s) is ready" %
                      (game.uuid, player.name, player.address))

        playersready = True
        for _player in game.players:
            if not _player.ready:
                playersready = False
                break
        if playersready:
            self.call_callbacks("startgame", game)
Example #2
0
	def onreceive(self, event):
		#logging.debug("[RECEIVE] Got data from %s" % (event.peer.address))
		packet = packets.unserialize(event.packet.data)
		if packet is None:
			logging.warning("Unknown packet from %s!" % (event.peer.address))
			self.send(event.peer, packets.cmd_fatalerror("Unknown packet. Maybe old client?"))
			self.disconnect(event.peer, True)
			return
		if not packet.__class__ in self.callbacks:
			logging.warning("Unhandled network packet from %s!" % (event.peer.address))
			return
		self.call_callbacks(packet.__class__, event.peer, packet)
Example #3
0
	def onholepunchingok(self, peer, packet):
		game = player = None
		for _game in self.games:
			for _player in _game.players:
				if _player.address == peer.address:
					game = _game
					player = _player
					break
		if game is None:
			self.send(peer, packets.cmd_fatalerror("Unable to find the game you're in"))
			self.disconnect(peer, True)
			return
		player.ready = True
		logging.debug("[HOLEPUNCHING] [%s] Player %s (%s) is ready" % (game.uuid, player.name, player.address))

		playersready = True
		for _player in game.players:
			if not _player.ready:
				playersready = False
				break
		if playersready:
			self.call_callbacks("startgame", game)
 def _fatalerror(self, peer, message, later=True):
     self.send(peer, packets.cmd_fatalerror(message))
     self.disconnect(peer, later)
Example #5
0
	def _fatalerror(self, peer, message, later=True):
		self.send(peer, packets.cmd_fatalerror(message))
		self.disconnect(peer, later)
Example #6
0
	def _fatal_error(self, peer: 'enet.Peer', message: Text):
		"""
		Send an error message to a client and disconnect.
		"""
		self.send(peer, packets.cmd_fatalerror(message))
		self.disconnect(peer, later=True)
	def _fatal_error(self, peer: 'enet.Peer', message: Text):
		"""
		Send an error message to a client and disconnect.
		"""
		self.send(peer, packets.cmd_fatalerror(message))
		self.disconnect(peer, later=True)