def playerConnected(self,protocol,playerID, roomID): ip, port = protocol.transport.socket.getpeername() if roomID != "RoomServer": # Normal player connection player = Player(protocol,playerID) player.playerID = playerID player.name = str(playerID) else: # Special case where a room server connected to the lobby player = Server(protocol,playerID) player.address = ip player.port = settings.PORT_ROOM_DEFAULT player.playerID = playerID player.name = ip player.roomID = roomID protocol.player = player self.players.append(player) # Add the player to the room if self.rooms.has_key(player.roomID) == False: print "Creating Room " + str(player.roomID) self.rooms[player.roomID] = Room(player.roomID) self.rooms[player.roomID].players.append(player) player.room = self.rooms[player.roomID] if self.messageHandler != None: self.messageHandler.playerConnected(player)
def playerConnected(self,protocol,playerID, roomID): # Normal player connection player = Player(protocol,playerID) player.playerID = playerID player.name = str(playerID) player.roomID = roomID protocol.player = player self.players.append(player) self.playerCount = self.playerCount + 1 # Add the player to the room if self.rooms.has_key(player.roomID) == False or self.rooms[player.roomID].open == False: if(player.roomID == None or player.roomID == "Create" or (self.rooms.has_key(player.roomID) and self.rooms[player.roomID].open == False)): # Let the server create a room player.roomID = str(uuid.uuid1()) self.rooms[player.roomID] = Room(player.roomID) print "Creating Generated Room " + str(player.roomID) else: print "Creating Room " + str(player.roomID) self.rooms[player.roomID] = Room(player.roomID) self.rooms[player.roomID].players.append(player) player.room = self.rooms[player.roomID] if self.messageHandler != None: self.messageHandler.playerConnected(player) if self.lobbyClientFactory != None: self.lobbyClientFactory.client.sendServerStatus(None)