Exemple #1
0
    def __init__(self, game):

        self.game = game
        self.interfaces = {}
        self.available_games = {}
        self.server_list = []
        self.selected_game = None
        self.enable_join_multiplayer = False
        self.wait_broadcast = 0 # Used to delay autodiscover broadcast.
        self.wait_delay = 0.25  # Delay used in autodiscover broadcast.
        self.join_self = False # Default False. Set True for testing on one device.
        self.populated = False
        self.listening = False
        self.event_list = {}

        # Handle users without networking support.
        if not networking:
            self.client = DummyNetworking()
            return

        self.client = NeteriaClient(server_port=40081)
        self.client.registry = {}

        for device in netifaces.interfaces():
            interface = netifaces.ifaddresses(device)
            try:
                self.interfaces[device] = interface[netifaces.AF_INET][0]['addr']
            except KeyError:
                pass
Exemple #2
0
    def __init__(self):

        # Set up our Neteria client.
        self.client = NeteriaClient()
        self.client.listen()


        # Set up and configure PyGame.
        pygame.init()
        self.screen = pygame.display.set_mode((800, 600))
        self.clock = pygame.time.Clock()
        font = pygame.font.Font(None, 36)
        self.text = font.render("Press ENTER to auto-register.", 1, (240, 240, 240))
        pygame.display.set_caption("Neteria Client (Not connected)")


        # Create a game pad that we will use to control the player on the
        # server.
        ######## UP Arrow ########
        self.up_arrow = pygame.image.load(
            "assets/client-up.png").convert_alpha()
        self.up_arrow_pos = (
            (self.screen.get_width() / 2) - (self.up_arrow.get_width() / 2),
            (self.screen.get_height() / 2) - self.up_arrow.get_height())
        self.up_arrow_rect = pygame.Rect(self.up_arrow_pos,
                                         self.up_arrow.get_size())

        ######## DOWN Arrow ########
        self.down_arrow = pygame.image.load(
            "assets/client-down.png").convert_alpha()
        self.down_arrow_pos = (
            (self.screen.get_width() / 2) - (self.down_arrow.get_width() / 2),
            (self.screen.get_height() / 2))
        self.down_arrow_rect = pygame.Rect(self.down_arrow_pos,
                                           self.down_arrow.get_size())

        ######## LEFT Arrow ########
        self.left_arrow = pygame.image.load(
            "assets/client-left.png").convert_alpha()
        self.left_arrow_pos = (
            (self.screen.get_width() / 2) - self.left_arrow.get_width(),
            (self.screen.get_height() / 2) - self.left_arrow.get_height() / 2)
        self.left_arrow_rect = pygame.Rect(self.left_arrow_pos,
                                           self.left_arrow.get_size())

        ######## RIGHT Arrow ########
        self.right_arrow = pygame.image.load(
            "assets/client-right.png").convert_alpha()
        self.right_arrow_pos = (
            (self.screen.get_width() / 2),
            (self.screen.get_height() / 2) - self.right_arrow.get_height() / 2)
        self.right_arrow_rect = pygame.Rect(self.right_arrow_pos,
                                            self.right_arrow.get_size())
Exemple #3
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    def __init__(self, game):

        self.game = game
        self.available_games = []
        self.server_list = []
        self.selected_game = None
        self.enable_join_multiplayer = False
        self.wait_broadcast = 0 # Used to delay autodiscover broadcast.
        self.wait_delay = 0.25  # Delay used in autodiscover broadcast.
        self.join_self = False # Default False. Set True for testing on one device.
        self.populated = False
        self.listening = False
        self.event_list = {}
        self.ping_time = 2

        # Handle users without networking support.
        if not networking:
            self.client = DummyNetworking()
            return

        self.client = NeteriaClient(server_port=40081)
        self.client.registry = {}
Exemple #4
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    def __init__(self, game):

        self.game = game
        self.available_games = []
        self.server_list = []
        self.selected_game = None
        self.enable_join_multiplayer = False
        self.wait_broadcast = 0 # Used to delay autodiscover broadcast.
        self.wait_delay = 0.25  # Delay used in autodiscover broadcast.
        self.join_self = False # Default False. Set True for testing on one device.
        self.populated = False
        self.listening = False
        self.event_list = {}
        self.ping_time = 2

        # Handle users without networking support.
        if not networking:
            self.client = DummyNetworking()
            return

        self.client = NeteriaClient(server_port=40081)
        self.client.registry = {}
Exemple #5
0
class TuxemonClient():
    """Client class for multiplayer games. Creates a netaria client and
    synchronizes the local game with the host state.

    :param game: instance of the local game.

    :type game: core.control.Control object.

    :rtype: None
    :returns: None

    """
    def __init__(self, game):

        self.game = game
        self.available_games = []
        self.server_list = []
        self.selected_game = None
        self.enable_join_multiplayer = False
        self.wait_broadcast = 0 # Used to delay autodiscover broadcast.
        self.wait_delay = 0.25  # Delay used in autodiscover broadcast.
        self.join_self = False # Default False. Set True for testing on one device.
        self.populated = False
        self.listening = False
        self.event_list = {}
        self.ping_time = 2

        # Handle users without networking support.
        if not networking:
            self.client = DummyNetworking()
            return

        self.client = NeteriaClient(server_port=40081)
        self.client.registry = {}

    def update(self, time_delta):
        """Updates the client and local game state with information sent from the server

        :param time_delta: Time since last frame.

        :type time_delta: float

        :rtype: None
        :returns: None

        """
        if self.enable_join_multiplayer:
            self.join_multiplayer(time_delta)

        if self.client.registered and not self.populated:
            self.game.isclient = True
            self.game.current_state.multiplayer_join_success_menu.text = ["Success!"]
            self.populate_player()

        if self.ping_time >= 2:
            self.ping_time = 0
            self.client_alive()
        else:
            self.ping_time += time_delta

        self.check_notify()


    def check_notify(self):
        """Checks for notify events sent from the server and updates the local client registry
        to reflect the updated information.

        :param: None

        :rtype: None
        :returns: None

        """
        for euuid, event_data in self.client.event_notifies.items():

            if event_data["type"] == "NOTIFY_CLIENT_DISCONNECTED":
                del self.client.registry[event_data["cuuid"]]
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_PUSH_SELF":
                if not event_data["cuuid"] in self.client.registry:
                    self.client.registry[str(event_data["cuuid"])]={}
                sprite = populate_client(event_data["cuuid"], event_data, self.game, self.client.registry)
                update_client(sprite, event_data["char_dict"], self.game)
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MOVE_START":
                direction = str(event_data["direction"])
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                sprite.facing = direction
                for d in sprite.direction:
                    if sprite.direction[d]:
                        sprite.direction[d] = False
                sprite.direction[direction] = True
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MOVE_COMPLETE":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                sprite.final_move_dest = event_data["char_dict"]["tile_pos"]
                for d in sprite.direction:
                    if sprite.direction[d]:
                        sprite.direction[d] = False
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MAP_UPDATE":
                self.update_client_map(event_data["cuuid"], event_data)
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_KEYDOWN":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if event_data["kb_key"] == "SHIFT":
                    sprite.running = True
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "CTRL":
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "ALT":
                    del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_KEYUP":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if event_data["kb_key"] == "SHIFT":
                    sprite.running = False
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "CTRL":
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "ALT":
                    del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_FACING":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if not sprite.moving:
                    sprite.facing = event_data["char_dict"]["facing"]
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_INTERACTION":
                world = self.game.get_state_name("WorldState")
                if not world:
                    return
                world.handle_interaction(event_data, self.client.registry)
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_START_BATTLE":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                sprite.running = False
                sprite.final_move_dest = event_data["char_dict"]["tile_pos"]
                for d in sprite.direction:
                   if sprite.direction[d]:
                       sprite.direction[d] = False
                del self.client.event_notifies[euuid]


    def join_multiplayer(self, time_delta):
        """Joins the client to the selected server.

        :param time_delta: Time since last frame.

        :type time_delta: float

        :rtype: None
        :returns: None

        """
        # Don't allow player to join another game if they are hosting.
        if self.game.ishost:
            self.enable_join_multiplayer = False
            return False

        # If we have already joined a game end the loop.
        if self.client.registered:
            self.enable_join_multiplayer = False
            return False

        # Join a game if we have already selected one.
        if self.selected_game:
            self.client.register(self.selected_game)

        # Once per second send a server discovery packet.
        if self.wait_broadcast >= self.wait_delay:
            self.update_multiplayer_list()
            self.wait_broadcast = 0
        else:
            self.wait_broadcast += time_delta


    def update_multiplayer_list(self):
        """Sends a broadcast to 'ping' all servers on the local network. Once a server responds
        it will verify that the server is not hosted by the client who sent the ping. Once a
        server has been identified it adds it to self.available_games.

        :param None:

        :rtype: None
        :returns: None

        """
        self.client.autodiscover(autoregister=False)

        # Logic to prevent joining your own game as a client.
        if self.client.discovered_servers:

            for ip, port in self.client.discovered_servers:
                host = (ip, port)
                host_name = self.client.discovered_servers[host][1]
                try:
                    for ipa, porta in self.available_games:
                        hosta = (ipa, porta)
                        if hosta == host:
                            logger.info('Game already in list, skipping.')
                            return False
                except KeyError:
                    pass

                # Populate list of detected servers
                self.available_games.append(host)
                self.server_list.append(host_name)

    def populate_player(self, event_type="PUSH_SELF"):
        """Sends client character to the server.

        :param None
        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 0
        pd = prepare.player1.__dict__
        map_name = self.game.get_map_name()
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "sprite_name": pd["sprite_name"],
                      "map_name": map_name,
                      "char_dict": {
                                  "tile_pos": pd["tile_pos"],
                                  "name": pd["name"],
                                  "facing": pd["facing"],
                                  #"monsters": pd["monsters"],
                                  #"inventory": pd["inventory"]
                                  }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)
        self.populated = True


    def update_player(self, direction, event_type="CLIENT_MAP_UPDATE"):
        """Sends client's current map and location to the server.

        :param direction: Facing/Movement direction of clients character
        :param event_type: Event type sent to server used for event_legal() and event_execute()
        functions in middleware.

        :type direction: String
        :type type: String

        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 0
        pd = prepare.player1.__dict__
        map_name = self.game.get_map_name()
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "map_name": map_name,
                      "direction": direction,
                      "char_dict": {"tile_pos": pd["tile_pos"]
                                    }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)


    def set_key_condition(self, event):
        """Sends server information about a key condition being set or that an
        interaction has occurred.

        :param event: Pygame key event

        :type event: Dictionary

        :rtype: None
        :returns: None

        """
        if self.game.current_state != self.game.get_state_name("WorldState"):
            return False

        event_type = None
        kb_key = None
        if event.type == pg.KEYDOWN:
            event_type = "CLIENT_KEYDOWN"
            if event.key == pg.K_LSHIFT or event.key == pg.K_RSHIFT:
                kb_key = "SHIFT"
            elif  event.key == pg.K_LCTRL or event.key == pg.K_RCTRL:
                kb_key = "CTRL"
            elif event.key == pg.K_LALT or event.key == pg.K_RALT:
                kb_key = "ALT"

            elif event.key == pg.K_UP:
                kb_key = "up"
            elif event.key == pg.K_DOWN:
                kb_key = "down"
            elif event.key == pg.K_LEFT:
                kb_key = "left"
            elif event.key == pg.K_RIGHT:
                kb_key = "right"

        if event.type == pg.KEYUP:
            event_type = "CLIENT_KEYUP"
            if event.key == pg.K_LSHIFT or event.key == pg.K_RSHIFT:
                kb_key = "SHIFT"
            elif  event.key == pg.K_LCTRL or event.key == pg.K_RCTRL:
                kb_key = "CTRL"
            elif event.key == pg.K_LALT or event.key == pg.K_RALT:
                kb_key = "ALT"

            elif event.key == pg.K_UP:
                kb_key = "up"
            elif event.key == pg.K_DOWN:
                kb_key = "down"
            elif event.key == pg.K_LEFT:
                kb_key = "left"
            elif event.key == pg.K_RIGHT:
                kb_key = "right"

        if kb_key == "up" or kb_key == "down" or kb_key == "left" or kb_key == "right":
            event_type = "CLIENT_FACING"

        if not event_type in self.event_list:
            self.event_list[event_type] = 0

        if event_type and kb_key:
            if event_type == "CLIENT_FACING":
                if self.game.isclient or self.game.ishost:
                    event_data = {"type": event_type,
                                  "event_number": self.event_list[event_type],
                                  "char_dict": {"facing": kb_key}
                                  }
                    self.event_list[event_type] +=1
                    self.client.event(event_data)

            elif event_type == "CLIENT_KEYUP" or event_type == "CLIENT_KEYDOWN":
                event_data = {"type": event_type,
                              "event_number": self.event_list[event_type],
                              "kb_key": kb_key
                              }
                self.event_list[event_type] +=1
                self.client.event(event_data)


    def update_client_map(self, cuuid, event_data):
        """Updates client's current map and location to reflect the server registry.

        :param cuuid: Clients unique user identification number.
        :param event_data: Client characters current variable values.

        :type cuuid: String
        :type event_data: Dictionary

        :rtype: None
        :returns: None

        """
        sprite = self.client.registry[cuuid]["sprite"]
        self.client.registry[cuuid]["map_name"] = event_data["map_name"]
        update_client(sprite, event_data["char_dict"], self.game)

    def player_interact(self, sprite, interaction, event_type="CLIENT_INTERACTION", response=None):
        """Sends client to client interaction request to the server.

        :param sprite: Character sprite being interacted with.
        :param interaction: Which interaction you wish to do.

        :type sprite: core.components.player.Npc() object
        :type interaction: String

        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 1
        cuuid = None

        for client_id in self.client.registry:
            if self.client.registry[client_id]["sprite"] == sprite: cuuid = client_id

        pd = prepare.player1.__dict__
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "interaction": interaction,
                      "target": cuuid,
                      "response": response,
                      "char_dict": {"monsters": pd["monsters"],
                                    "inventory": pd["inventory"]
                                    }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)

    def route_combat(self, event):
        print(event)

    def client_alive(self):
        """Sends server a ping to let it know that it is still alive.

        :param: None
        :rtype: None
        :returns: None

        """
        event_type = "PING"
        if not event_type in self.event_list:
            self.event_list[event_type] = 1
        else:
            self.event_list[event_type] +=1

        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type]}

        self.client.event(event_data)
Exemple #6
0
class TuxemonClient():
    """Client class for multiplayer games. Creates a netaria client and
    synchronizes the local game with the host state.

    :param game: instance of the local game.

    :type game: core.control.Control object.

    :rtype: None
    :returns: None

    """
    def __init__(self, game):

        self.game = game
        self.interfaces = {}
        self.available_games = {}
        self.server_list = []
        self.selected_game = None
        self.enable_join_multiplayer = False
        self.wait_broadcast = 0 # Used to delay autodiscover broadcast.
        self.wait_delay = 0.25  # Delay used in autodiscover broadcast.
        self.join_self = False # Default False. Set True for testing on one device.
        self.populated = False
        self.listening = False
        self.event_list = {}

        # Handle users without networking support.
        if not networking:
            self.client = DummyNetworking()
            return

        self.client = NeteriaClient(server_port=40081)
        self.client.registry = {}

        for device in netifaces.interfaces():
            interface = netifaces.ifaddresses(device)
            try:
                self.interfaces[device] = interface[netifaces.AF_INET][0]['addr']
            except KeyError:
                pass



    def update(self, time_delta):
        """Updates the client and local game state with information sent from the server

        :param time_delta: Time since last frame.

        :type time_delta: float

        :rtype: None
        :returns: None

        """
        if self.enable_join_multiplayer:
            self.join_multiplayer(time_delta)

        if self.client.registered and not self.populated:
            self.game.isclient = True
            self.game.current_state.multiplayer_join_success_menu.text = ["Success!"]
            self.populate_player()

        self.check_notify()


    def check_notify(self):
        """Checks for notify events sent from the server and updates the local client registry
        to reflect the updated information.

        :param: None

        :rtype: None
        :returns: None

        """
        for euuid, event_data in self.client.event_notifies.items():

            if event_data["type"] == "NOTIFY_PUSH_SELF":
                if not event_data["cuuid"] in self.client.registry:
                    self.client.registry[str(event_data["cuuid"])]={}
                sprite = populate_client(event_data["cuuid"], event_data, self.game, self.client.registry)
                update_client(sprite, event_data["char_dict"], self.game)
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MOVE_START":
                direction = str(event_data["direction"])
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                sprite.facing = direction
                for d in sprite.direction:
                    if sprite.direction[d]: 
                        sprite.direction[d] = False
                sprite.direction[direction] = True
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MOVE_COMPLETE":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                sprite.final_move_dest = event_data["char_dict"]["tile_pos"]
                for d in sprite.direction:
                    if sprite.direction[d]: 
                        sprite.direction[d] = False
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_MAP_UPDATE":
                self.update_client_map(event_data["cuuid"], event_data)
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_KEYDOWN":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if event_data["kb_key"] == "SHIFT":
                    sprite.running = True
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "CRTL":
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "ALT":
                    del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_KEYUP":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if event_data["kb_key"] == "SHIFT":
                    sprite.running = False
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "CRTL":
                    del self.client.event_notifies[euuid]
                elif event_data["kb_key"] == "ALT":
                    del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_FACING":
                sprite = self.client.registry[event_data["cuuid"]]["sprite"]
                if not sprite.moving:
                    sprite.facing = event_data["char_dict"]["facing"]
                del self.client.event_notifies[euuid]

            if event_data["type"] == "NOTIFY_CLIENT_INTERACTION":
                world = self.game.get_world_state()
                if not world:
                    return
                world.handle_interaction(event_data, self.client.registry)
                del self.client.event_notifies[euuid]

    def join_multiplayer(self, time_delta):
        """Joins the client to the selected server.

        :param time_delta: Time since last frame.

        :type time_delta: float

        :rtype: None
        :returns: None

        """
        # Don't allow player to join another game if they are hosting.
        if self.game.ishost:
            self.enable_join_multiplayer = False
            return False

        # If we have already joined a game end the loop.
        if self.client.registered:
            self.enable_join_multiplayer = False
            return False

        # Join a game if we have already selected one.
        if self.selected_game:
            self.client.register(self.selected_game)

        # Once per second send a server discovery packet.
        if self.wait_broadcast >= self.wait_delay:
            self.update_multiplayer_list()
            self.wait_broadcast = 0
        else: self.wait_broadcast += time_delta


    def update_multiplayer_list(self):
        """Sends a broadcast to 'ping' all servers on the local network. Once a server responds
        it will verify that the server is not hosted by the client who sent the ping. Once a
        server has been identified it adds it to self.available_games.

        :param None:

        :rtype: None
        :returns: None

        """
        self.client.autodiscover(autoregister=False)

        # Logic to prevent joining your own game as a client.
        if len(self.client.discovered_servers) > 0:
            for ip, port in self.client.discovered_servers:
                try:
                    if self.available_games[ip]:
                        logger.info('Game already in list, skipping.')
                        return False
                except KeyError:
                    pass
                if not self.join_self:
                    for interface in self.interfaces:
                        if ip == self.interfaces[interface]:
                            logger.info('Users server responded to users own broadcast, Deleting entry.')
                            del self.client.discovered_servers[(ip, port)]
                            return False
#
                # Populate list of detected servers
                self.available_games[ip] = port

        for item in self.available_games.items():
            self.server_list.append(item[0])


    def populate_player(self, event_type="PUSH_SELF"):
        """Sends client character to the server.

        :param None
        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 0
        pd = prepare.player1.__dict__
        map_name = self.game.get_map_name()
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "sprite_name": pd["sprite_name"],
                      "map_name": map_name,
                      "char_dict": {
                                  "tile_pos": pd["tile_pos"],
                                  "name": pd["name"],
                                  "facing": pd["facing"],
                                  "monsters": pd["monsters"],
                                  "inventory": pd["inventory"]
                                  }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)
        self.populated = True


    def update_player(self, direction, event_type="CLIENT_MAP_UPDATE"):
        """Sends client's current map and location to the server.

        :param direction: Facing/Movement direction of clients character
        :param event_type: Event type sent to server used for event_legal() and event_execute()
        functions in middleware.

        :type direction: String
        :type type: String

        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 0
        pd = prepare.player1.__dict__
        map_name = self.game.get_map_name()
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "map_name": map_name,
                      "direction": direction,
                      "char_dict": {"tile_pos": pd["tile_pos"]
                                    }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)


    def set_key_condition(self, event):
        """Sends server information about a key condition being set or that an
        interaction has occurred.

        :param event: Pygame key event

        :type event: Dictionary

        :rtype: None
        :returns: None

        """
        event_type = None
        kb_key = None
        if event.type == pygame.KEYDOWN:
            event_type = "CLIENT_KEYDOWN"
            if event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                kb_key = "SHIFT"
            elif  event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                kb_key = "CTRL"
            elif event.key == pygame.K_LALT or event.key == pygame.K_RALT:
                kb_key = "ALT"

            elif event.key == pygame.K_UP:
                kb_key = "up"
            elif event.key == pygame.K_DOWN:
                kb_key = "down"
            elif event.key == pygame.K_LEFT:
                kb_key = "left"
            elif event.key == pygame.K_RIGHT:
                kb_key = "right"

        if event.type == pygame.KEYUP:
            event_type = "CLIENT_KEYUP"
            if event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                kb_key = "SHIFT"
            elif  event.key == pygame.K_LCTRL or event.key == pygame.K_RCTRL:
                kb_key = "CTRL"
            elif event.key == pygame.K_LALT or event.key == pygame.K_RALT:
                kb_key = "ALT"

            elif event.key == pygame.K_UP:
                kb_key = "up"
            elif event.key == pygame.K_DOWN:
                kb_key = "down"
            elif event.key == pygame.K_LEFT:
                kb_key = "left"
            elif event.key == pygame.K_RIGHT:
                kb_key = "right"

        if kb_key == "up" or kb_key == "down" or kb_key == "left" or kb_key == "right":
            event_type = "CLIENT_FACING"

        if not event_type in self.event_list:
            self.event_list[event_type] = 0

        if event_type and kb_key:
            if event_type == "CLIENT_FACING":
                if self.game.isclient or self.game.ishost:
                    event_data = {"type": event_type,
                                  "event_number": self.event_list[event_type],
                                  "char_dict": {"facing": kb_key}
                                  }
                    self.event_list[event_type] +=1
                    self.client.event(event_data)

            elif event_type == "CLIENT_KEYUP" or event_type == "CLIENT_KEYDOWN":
                event_data = {"type": event_type,
                              "event_number": self.event_list[event_type],
                              "kb_key": kb_key
                              }
                self.event_list[event_type] +=1
                self.client.event(event_data)


    def update_client_map(self, cuuid, event_data):
        """Updates client's current map and location to reflect the server registry.

        :param cuuid: Clients unique user identification number.
        :param event_data: Client characters current variable values.

        :type cuuid: String
        :type event_data: Dictionary

        :rtype: None
        :returns: None

        """
        sprite = self.client.registry[cuuid]["sprite"]
        self.client.registry[cuuid]["map_name"] = event_data["map_name"]
        update_client(sprite, event_data["char_dict"], self.game)

    def player_interact(self, sprite, interaction, event_type="CLIENT_INTERACTION", response=None):
        """Sends client to client interaction request to the server.

        :param sprite: Character sprite being interacted with.
        :param interaction: Which interaction you wish to do.

        :type sprite: core.components.player.Npc() object
        :type interaction: String

        :rtype: None
        :returns: None

        """
        if not event_type in self.event_list:
            self.event_list[event_type] = 1
        cuuid = None

        for client_id in self.client.registry:
            if self.client.registry[client_id]["sprite"] == sprite: cuuid = client_id

        pd = prepare.player1.__dict__
        event_data = {"type": event_type,
                      "event_number": self.event_list[event_type],
                      "interaction": interaction,
                      "target": cuuid,
                      "response": response,
                      "char_dict": {"monsters": pd["monsters"],
                                    "inventory": pd["inventory"]
                                    }
                      }
        self.event_list[event_type] +=1
        self.client.event(event_data)
Exemple #7
0
class Game(object):

    def __init__(self):

        # Set up our Neteria client.
        self.client = NeteriaClient()
        self.client.listen()


        # Set up and configure PyGame.
        pygame.init()
        self.screen = pygame.display.set_mode((800, 600))
        self.clock = pygame.time.Clock()
        font = pygame.font.Font(None, 36)
        self.text = font.render("Press ENTER to auto-register.", 1, (240, 240, 240))
        pygame.display.set_caption("Neteria Client (Not connected)")


        # Create a game pad that we will use to control the player on the
        # server.
        ######## UP Arrow ########
        self.up_arrow = pygame.image.load(
            "assets/client-up.png").convert_alpha()
        self.up_arrow_pos = (
            (self.screen.get_width() / 2) - (self.up_arrow.get_width() / 2),
            (self.screen.get_height() / 2) - self.up_arrow.get_height())
        self.up_arrow_rect = pygame.Rect(self.up_arrow_pos,
                                         self.up_arrow.get_size())

        ######## DOWN Arrow ########
        self.down_arrow = pygame.image.load(
            "assets/client-down.png").convert_alpha()
        self.down_arrow_pos = (
            (self.screen.get_width() / 2) - (self.down_arrow.get_width() / 2),
            (self.screen.get_height() / 2))
        self.down_arrow_rect = pygame.Rect(self.down_arrow_pos,
                                           self.down_arrow.get_size())

        ######## LEFT Arrow ########
        self.left_arrow = pygame.image.load(
            "assets/client-left.png").convert_alpha()
        self.left_arrow_pos = (
            (self.screen.get_width() / 2) - self.left_arrow.get_width(),
            (self.screen.get_height() / 2) - self.left_arrow.get_height() / 2)
        self.left_arrow_rect = pygame.Rect(self.left_arrow_pos,
                                           self.left_arrow.get_size())

        ######## RIGHT Arrow ########
        self.right_arrow = pygame.image.load(
            "assets/client-right.png").convert_alpha()
        self.right_arrow_pos = (
            (self.screen.get_width() / 2),
            (self.screen.get_height() / 2) - self.right_arrow.get_height() / 2)
        self.right_arrow_rect = pygame.Rect(self.right_arrow_pos,
                                            self.right_arrow.get_size())


    def start(self):
        # Set up our main game loop.
        while True:
            self.clock.tick(60)
            self.screen.fill((0,0,0))
            self.screen.blit(self.text, (0, 0))

            # Draw the arrows on the screen.
            self.screen.blit(self.up_arrow, self.up_arrow_pos)
            self.screen.blit(self.down_arrow, self.down_arrow_pos)
            self.screen.blit(self.left_arrow, self.left_arrow_pos)
            self.screen.blit(self.right_arrow, self.right_arrow_pos)


            # Loop through all of our PyGame events.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    return

                elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.client.autodiscover(autoregister=True)

                # If we clicked on our directional pad, send an event to the server.
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    mouse_position = pygame.mouse.get_pos()
                    if self.up_arrow_rect.collidepoint(mouse_position):
                        self.client.event("KEYDOWN:up")
                    if self.down_arrow_rect.collidepoint(mouse_position):
                        self.client.event("KEYDOWN:down")
                    if self.left_arrow_rect.collidepoint(mouse_position):
                        self.client.event("KEYDOWN:left")
                    if self.right_arrow_rect.collidepoint(mouse_position):
                        self.client.event("KEYDOWN:right")

                # When we release the mouse, send a key up event.
                elif event.type == pygame.MOUSEBUTTONUP:
                    self.client.event("KEYUP:up")
                    self.client.event("KEYUP:down")
                    self.client.event("KEYUP:left")
                    self.client.event("KEYUP:right")

            # If the client successfully registers, change the window title.
            if self.client.registered:
                pygame.display.set_caption("Neteria Client (Registered!)")

            pygame.display.flip()
#!/usr/bin/python

import logging
import sys
import time
from neteria.client import NeteriaClient

# Create a client instance.
client = NeteriaClient()
client.listen()

# Discover a Neteria Server.
print "Discovering Neteria servers..."
while not client.registered:
    client.autodiscover()
    time.sleep(1)
print "Connected!"

# Send data to the server.
exit_cmds = ['quit', 'exit']
data = None
while data not in exit_cmds:
    data = str(raw_input("> "))
    if data:
        client.event(data)

sys.exit()
Exemple #9
0
import sys
import time
from neteria.client import NeteriaClient
from neteria.tools import _Middleware


class EchoMiddleware(_Middleware):
    def event_legal(self, cuuid, euuid, event_data):
        return True

    def event_execute(self, cuuid, euuid, event_data):
        print event_data


# Create a client instance.
client = NeteriaClient(EchoMiddleware())
client.listen()

# Discover a Neteria Server.
print "Discovering Neteria servers..."
while not client.registered:
    client.autodiscover()
    time.sleep(1)
print "Connected!"

# Send data to the server.
exit_cmds = ['quit', 'exit']
data = None
while data not in exit_cmds:
    data = str(raw_input("> "))
    if data: