Esempio n. 1
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 def new_animation(self, trigger, charId):
     ani = Protocol()
     ani.add_int32(4)
     ani.add_int32(trigger)
     ani.add_int32(charId)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ani.get_pck_has_head())
Esempio n. 2
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 def remove(self):
     # 告诉各个客户端有玩家离线
     ret = Protocol()
     ret.add_int32(2)
     ret.add_int32(self.get_conn().charId)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ret.get_pck_has_head())
     g_conn_pool.remove(self.get_conn())
Esempio n. 3
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 def new_mouse(self):
     p = Protocol()
     p.add_int32(3)
     p.add_int32(self.get_conn().mouseX)
     p.add_int32(self.get_conn().mouseY)
     p.add_int32(self.get_conn().charId)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(p.get_pck_has_head())
Esempio n. 4
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File: server.py Progetto: giftF/test
 def remove(self):
     # 告诉各个客户端有玩家离线
     ret = Protocol()
     ret.add_str("logout")
     ret.add_str(self.get_conn().name)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ret.get_pck_has_head())
     g_conn_pool.remove(self.get_conn())
Esempio n. 5
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File: server.py Progetto: giftF/test
 def move_role(self):
     # 告诉各个客户端有玩家移动了
     ret = Protocol()
     ret.add_str("playermove")
     ret.add_int32(self.get_conn().x)
     ret.add_int32(self.get_conn().y)
     ret.add_str(self.get_conn().name)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ret.get_pck_has_head())
Esempio n. 6
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 def other_role(self):
     # 告诉当前玩家,其他玩家的信息
     for conn in g_conn_pool:
         if conn != self.get_conn():
             ret = Protocol()
             ret.add_str("newplayer")
             ret.add_int32(conn.x)
             ret.add_int32(conn.y)
             ret.add_str(conn.name)
             self.request.sendall(ret.get_pck_has_head())
Esempio n. 7
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 def move_role(self):
     # 告诉各个客户端有玩家移动了
     ret = Protocol()
     ret.add_int32(0)
     ret.add_int32(self.get_conn().x)
     ret.add_int32(self.get_conn().y)
     ret.add_int32(self.get_conn().charId)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ret.get_pck_has_head())
Esempio n. 8
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 def new_role(self):
     # 告诉各个客户端有新玩家加入
     ret = Protocol()
     ret.add_str("newplayer")
     ret.add_int32(self.get_conn().x)
     ret.add_int32(self.get_conn().y)
     ret.add_str(self.get_conn().name)
     for r in g_conn_pool:
         if r != self.get_conn():
             r.conn.sendall(ret.get_pck_has_head())
Esempio n. 9
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    def send_role_animation(self, trigger):
        #发送角色的动画状态给服务端

        # 构建数据包
        p = Protocol()
        p.add_int32(4)
        p.add_int32(trigger)
        p.add_int32(self.player.charId)
        data = p.get_pck_has_head()
        # 发送数据包
        self.g_client.sendall(data)
Esempio n. 10
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    def send_new_mouse(self):
        #发送角色的鼠标的位置

        # 构建数据包
        p = Protocol()
        p.add_int32(3)
        p.add_int32(self.player.mouseX)
        p.add_int32(self.player.mouseY)
        p.add_int32(self.player.charId)
        data = p.get_pck_has_head()
        # 发送数据包
        self.g_client.sendall(data)
Esempio n. 11
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def send_role_move():
    """
    发送角色的坐标给服务端
    """
    # 构建数据包
    p = Protocol()
    p.add_str("move")
    p.add_int32(g_player.x)
    p.add_int32(g_player.y)
    data = p.get_pck_has_head()
    # 发送数据包
    g_client.sendall(data)
Esempio n. 12
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def send_new_role():
    """
    告诉服务端有新玩家加入
    """
    # 构建数据包
    p = Protocol()
    p.add_str("newrole")
    p.add_int32(g_player.x)
    p.add_int32(g_player.y)
    p.add_str(g_player.name)
    data = p.get_pck_has_head()
    # 发送数据包
    g_client.sendall(data)
Esempio n. 13
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def send_new_role(name):
    """
    告诉服务端有新玩家加入
    """
    # 构建数据包
    p = Protocol()
    # 请求名称,用来区分该请求执行的操作
    p.add_str("newuser")
    # 传入角色的名字
    p.add_str(name)
    data = p.get_pck_has_head()
    # 发送数据包
    deploy.g_client.sendall(data)
Esempio n. 14
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def readying():
    """
    告诉服务端有新玩家加入
    """
    # 构建数据包
    p = Protocol()
    # 请求名称,用来区分该请求执行的操作
    p.add_str("ready")
    # 传入角色的名字
    p.add_str(deploy.user_name)
    p.add_str(deploy.isready)
    data = p.get_pck_has_head()
    # 发送数据包
    deploy.g_client.sendall(data)
Esempio n. 15
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    def send_new_role(self):

        #告诉服务端有新玩家加入

        # 构建数据包
        p = Protocol()
        p.add_int32(1)
        p.add_str(self.playerName)
        p.add_int32(self.player.rect[0])
        p.add_int32(self.player.rect[1])
        p.add_int32(self.player.charId)
        data = p.get_pck_has_head()
        # 发送数据包
        self.g_client.sendall(data)
Esempio n. 16
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File: server.py Progetto: giftF/test
 def other_role(self):
     # 告诉当前玩家,其他玩家的信息
     for conn in g_conn_pool:
         ret = Protocol()
         ret.add_str("newplayer")
         ret.add_int32(conn.x)
         ret.add_int32(conn.y)
         ret.add_str(conn.name)
         ret.add_str(conn.number)
         # 本人返回1,非本人返回0
         if conn != self.get_conn():
             ret.add_str('N')
         else:
             ret.add_str('Y')
         ret.add_str(conn.race)
         self.request.sendall(ret.get_pck_has_head())
Esempio n. 17
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def send_new_role():
    """
    告诉服务端有新玩家加入
    """
    # 构建数据包
    p = Protocol()
    # 请求名称,用来区分该请求执行的操作
    p.add_str("newrole")
    # 传入角色的x坐标
    p.add_int32(0)
    # 传入角色的y坐标
    p.add_int32(1)
    # 传入角色的名字
    p.add_str(deploy.g_player.name)
    data = p.get_pck_has_head()
    # 发送数据包
    deploy.g_client.sendall(data)
Esempio n. 18
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    def send_role_move(self):

        #发送角色的坐标给服务端

        # 构建数据包
        p = Protocol()
        p.add_int32(0)
        x = self.player.rect[0]
        y = self.player.rect[1]
        if x < 0:
            x = 0
        if y <= 0:
            y = 0
        p.add_int32(x)
        p.add_int32(y)
        data = p.get_pck_has_head()
        # 发送数据包
        self.g_client.sendall(data)
Esempio n. 19
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File: server.py Progetto: giftF/test
 def handle(self):
     while True:
         try:
             # 读取数据包
             bytes = self.request.recv(1024)
             # 切割数据包
             while True:
                 # 读取包长度
                 length_pck = int.from_bytes(bytes[:4], byteorder='little')
                 # 截取封包
                 pck = bytes[4:4 + length_pck]
                 # 删除已经读取的字节
                 bytes = bytes[4 + length_pck:]
                 # 把封包交给处理函数
                 self.pck_handler(pck)
                 # 如果bytes没数据了,就跳出循环
                 if len(bytes) == 0:
                     break
                 # print("客户端消息:", bytes.decode(encoding="utf8"))
         except Exception as e:  # 意外掉线
             err = e.args[0]
             if err == 'timed out':
                 pamras = {
                     'users': eval(MR.get(room['users'])),
                     'talk': MR.get(room['talk']),
                     'monster': eval(MR.get(room['monster']))
                 }
                 for u in pamras['users']:
                     if u['name'] == self.get_conn().user['name']:
                         u['my'] = 'Y'
                 ret = Protocol()
                 ret.add_str('games')
                 ret.add_str(str(pamras))
                 self.request.sendall(ret.get_pck_has_head())
             else:
                 print('用户可能掉线了')
                 break