Esempio n. 1
0
    def connect(self, players=2):
        self.players = players
        self.engine = GameEngine()
        self.server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.server.bind((self.host, self.port))
        self.server.listen(players)

        for x in range(players):
            (client, address) = self.server.accept()
            self.clients.append((client, address))
            client.sendall(
                Encoder.encode_string(
                    str(self.engine.height * 50) + 'x' +
                    str(self.engine.width * 50)))

            # SMSG_INIT_DATA contains the map, the number of players and their guids
            client.sendall(Encoder.encode_int(SMSG_INIT_DATA))
            for row in self.engine.raw_map:
                for data in row:
                    client.sendall(Encoder.encode_int(data))
            pl = Player(self.guid_generator, client)
            pl.position = start_positions[pl.guid]
            self.engine.players.append(pl)
            self.engine.objects.append(pl)
            self.guid_generator += 1

        for cl in self.clients:
            # SMSG_INIT_PLAYERS contains the number of players and the guid of each (plus a boolean to mark if it is the player)
            cl[0].sendall(Encoder.encode_int(SMSG_INIT_PLAYERS))
            cl[0].sendall(Encoder.encode_int(players))
            for k in range(players):
                cl[0].sendall(Encoder.encode_int(self.engine.players[k].guid))
                cl[0].sendall(
                    Encoder.encode_int(1 if self.engine.players[k].client ==
                                       cl[0] else 0))

        self.packet_threads = [
            Thread(target=self.packets, args=(client[0], ))
            for client in self.clients
        ]
        for th in self.packet_threads:
            th.start()
        self.update()
Esempio n. 2
0
 def packets(self):
     while not self.quit:
         try:
             opcode = Decoder.decode_int(self.server.recv(4))
             if opcode == SMSG_INIT_DATA:
                 for i in range(self.rows):
                     for j in range(self.cols):
                         self.raw_map[i][j] = Decoder.decode_int(
                             self.server.recv(4))
                 self.map_ready = True
             if opcode == SMSG_INIT_PLAYERS:
                 nr_of_players = Decoder.decode_int(self.server.recv(4))
                 for k in range(nr_of_players):
                     guid = Decoder.decode_int(self.server.recv(4))
                     is_me = Decoder.decode_int(self.server.recv(4))
                     pl = Player(guid)
                     pl.position = start_positions[pl.guid]
                     self.objects.append(pl)
                     if is_me == 1:
                         self.player = pl
                 self.game_started = True
             if opcode == SMSG_UPDATE_POSITION:
                 player_guid = Decoder.decode_int(self.server.recv(4))
                 pos_x = Decoder.decode_int(self.server.recv(4))
                 pos_y = Decoder.decode_int(self.server.recv(4))
                 for obj in self.objects:
                     if obj.guid == player_guid:
                         obj.position = (pos_x, pos_y)
             if opcode == SMSG_PUT_BOMB_ACK:
                 bomb_guid = Decoder.decode_int(self.server.recv(4))
                 pos_x = Decoder.decode_int(self.server.recv(4))
                 pos_y = Decoder.decode_int(self.server.recv(4))
                 b = Bomb(bomb_guid, (pos_x, pos_y))
                 self.objects.append(b)
             if opcode == SMSG_DETONATE_BOMB:
                 bomb_guid = Decoder.decode_int(self.server.recv(4))
                 hit_units = Decoder.decode_int(self.server.recv(4))
                 for i in range(hit_units):
                     guid = Decoder.decode_int(self.server.recv(4))
                     for ob in self.objects:
                         if ob.guid == guid:
                             ob.healths -= 1
                             ob.invulnerability_timer = 1
                 dead_players = []
                 for ob in self.objects:
                     if isinstance(ob, Player):
                         if ob.healths <= 0:
                             dead_players.append(ob.guid)
                 if len(dead_players) != 0:
                     if len(dead_players) > 1:
                         self.game_over = -1
                     else:
                         self.game_over = 1 if dead_players[0] == 2 else 2
                 hit_walls = Decoder.decode_int(self.server.recv(4))
                 for i in range(hit_walls):
                     x = Decoder.decode_int(self.server.recv(4))
                     y = Decoder.decode_int(self.server.recv(4))
                     self.raw_map[x][y] = GameEngine.EMPTY
                 bomb = None
                 for obj in self.objects:
                     if obj.guid == bomb_guid:
                         bomb = obj
                         break
                 if bomb is not None:
                     self.objects.append(
                         Explosion(
                             (bomb.position[0] - 50, bomb.position[1] - 50),
                             100))
                     self.objects.remove(bomb)
             if opcode == SMSG_REMOVE_INVULNERABILITY:
                 guid = Decoder.decode_int(self.server.recv(4))
                 for ob in self.objects:
                     if ob.guid == guid:
                         self.expired_invulnerabilities.append(ob)
         except:
             self.quit = True