コード例 #1
0
 def __init__(self):
     self.user_id = server.GetNextUniqueId()
     self.events = []
     self.handle = 'User %03d' % server.GetNextUniqueId()
     self.given_name = 'Ana Itza'
     self.locale = 'en-US'
     self.get_event_handler = None
     self.prefs = tbmatch.match_pb2.PlayerPreferences()
コード例 #2
0
    def Poll(self):
        logging.debug('running matchmaker poll (%d users)', len(self.queue_users))

        while len(self.queue_users) >= 2:
            p1 = self.queue_users.pop()
            p2 = self.queue_users.pop()

            # TODO put these 2 users in a temporary queue for re-queue in the case echo test failed

            # found a match
            match_id = server.GetNextUniqueId()

            # create intermediate proto structures
            game_config = server.models.match.CreateGameConfig(match_id, p1.user, p1.gameplay_options.character, p2.user, p2.gameplay_options.character)

            game_session = server.models.match.CreateGameSessionRequest(p1.gameplay_options.character, p2.gameplay_options.character)
            p1port, p2port = server.portal.StartGameSession(game_session, game_config, p1.user, p2.user)

            game_endpoint_config1 = server.models.match.CreateGameEndpointConfig(0, p1port, game_session.spec[0].secret)
            game_endpoint_config2 = server.models.match.CreateGameEndpointConfig(1, p2port, game_session.spec[1].secret)

            # create the final proto payload and send them as events to the matched users
            status = tbmatch.event_pb2.WaitMatchProgressEvent.MATCH
            wait_match_progress_event1 = server.models.match.CreateWaitMatchProgressEvent(status, match_id, game_config, game_endpoint_config1)
            event1 = tbmatch.event_pb2.Event()
            event1.type = tbmatch.event_pb2.Event.E_WAIT_MATCH_PROGRESS
            event1.wait_match_progress.CopyFrom(wait_match_progress_event1)
            p1.user.SendEvent(event1)

            event2 = tbmatch.event_pb2.Event()
            wait_match_progress_event2 = server.models.match.CreateWaitMatchProgressEvent(status, match_id, game_config, game_endpoint_config2)
            event2.type = tbmatch.event_pb2.Event.E_WAIT_MATCH_PROGRESS
            event2.wait_match_progress.CopyFrom(wait_match_progress_event2)
            p2.user.SendEvent(event2)
コード例 #3
0
ファイル: lobbies.py プロジェクト: Ismoez/rtce-server
 def __init__(self, name):
     self.name = name
     self.members = {}
     self.queue = []
     self.lobby_id = server.GetNextUniqueId()
     self.owner_user_id = None
     self.join_code = ''.join(
         random.choice(string.letters).upper() for i in xrange(5))
コード例 #4
0
ファイル: users.py プロジェクト: Ismoez/rtce-server
 def __init__(self, username="******"):
     self.user_id = server.GetNextUniqueId()
     self.events = []
     self.handle = "{0} #{1}".format(username, self.user_id)
     self.given_name = 'Ana Itza'
     self.locale = 'en-US'
     self.get_event_handler  = None
     self.prefs = tbmatch.match_pb2.PlayerPreferences()
コード例 #5
0
    def SendEvent(self, e):
        # sometimes it's useful to broadcast one event to multiple parties.
        # make a copy of the event structure here so those have the proper
        # event id
        event = tbmatch.event_pb2.Event()
        event.CopyFrom(e)

        event.event_id = server.GetNextUniqueId()
        self.events.append(event)
        self.Log('appending event to list (id:{0})'.format(event.event_id))

        handler = self.get_event_handler
        if handler:
            self.Log('calling pending get event handler to send events')
            self.SendPendingEvents(handler)
            self.get_event_handler = None
コード例 #6
0
ファイル: lobbies.py プロジェクト: Ismoez/rtce-server
    def StartMatchIfReady(self):
        if len(self.members) < 2:
            return

        p1 = self.members[self.queue[0]]
        p2 = self.members[self.queue[1]]

        if not p1.ready or not p2.ready:
            return

        # found a match
        match_id = server.GetNextUniqueId()

        # create intermediate proto structures
        game_config = server.models.match.CreateGameConfig(
            match_id, p1.user, p1.character, p2.user, p2.character)

        game_session = server.models.match.CreateGameSessionRequest(
            p1.character, p2.character)
        p1port, p2port = server.portal.StartGameSession(
            game_session, game_config, p1.user, p2.user)

        game_endpoint_config1 = server.models.match.CreateGameEndpointConfig(
            0, p1port, game_session.spec[0].secret, 1000)
        game_endpoint_config2 = server.models.match.CreateGameEndpointConfig(
            1, p2port, game_session.spec[1].secret, 1000)

        # send lobby match start events to both players
        event1 = tbmatch.event_pb2.Event()
        event1.type = tbmatch.event_pb2.Event.E_LOBBY_MATCH_START
        event1.lobby_match_start.lobby_id = self.lobby_id
        event1.lobby_match_start.match_id = match_id
        event1.lobby_match_start.config.CopyFrom(game_config)
        event1.lobby_match_start.endpoint.CopyFrom(game_endpoint_config1)
        p1.user.SendEvent(event1)

        event2 = tbmatch.event_pb2.Event()
        event2.type = tbmatch.event_pb2.Event.E_LOBBY_MATCH_START
        event2.lobby_match_start.lobby_id = self.lobby_id
        event2.lobby_match_start.match_id = match_id
        event2.lobby_match_start.config.CopyFrom(game_config)
        event2.lobby_match_start.endpoint.CopyFrom(game_endpoint_config2)
        p2.user.SendEvent(event2)