예제 #1
0
class RoomManager(object):
    def __init__(self, host):
        self.host = host
        self.rid_to_game_room_map = {}
        self.waiting_room = Room(self.generate_room_id(), self.host)
        self.username_to_room_map = {}
        self.client_hid_to_user = {}

    def handle_received_msg(self, msg_type, data, client_hid):
        if self.client_hid_to_user.has_key(client_hid) == False:
            return

        room = self.username_to_room_map[
            self.client_hid_to_user[client_hid].username]
        room.handle_received_msg(msg_type, data, client_hid)

    def generate_room_id(self):
        for id in xrange(1, len(self.rid_to_game_room_map) + 2):
            if self.rid_to_game_room_map.has_key(id) == False:
                return id

    def add_user(self, user):

        # join the room again
        if self.username_to_room_map.has_key(user.username) == True:
            room = self.username_to_room_map.has_key(user.username)
            room.add_user(user)
            return

        # New user is coming
        if self.waiting_room.add_user(user) == False:
            self.rid_to_game_room_map[
                self.waiting_room.rid] = self.waiting_room
            # When the room is full start game
            self.waiting_room.start_game()
            self.waiting_room = Room(self.generate_room_id(), self.host)

        self.username_to_room_map[user.username] = self.waiting_room
        self.client_hid_to_user[user.client_hid] = user

    def remove_user(self, user):
        if self.username_to_room_map.has_key(user.username) == False:
            return

        room = self.username_to_room_map[user.username]

        if room.remove_user(user) == True:
            # The room is empty
            del self.rid_to_game_room_map[room.rid]
            for k, v in room.username_to_user_map.items():
                del self.username_to_room_map[k]
        else:
            # Remove nothing.
            pass
예제 #2
0
    def add_user(self, user):

        # join the room again
        if self.username_to_room_map.has_key(user.username) is True:
            room = self.username_to_room_map.has_key(user.username)
            room.add_user(user)
            return

        # new user is coming
        if self.waiting_room.add_user(user) is False:
            self.rid_to_game_room_map[
                self.waiting_room.rid] = self.waiting_room
            self.waiting_room = Room(self.generate_room_id(), self.host)
            self.waiting_room.add_user(user)

        self.username_to_room_map[user.username] = self.waiting_room
        self.client_hid_to_user[user.client_hid] = user
예제 #3
0
    def create_room(self, msg, client_hid):
        """
		Auto generate room id and create a new room
		"""
        if not self.is_user_login(client_hid):
            print "Create room error: user already login"
            return
        if client_hid in self.user_room_map:
            print "Create room error: user already in room"
            return
        rid = self.get_room_id()
        room = Room(rid, self.host)
        print "create room: ", room
        self.rooms[rid] = room
        if room.add_user(self.login_user_map[client_hid]):
            print "room add user success"
            self.user_room_map[client_hid] = room
            self.send_room_list_to_all_players()
예제 #4
0
    def add_user(self, user):

        # join the room again
        if self.username_to_room_map.has_key(user.username) == True:
            room = self.username_to_room_map.has_key(user.username)
            room.add_user(user)
            return

        # New user is coming
        if self.waiting_room.add_user(user) == False:
            self.rid_to_game_room_map[
                self.waiting_room.rid] = self.waiting_room
            # When the room is full start game
            self.waiting_room.start_game()
            self.waiting_room = Room(self.generate_room_id(), self.host)

        self.username_to_room_map[user.username] = self.waiting_room
        self.client_hid_to_user[user.client_hid] = user
예제 #5
0
 def __init__(self, host):
     self.host = host
     self.rid_to_game_room_map = {}
     self.waiting_room = Room(self.generate_room_id(), self.host)
     self.username_to_room_map = {}
     self.client_hid_to_user = {}
예제 #6
0
class RoomManager(object):
    def __init__(self, host):
        self.host = host
        self.rid_to_game_room_map = {}
        self.waiting_room = Room(self.generate_room_id(), self.host)
        self.username_to_room_map = {}
        self.client_hid_to_user = {}

    def handle_received_msg(self, msg_type, data, client_hid):
        if self.client_hid_to_user.has_key(client_hid) is False:
            return

        # find room and send msg
        room = self.username_to_room_map[
            self.client_hid_to_user[client_hid].username]
        room.handle_received_msg(msg_type, data, client_hid)

    def generate_room_id(self):
        for id in xrange(1, len(self.rid_to_game_room_map) + 2):
            if self.rid_to_game_room_map.has_key(id) is False:
                return id

    def tick(self):
        for room in self.rid_to_game_room_map.itervalues():
            if room.is_valid() is False:
                self._remove_room(room)
            else:
                room.tick()

    def add_user(self, user):

        # join the room again
        if self.username_to_room_map.has_key(user.username) is True:
            room = self.username_to_room_map.has_key(user.username)
            room.add_user(user)
            return

        # new user is coming
        if self.waiting_room.add_user(user) is False:
            self.rid_to_game_room_map[
                self.waiting_room.rid] = self.waiting_room
            self.waiting_room = Room(self.generate_room_id(), self.host)
            self.waiting_room.add_user(user)

        self.username_to_room_map[user.username] = self.waiting_room
        self.client_hid_to_user[user.client_hid] = user

    def remove_user(self, user):
        if self.username_to_room_map.has_key(user.username) is False:
            return

        room = self.username_to_room_map[user.username]

        if room.remove_user(user) is True:
            # The room is empty
            del self.rid_to_game_room_map[room.rid]
            for k, v in room.username_to_user_map.items():
                del self.username_to_room_map[k]

    # remove invalid room
    def _remove_room(self, room):
        del self.rid_to_game_room_map[room.rid]

        for user in room.username_to_user_map.itervalues():
            del self.username_to_room_map[user.username]
            del self.client_hid_to_user[user.client_hid]