def removeClosedConnections(self):
		ConnectionEngine.lock('closedConnectionSemaphore')
		
		for connection in ConnectionEngine.attribute('closedConnections'):
			ConnectionEngine.attribute('connectionList').remove(connection)
			connection.attributes['socket'].close()
			
			player													= connection.attributes['player']
			playerName												= player.attributes['name']
			logoutNotificationEvent									= Event()
			logoutNotificationEvent.attributes['signature']			= 'broadcast_to_all_players'
			logoutNotificationEvent.attributes['data']['message']	= '{} logged off.'.format(playerName)
		
			ActorEngine.receiveEvent(logoutNotificationEvent)
		
		ConnectionEngine.setAttribute('closedConnections', [])
		
		ConnectionEngine.release('closedConnectionSemaphore')
	def addNewConnections(self):
		ConnectionEngine.lock('newConnectionSemaphore')
		
		for connection in ConnectionEngine.attribute('newConnections'):
			player									= connection.attributes['player']
			loginEvent								= Event()
			loginEvent.attributes['signature']		= 'player_login'
			loginEvent.attributes['data']['player'] = player

			RoomEngine.receiveEvent(loginEvent)
			
			ConnectionEngine.attribute('connectionList').append(connection)
			
			playerName												= player.attributes['name']
			loginNotificationEvent									= Event()
			loginNotificationEvent.attributes['signature']			= 'broadcast_to_all_players'
			loginNotificationEvent.attributes['data']['message']	= '{} just logged in.'.format(playerName)
		
			ActorEngine.receiveEvent(loginNotificationEvent)
		
		ConnectionEngine.setAttribute('newConnections', [])
		
		ConnectionEngine.release('newConnectionSemaphore')
Exemplo n.º 3
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	def run(self):
		while True:
			ConnectionEngine.lock('openConnectionsSemaphore')
			
			for connection in ConnectionEngine.attribute('connectionList'):
				playerInput = connection.pollInput()
				parsedInput = playerInput.lower().strip()
				player		= connection.attributes['player']
				
				if len(playerInput) > 0:
					self.processInput(player, playerInput)
			
			ConnectionEngine.release('openConnectionsSemaphore')
			
			sleep(0.005)
Exemplo n.º 4
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    def run(self):
        while True:
            ConnectionEngine.lock("openConnectionsSemaphore")

            for connection in ConnectionEngine.attribute("connectionList"):
                try:
                    playerInput = connection.attributes["socket"].recv(1024)
                    playerInput = playerInput.strip()

                    if len(playerInput) > 0:
                        connection.attributes["inputBuffer"].append(playerInput)
                except:
                    pass
                    # socket unavailable for now, we'll get it next time

            ConnectionEngine.release("openConnectionsSemaphore")

            sleep(0.005)
Exemplo n.º 5
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    def run(self):
        while True:
            ConnectionEngine.lock('openConnectionsSemaphore')

            for connection in ConnectionEngine.attribute('connectionList'):
                try:
                    for line in connection.attributes['outputBuffer']:
                        connection.attributes['socket'].send(line)

                    connection.attributes['outputBuffer'] = []

                except:
                    #socket unavailable for now, we'll get it next time
                    pass

            ConnectionEngine.release('openConnectionsSemaphore')

            sleep(0.005)
Exemplo n.º 6
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	def run(self):
		while True:
			ConnectionEngine.lock('openConnectionsSemaphore')
			
			for connection in ConnectionEngine.attribute('connectionList'):
				try:
					for line in connection.attributes['outputBuffer']:
						connection.attributes['socket'].send(line)
						
					connection.attributes['outputBuffer'] = []
				
				except:
					#socket unavailable for now, we'll get it next time
					pass
			
			ConnectionEngine.release('openConnectionsSemaphore')
			
			sleep(0.005)
Exemplo n.º 7
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    def run(self):
        while True:
            ConnectionEngine.lock('openConnectionsSemaphore')

            for connection in ConnectionEngine.attribute('connectionList'):
                try:
                    playerInput = connection.attributes['socket'].recv(1024)
                    playerInput = playerInput.strip()

                    if len(playerInput) > 0:
                        connection.attributes['inputBuffer'].append(
                            playerInput)
                except:
                    pass
                    #socket unavailable for now, we'll get it next time

            ConnectionEngine.release('openConnectionsSemaphore')

            sleep(0.005)