Exemplo n.º 1
0
 def test_simple_game(self):
     level = load_level("levels/level1.json")
     game_room = GameRoom([level], 2, self._send_func)
     game_room.add_player(1)
     game_room.add_player(2)
     game_room.handle_client_message(1, json.dumps({"action": "start"}))
     for i in xrange(len(level.edges)):
         game_room.handle_client_message(1, json.dumps({"action": "fill", "data": {"edge_id": i}}))
Exemplo n.º 2
0
 def register(self, client):
     """Register a WebSocket connection for the game."""
     if self.pickup_game_room is None or self.pickup_game_room.did_room_start:
         app.logger.info("Creating new room")
         self.next_room_id += 1
         print "Creating new room", self.next_room_id
         patterns = [load_level(fn) for fn in get_level_names()]
         self.pickup_game_room = GameRoom(patterns, 2, self.send, room_id=self.next_room_id)
         self.game_rooms.append(self.pickup_game_room)
     self.pickup_game_room.add_player(client)
     self.clients_to_rooms[client] = self.pickup_game_room
Exemplo n.º 3
0
 def load(self, botv, *, session=False):
     if session:
         # CODE TO RESUME SESSION WILL GO HERE -- I can help with this if necessary
         pass
     else:
         self.players = {}
     self.accessroles = list(self.botv.accessroles)
     self.itemroles = list(self.botv.itemroles)
     self.rooms = {}
     for room in self.botv.rooms:
         self.rooms[room['id']] = GameRoom(room)
     self.server = botv.server
Exemplo n.º 4
0
class GameBackend(object):
    """Interface for registering and updating WebSocket clients."""

    def __init__(self):
        self.message_queue = list()
        self.pickup_game_room = None
        """:type GameRoom"""
        self.game_rooms = []
        self.clients_to_rooms = {}
        self.next_room_id = 0

    def register(self, client):
        """Register a WebSocket connection for the game."""
        if self.pickup_game_room is None or self.pickup_game_room.did_room_start:
            app.logger.info("Creating new room")
            self.next_room_id += 1
            print "Creating new room", self.next_room_id
            patterns = [load_level(fn) for fn in get_level_names()]
            self.pickup_game_room = GameRoom(patterns, 2, self.send, room_id=self.next_room_id)
            self.game_rooms.append(self.pickup_game_room)
        self.pickup_game_room.add_player(client)
        self.clients_to_rooms[client] = self.pickup_game_room

    def unregister(self, client):
        if client in self.clients_to_rooms:
            self.clients_to_rooms[client].remove_player(client)
            self.clients_to_rooms.pop(client)

    def _send_impl(self, client, data):
        """Send given data to the registered client.
        Automatically discards invalid connections."""
        try:
            client.send(data)
        except Exception, e:
            app.logger.info("Client disconnected: " + e.message)
            self.unregister(client)
Exemplo n.º 5
0
 def test_lose_level(self):
     level = load_level("levels/level1.json")
     game_room = GameRoom([level], 2, self._send_func, 2, 3)
     game_room.add_player(1)
     game_room.add_player(2)
     game_room.handle_client_message(1, json.dumps({"action": "start"}))
     game_room.handle_client_message(2, json.dumps({"action": "start_level"}))
     game_room.update()
     self.assertTrue(game_room.is_in_level)
     from time import sleep
     sleep(3)
     game_room.update()
Exemplo n.º 6
0
 def test_multiple_levels(self):
     levels = [load_level(fn) for fn in get_level_names()]
     game_room = GameRoom(levels, 2, self._send_func)
     game_room.add_player(1)
     game_room.add_player(2)
     game_room.handle_client_message(1, json.dumps({"action": "start"}))
     for level in levels:
         game_room.handle_client_message(2, json.dumps({"action": "start_level"}))
         for i in xrange(len(level.edges)):
             game_room.handle_client_message(1, json.dumps({"action": "fill", "data": {"edge_id": i}}))
     game_room.handle_client_message(2, json.dumps({"action": "start_level"}))
     self.assertFalse(game_room.is_room_active)
Exemplo n.º 7
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 def test_disconnect_before_start(self):
     level = load_level("levels/level1.json")
     game_room = GameRoom([level], 2, self._send_func)
     game_room.add_player(1)
     game_room.add_player(2)
     game_room.add_player(3)
     game_room.remove_player(1)
     game_room.add_player(4)
     game_room.handle_client_message(2, json.dumps({"action": "start"}))
     game_room.handle_client_message(2, json.dumps({"action": "start_level"}))
     for i in xrange(len(level.edges)):
         game_room.handle_client_message(4, json.dumps({"action": "fill", "data": {"edge_id": i}}))
Exemplo n.º 8
0
class GameLauncher:

    if __name__ == '__main__':
        groom = GameRoom()
        groom.play()