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gameserver.py
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gameserver.py
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from thor import TcpServer, loop
from websocket import WebSocket
from os import path
import config
class GameClient(object):
def __init__(self, server, connection):
super(GameClient, self).__init__()
# internals
self.number = None
self.teamid = None
self.buffer = []
self.x = 0
self.y = 0
self.r = 0
self.server = server
# io initialisation
self.io = WebSocket(connection)
self.io.on('data', self._onData)
self.io.on('close', self._onClose)
self.io.on('pause', self._onPause)
self.io.pause(False)
def _onData(self, data):
try:
for d in data:
if d.startswith('iwannaplay'):
self._register()
elif d.startswith('pos'):
self._position(d)
elif d.startswith('fire'):
self._fire()
elif d.startswith('hit'):
self._hit(d)
else:
print "UNKNOWN ACTION", d
except:
print 'It was nasty:', data
self.io.close()
def _onClose(self):
print 'client gone'
if self.number:
self.server.unregister(self)
def _onPause(self, pause):
if pause == False:
for d in self.buffer:
self.io.write(d)
def _write(self, data):
if self.io.w_paused:
if len(self.buffer) > 70:
# Sloooowpoke
self.io.close()
return
self.buffer.append(data)
else:
self.io.write(data)
def _register(self):
self.server.register(self)
if not self.number:
self._write('fuckoff')
print 'we are not in mood', self.number
else:
self._write('level:%s' % self.server.getLevel(self))
self._write('okay:%d:%d' % (self.teamid, self.number))
stats = self.server.getStats()
self._write('stats:%d:%d:%d:%d' % (stats[0], stats[1], stats[2], stats[3]))
self.server.updatePosClient(self)
print 'client registred', self.number
def _position(self, d):
(x,y,r) = d.split(':')[1:]
x = int(x)
y = int(y)
r = int(r)
if self.x!=x or self.y!=y or self.r!=r:
self.x = x
self.y = y
self.r = r
self.server.updateClientPos(self)
def _fire(self):
self.server.updateFire(self)
def _hit(self, d):
(who, by) = d.split(':')[1:]
who = int(who)
by = int(by)
self.server.updateHit(who, by)
def anyHit(self, who, by):
self._write('hit:%d:%d' % (who, by))
def updateOpponent(self, client):
self._write('op_update:%d:%d:%d:%d' % (client.teamid, client.x, client.y, client.r))
def updateOpponentFire(self, client):
self._write('op_fire:%d' % (client.teamid))
def removeOpponent(self, client):
self._write('op_remove:%d' % client.teamid)
class GameServer(object):
"""docstring for GameServer"""
def __init__(self):
super(GameServer, self).__init__()
self.tcp_server = None
self.sequence = 0
self.players = []
self.teams = [
{ 'w':0, "p":[] },
{ 'w':0, "p":[] },
{ 'w':0, "p":[] },
{ 'w':0, "p":[] }
]
self.loop = loop
self.tcp_server = TcpServer("0.0.0.0", 18888)
self.tcp_server.on('connect', self.on_connect)
def run(self):
self.loop.run()
def on_connect(self, connection):
GameClient(self, connection)
def getStats(self):
r = []
for t in self.teams:
r.append(t['w'])
return r
def register(self, client):
for i in self.teams:
if len(i['p']) == 0:
self.sequence += 1
self.players.append(client)
i['p'].append(client)
client.number = self.sequence
client.teamid = self.teams.index(i)
break # ok? please?
def unregister(self, client):
self.teams[client.teamid]['p'].remove(client)
self.players.remove(client)
for p in self.players:
p.removeOpponent(client)
def getLevel(self, client):
f = open(path.join(config.LEVELS_DIR, '0001.l'))
return f.read()
# we'd like to know about other
def updatePosClient(self, client):
for c in self.players:
if client.number == c.number:
continue
client.updateOpponent(c)
# other would like to know about us
def updateClientPos(self, client):
for c in self.players:
if client.number == c.number:
continue
c.updateOpponent(client)
def updateFire(self, client):
for c in self.players:
if client.number == c.number:
continue
c.updateOpponentFire(client)
def updateHit(self, who, by):
self.teams[by]['w'] += 1
for c in self.players:
c.anyHit(who, by)