def __init__(self, *args, **kwargs): print "Starting server ..." self.id = 0 self.objects_id = 0 Server.__init__(self, *args, **kwargs) self.UDPconnector = ServerUDP(*args, **kwargs) self.UDPconnector.SetTarget(self) self.clock = pygame.time.Clock() self.players = dict() self.spectators = [] self.playingA = [] self.playingB = [] self.max_side = 1 self.game = Game_handler((900, 600), "Head soccer server 0.1") self.game.add_pitch(self.NextObjectsId(), self.NextObjectsId(), self.NextObjectsId()) self.game.SetTarget(self) self.play = True self.start = False self.scoreA = 0 self.scoreB = 0 self.time = 0 self.ball = None self.timeREF = 0 self.status = "playing" self.lastGoal = 0 self.CentralMessage = "Waiting for players ..." self.SizeCentral = 30
def __init__(self, *args, **kwargs): """Initialize the MazeServer at server start.""" Server.__init__(self, *args, **kwargs) # start with an empty dict of connected clients self.clients = {} self.maze_rows = None print('MazeServer launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.players_order = WeakKeyDictionary() self.current_index = 0 self.clock = pygame.time.Clock() print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) pygame.init() self.players = WeakKeyDictionary() self.renderables = [] self.timer = time.Clock() print 'Server launched'
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) print('in server init') self.players = [] self.rooms = [] self.player_id = -1 print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = [] self.run = False pygame.init() self.screen = pygame.display.set_mode((128, 128)) print('Server launched')
def __init__(self, *args, **kwargs): #Call the super constructor Server.__init__(self, *args, **kwargs) #Create the objects to hold our game ID and list of running games self.games = [] self.queue = None self.gameIndex = 0
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = [] self.start_time = 'NA' self.timer_last = 'NA' self.timer_channel = 'NA' self.channels = []
def __init__(self, untracked=False, *args, **kwargs): Server.__init__(self, *args, **kwargs) # Internal self.untracked = untracked self.user_channels = [] self.initialize_new_game = True self.ready_count = 0 self.ordered_names = [] self.paused = False # In game specific self.waiting_for_user = False self.should_deal_hand = True self.next_to_bid_first = 0 # Public (with hand display caveat) self.boardstate = { 'activity': "bid", 'reverse_sort': False, 'next_to_act': 0, 'hand_num': 1, 'trump_card': None, 'led_card': None, 'players': dict(), 'score_history': {}, 'messages': list() } print("Server launched")
def __init__(self, *args, **kwargs): # ведет отсчет ID для назначения их новым подключениям self.id = 0 Server.__init__(self, *args, **kwargs) # создать словарь для хранения иформации об игроках: self.players = dict() print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.id = 0 #counter for assigning IDs to connected clients self.players = WeakKeyDictionary() self.name = sys.argv[2] self.passwordHash = {"none":"none"} path = [str("log/server/" + self.name + "/"), str("serverData/" + self.name + "/")] for pathname in path: try: os.makedirs(pathname) except OSError: if not os.path.isdir(pathname): raise self.printl('') self.printl('----------------------') self.printl('GenericServer launched') self.printl('----------------------') self.printl('>> Welcome to ' + str(self.name)) self.printl('') #print self.passwordHash self.openPasswordHash()
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.playerIdToPlayerChannel = dict() self.playerIdToRoom = dict() self.counter = 0 self.nextId = 0 self.playerIdToUsername = dict()
def __init__(self, game, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.game = game self.client = None self.my_color = ['White', 'Black'][random.randint(0, 1)] self.game_started = False print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) # call the super constructor print "Created the game server" self.games = [] self.queue = None # Every odd'th player will wait in the queue for a pair player self.gameIndex = 0 # how many games the server handles
def __init__(self,*args,**kwargs): Server.__init__(self,*args,**kwargs) Log.Print("Starting server...") self.ip = kwargs["localaddr"][0] self.port = kwargs["localaddr"][1] self.svr_name = raw_input("Server name: ") while not MySQL.AddServer(self.svr_name,self.ip): Log.Print("Name allready exists") self.svr_name = raw_input("New name: ") MySQL.CheckDeadServers() ##### START UDP ##### self.UDPconnector = ServerUDP(*args,**kwargs) self.UDPconnector.SetTarget(self) self.UDPconnector.SetPing(config.ping_server) self.id = 0 self.mode = "Quickmatchs server" self.max_players = 10 self.name = "Newtonis's server" self.clients = dict() self.players = dict() self.gameWorlds = dict() self.dictOrder = [] self.play = True #self.commandsThread = threading.Thread(target=self.CommandThreadDef,name="Commands thread") #self.commandsThread.start() self.Add5Rooms() self.last_time_sql_updated = time.time()
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.id_inc = 0 self.clients = [] self.entities = [] # Entities that can be hit. self.collided = [] # Entites that hit. self.colliders = [] # Static Objects in space. # Functions for the entities. self.functions = { 'new_id': self.get_id, 'add_entity': self.add_entity, 'remove_entity': self.remove_entity, 'system_size': SYSTEM_SIZE, } # A Planet to respawn at: planet = Entity(self.functions) planet.type = 'planet' self.entities.append(planet)
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) api.server = self api.send_message = self.send_message api.send_message_to_all = self.send_message_to_all api.exec_chat_command = self.exec_chat_command self.players = WeakKeyDictionary() self.waiting_for_join = WeakKeyDictionary() self.player_stats = {'active': True} self.player_stats_max = {} self.chat_commands = api.chat_commands api.register_chat_command('help', self.command_help) self.players_count = 0 self.object_classes = api.object_classes self.tile_classes = api.tile_classes self.install_mods() self.world = None self.load_world('default_world') self.last_time = sys_time() print("Server launched") start_new_thread(self.command_input, ())
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = [] self.run = False self.idZombie = 0 pygame.init() self.screen = pygame.display.set_mode((128, 128)) print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = WeakKeyDictionary() # [[room_full_flag, ready_state, player_who_get_first_turn], # [board1, board2, player_owns_board1, player_owns_board2], status, player1, player2] # room_full_flag=1 means room is full self.client_pairs = [] print 'Server launched'
def __init__(self, *args, **kwargs): print('Creating Server') Server.__init__(self, *args, **kwargs) self.players_map = [] self.floaters = [] self.gamerooms = [] self.disconnected = [] self.users = []
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = {} self.responses = Queue() self.stop_threads = False self.loop = threading.Thread(target=self.keep_pumping) self.loop.daemon = True self.loop.start()
def __init__(self, *args, **kwargs): self.id = 0 Server.__init__(self, *args, **kwargs) self.games = [] self.queue = None self.currentIndex=0 self.players = [] print('Server launched')
def __init__(self, *args, **kwargs): self.id = 0 Server.__init__(self, *args, **kwargs) self.p1 = None self.p2 = None self.ready = False self.waiting_player_list = deque() # Make a FIFO queue for waiting clients (no limit to waiting clients) print 'Server launched'
def __init__(self): self.ip,self.port = "localhost",1998 self.id = 0 self.clients = dict() self.right_last = 0 self.left_last = 0 self.columns = [] self.columns_active = dict() Server.__init__(self,localaddr=(self.ip,self.port))
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) # Objects to hold in-case of multi instance; self.games = [] self.queue = None self.gameIndex = 0 self.velocity = 5
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.available_classes = [RedPlayer('R'), BluePlayer('B'), GreenPlayer('G'), YellowPlayer('Y')] self.player_to_class = {} self.game_started = False self.current_player_dice = 0 self.player_now_should_be_prompt_to_pick_a_pawn = True print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = [] self.run = False pygame.init() self.shot_group = pygame.sprite.RenderClear() self.screen = pygame.display.set_mode((128, 128)) print('Server launched')
def __init__(self, *args, **kwargs): self.playing = True self.log = [] self.showLog = True self.AddLog("Starting server ...") self.id = 0 self.player = dict() self.rooms = dict() Server.__init__(self, *args, **kwargs)
def __init__(self,*args,**kwargs): self.playing = True self.log = [] self.showLog = True self.AddLog("Starting server ...") self.id = 0 self.player = dict() self.rooms = dict() Server.__init__(self,*args,**kwargs)
def __init__(self, server='localhost', port=31425): Server.__init__(self, localaddr=(server, port)) self.clients = WeakKeyDictionary() self.client_count = 0 self.games = {} self.game_count = 0 self.new_game()
def __init__(self, *args, **kwargs): self.conf = kwargs["conf"] self.id = self.conf.CLIENT_ID del kwargs["conf"] logging.debug("using master.conf from %s", self.conf) Server.__init__(self, *args, **kwargs) self.clients = WeakKeyDictionary() logging.debug("Server launched")
def __init__(self, *args, **kwargs): self.id = 0 Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.cards = WeakKeyDictionary() self.tokens = WeakKeyDictionary() self.acts = WeakKeyDictionary() self.mss = WeakKeyDictionary() print 'Server launched'
def __init__(self, *args, **kwargs): self.id = conf.CLIENT_ID self.conf = kwargs['conf'] del kwargs['conf'] print 'master.conf',self.conf Server.__init__(self, *args, **kwargs) self.clients = WeakKeyDictionary() print 'Server launched'
def __init__(self): self.ip, self.port = "localhost", 1998 self.id = 0 self.clients = dict() self.right_last = 0 self.left_last = 0 self.columns = [] self.columns_active = dict() Server.__init__(self, localaddr=(self.ip, self.port))
def __init__(self, *args, **kwargs): self.id = 0 Server.__init__(self, *args, **kwargs) self.p1 = None self.p2 = None self.ready = False # Make a FIFO queue for waiting clients (no limit to waiting clients) self.waiting_player_list = deque() print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.gameChannels ={} #Dictionary mapping channels to their account name. #It's named gameChannels because PodSix uses channels. self.loginChannels = [] #List of channels that haven't logged in yet. self.playerEntities = {} ##Temporary list of player entities. print 'Server launched'
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.games = [] ## lista que contiene todos los juegos en curso self.queue = None self.currentgame = 0 self.activegames = 0 #self.currentplayer =0 print 'Server launched' self.start = False
def __init__(self, *args, **kwargs): #Init. the server Server.__init__(self, *args, **kwargs) # initialise an empty array of players self.players = [] print("Server initialised") # empty array of players ready self.playersready = [] #setting up an array to store the scores of the players self.currentscores = [0, 0, 0] #an array to store the actions of the player each round self.actions = [] #a parallel array to store the numbers of the players with their actions self.actionsplayer = [] #setting up the co-ordinates self.square = random_squares() #stores whether the clients are all ready self.allready = False #rob flag self.robflag = False #stores the player chosen to be attacked self.playerattack = None #stores the player attacking self.playerattacking = None #kill flag self.killflag = False #the action of the player self.playeraction = None #present flag self.presentflag = None #setting up an array to store the bank scores self.bank = [0, 0, 0] #mag. flag self.magflag = False #stores individual scores self.playerscore = None #an array to tell when all the clients are ready for the next round self.loopagain = [] #swap flag self.swapflag = False #used in the swap subroutine self.temp = None #used to send a summary of what has happened in the round self.sum = [[], [], [], [], []] # Setting up the shield array self.shield = [False, False, False] # Setting up the mirror array self.mirror = [False, False, False] #use when the player being attacked has a mirror self.newtobeattacked = None self.newattacker = None #wild card flag self.wildflag = False #used to store the action chosen by the player with a wild card self.wildaction = None
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = [] self.run = False self.fin = False self.counter = -1200 pygame.init() self.platforme_sprite = pygame.sprite.RenderClear() self.screen = pygame.display.set_mode((128, 128)) self.platforme() print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.gameChannels = { } #Dictionary mapping channels to their account name. #It's named gameChannels because PodSix uses channels. self.loginChannels = [] #List of channels that haven't logged in yet. self.playerEntities = {} ##Temporary list of player entities. print 'Server launched'
def __init__(self, *args, **kwargs): """Initialize the server.""" Server.__init__(self, *args, **kwargs) self.start = False self.wait_to_start = -1 self.quit = 0 self.host = None self.players = [] self.address, self.port = kwargs['localaddr'] print "Server started at", self.address, "at port", str(self.port)
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.clients = [] self.entities = [] # Entities that can be hit. self.collided = [] # Entites that hit. self.colliders = [] self.id_inc = 0
def __init__(self, untracked=False, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.users = [] self.name_to_user = dict() self.ready_count = 0 self.hand_num = 1 self.scores = dict() self.next_to_play_idx = 0 self.gb = None self.should_resume = False self.untracked = untracked print("Server launched")
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.nb_joueur = 0 self.ids = {} self.clients = [] self.joueurs = pygame.sprite.Group() self.tirs = pygame.sprite.Group() print('Server launched') self.clock = pygame.time.Clock() #definiriton de le la fenetre self.screen = pygame.display.set_mode((50, 50)) self.carte = None self.temp_jeu = 0
def __init__(self, *args, **kwargs): #self.playerObjects = [] #Puts all connections in this map self.players = WeakKeyDictionary() self.regions = {} #Makes the regions from scratch self.MH = MonsterHandler() self.generateWorld() Server.__init__(self, *args, **kwargs) print 'Server launched' printCastle()
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.id = 0 self.players = WeakKeyDictionary() print "Server Launched" self.usersdb = UsersDB() self.boards = {} self.gamesCount = 0 # self.usersdb.firstRun() self.outstandingContactRequests = []
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.numTeams = 0 self.games = [] self.queue = None self.finished = [] self.curindex = -1 self.tournamentQ = [] print 'Server Launched'
def __init__(self, host, port): arcade.View.__init__(self) arcade.set_background_color(arcade.csscolor.INDIGO) self.playerList = None self.laserList = None self.asetroidList = None self.channelList = [] self.phyEngine = [] self.fireSound = arcade.load_sound(":resources:sounds/hurt5.wav") self.hitsound = arcade.load_sound(":resources:sounds/hit3.wav") self.asteroidCount = 6 self.threshold = 3 Server.__init__(self, localaddr=(host, port))
def __init__(self, model, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.model = model # if self.start is True the game is working self.start = False self.story = False # time before strating the game in milliseconds self.wait_to_start = -1 # addresss and port at which server is started address, port = kwargs['localaddr'] print 'Server started at', address, 'at port', str(port) print 'Now you can start the clients'
def __init__(self, *args, **kwargs): self.id = 0 Server.__init__(self, *args, **kwargs) self.p1 = None self.p2 = None self.planet_list = pygame.sprite.Group() self.ready = False temp = Planet(Vec(370, 220), 130) self.planet_list.add(temp) self.weapon_list = [] self.player_list = pygame.sprite.Group() self.waiting_player_list = deque() print('server launched')
def __init__(self, localaddr, ruleset, startinground): """This overrides the library server init It's a place to do any 'on launch' actions for the server """ Server.__init__(self, localaddr=localaddr) ServerState.__init__(self, ruleset) self.ruleset = ruleset self.starting_round = int(startinground) self.players = [] self.in_round = False self.game_over = False if self.rules.Shared_Board: self.visible_cards_now = {} print('Server launched')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) # list of all currently connected clients self.clients = [] # list of all known client IDs self.clientData = self.LoadClientData() # the highest level ID we know about self.lastLevelID = 0 # load all level histories from the json files self.levels = self.LoadLevels() self.SetSaved(self.levels.keys()) # non-secret per-session IDs self.ids = 0 # log the start of the server process self.Log('LAUNCH: Infinite8BitPlatformer server listening on ' + ":".join([str(i) for i in kwargs['localaddr']]))
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) pygame.display.set_caption("Server") self.screen = pygame.display.set_mode(outils.SIZE_SERVEUR) self.briques = Briques() for i in range(10,outils.SCREEN_WIDTH,120): self.brique = Brique((i, outils.SCREEN_HEIGHT/2)) self.briques.add(self.brique) self.clients = Bars() self.balle = Ball() self.endGame = 0 self.spriteJ1 = pygame.sprite.RenderClear() self.spriteJ2 = pygame.sprite.RenderClear() # self.run = False pygame.init()
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.curversion = 1 self.players = WeakKeyDictionary() self.numTeams = 0 self.games = [] self.queue = None self.finished = [] self.curindex = -1 self.tGames = [None, None] self.tournamentQ = [] self.count = -1 self.tournamentMode = False self.tournamentStat = dict() print 'Server Launched'
def __init__(self, evManager): host, port = config_get_hostport() Server.__init__(self, localaddr=(host, port)) self._em = evManager self._em.reg_cb(TickEvent, self.on_tick) self.accept_connections = False # start accepting when model is ready self.chan_to_name = WeakKeyDictionary() #maps channel to name self.name_to_chan = WeakValueDictionary() #maps name to channel #WeakKeyDictionary's key is garbage collected and removed from dictionary # when used nowhere else but in the dict's mapping self.model = None # set by model later on self.log.debug('Server Network up')
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.last_tick = 0 self.game_paused = True # Use configuration helper to get game parameters game_parameters = self.configuration_helper() self.tick_duration = game_parameters['engine_parameters']['tick_duration'] self.game = engine.MapWarfare(game_parameters) # Create a wxPython app self.wx_app = wx.App( #redirect=True,filename="server_crash_log.txt" ) self.init_user_interface()
def __init__(self, *args, **kwargs): Server.__init__(self, *args, **kwargs) # Game state self.state = [-1 for x in range(9)] self.turn = 0 self.users = {} # maps user names to Chat instances self.timeout = 0 self.running = True self.players = [] self._next_update = time.time() self._update_delay = screen_lib.set_fps(self, 30) self.address, self.port = kwargs['localaddr'] print('Server started at {} at port {}'.format(self.address, str(self.port)))
def __init__(self, *args, **kwargs): pygame.init() Server.__init__(self, *args, **kwargs) self.players = WeakKeyDictionary() self.players_order = WeakKeyDictionary() self.current_index = 0 self.ball = Ball(*CENTER) self.pointer = Pointer() self.score = 0 self.difficulty = 3 self.highscore = 0 self.paused = False self.subrect = self.ball.image.get_rect() self.subrect.width = 84 self.subrect.height = 83 self.newimg = self.ball.image self.tries = TRIES self.game_over = False print('Server launched')