Пример #1
0
 def __init__(self):
     self.clients = {}  #organized {client_id: client_obj}
     self.total_clients = 0
     self.world_lists = WordManager(
         "free")  #a dict with the words preloaded
     self.lobbys = {}
     self.total_game_requests = 0
     self.looping_call = LoopingCall(self.remote_post, e.CopyableEvent())
     self.looping_call.start(5.0)
Пример #2
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 def notify(self, event):
     """
     updates lobby accordingly if the event is relevant. Then posts to all players.
     If the game has started, funnels event into game.
     """
     if self.game:
         self.game.post(event)
         #self.obs_post(event)
     else:
         if isinstance(event, e.QuitEvent):
             client_id = event.client_id
             self.players.remove(self.server.clients[client_id])
             self.remove_client_from_waiting(client_id)
             self.organizer.delete_node(client_id)
             self.new_lineup_event()
         elif isinstance(event, e.ToHandoffToEvent):
             self.organizer.set_next(event.my_id, event.to_handoff_to)
             self.remove_client_from_waiting(event.my_id)
             self.new_lineup_event()
         elif isinstance(event, e.NumberSharingDeviceEvent):
             print "recieved: ", event.name
             self.server.clients[
                 event.
                 client_id].number_sharing_device = event.number_sharing_device
         elif isinstance(event, e.StartGameRequestEvent):
             self.post(e.CopyableEvent())  #make sure everyone is still here
             #(post handles if someone left)
             if self.organizer.is_perfect_circle() and len(
                     self.players) > 0:
                 self.post(e.GameStartEvent(self.setup_teams()))
                 #SEE circle_graph.client_id_lists() to understand why indexing & slicing
                 player_id_list = self.organizer.client_id_lists()[0][0:-1]
                 self._setup_list_for_multiple_players(player_id_list)
                 self.game = setup_catch_phrase(
                     self.players, self.word_list, player_id_list,
                     self.game_over_callback, self.round_time,
                     self.leeway_time, self.player_observers)
             elif self.waiting == []:
                 #was not an acceptable circle. If waiting is empty we should
                 #return cycles. If waiting is not empty, they should be able to
                 #figure out the game can't start while we're still waiting on people.
                 #
                 #but seriously don't send out WrongOrderingEvent if it's not emtpy
                 #because that takes the spot of the waiting_on_following_players_list
                 #or at least at time of writing, it does.
                 self.post(
                     e.WrongOrderingEvent(self.organizer.visual_strings()))
         self.post(event)  # sent to everyone!
 def post(self, event):
     if not self.looping_call_clients:  #setup client cleanup
         self.looping_call_clients = LoopingCall(
             self.post, e.CopyableEvent())  #check for pulse of clients
         self.looping_call_clients.start(15.0)  #every 15 seconds
     is_tick_event = isinstance(event, e.TickEvent)
     if (not self.__in_loop) and is_tick_event:
         self.__in_loop = True
         while len(self.event_queue) > 0:
             event = self.event_queue.popleft()
             is_game_over = self._single_event_notify(event)
             if is_game_over:
                 break
         self.event_queue.clear()
         self.__in_loop = False
     elif not is_tick_event:
         self.event_queue.append(event)
Пример #4
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 def dead_client(self, client):
     self.post(e.CopyableEvent())  #post takes care of dead clients