Пример #1
0
def main():
    game = Game.Game(("player 1", "X"), ("player 2", "O"))
    server = GameServer(sys.argv[1], int(sys.argv[2]), game)

    server.start()

    print(MESSAGE_EXITING)
def main():
    """
    This invokes the game and can run either the server or the client.

    To run the server run: python run_game.py -t s -i <path to input text file>

    To run the client run: python run_game.py -t c -i <name of player>
    """
    try:
        opts, args = getopt(sys.argv[1:], 't:n:i:')
    except GetoptError:
        sys.stderr.write('Error parsing options\n')
        sys.stderr.write(__doc__)
        exit(-1)

    name = 'Default_Player'
    input_file = None

    server_client_flag = None

    for o, a in opts:
        if o == '-t':
            server_client_flag = a
        elif o == '-n':
            name = a
        elif o == '-i':
            input_file = a

    if server_client_flag == 's':
        gs = GameServer(input_file)
    elif server_client_flag == 'c':
        pl = Player(name)
        pl.play_game()
    else:
        print(
            'None or invalid game side provided. Please specify "s" for server or "c" for client'
        )
        exit(1)
Пример #3
0
from client import client
from server import GameServer

NAME, IPADDR, LGSM_NAME = "Brazen Floor 2", "192.168.0.155", "kf2server"
class kf2_server(GameServer):
    # name = "Killing Floor 2"

    def __init__(self, name, ipaddr, lgsm_name):
        self.name = "Brazen Floor 2"
        self.ipaddr = "192.168.0.155"
        self.lgsm_name = "kf2server"
        #self.local_ipaddr = "192.168.0.155"

brazenfloor = kf2_server(NAME, IPADDR, LGSM_NAME)
kf2_server.monitor(brazenfloor, "kf2server") #gross

brazenfloor2 = GameServer("Brazen Floor 2", )
Пример #4
0
import asyncio
import os
import signal
import sys

from server import GameServer

loop = asyncio.get_event_loop()
server = GameServer(loop, sys.argv[1])

loop.add_signal_handler(signal.SIGINT, lambda: asyncio.async(server.stop()))
loop.add_signal_handler(signal.SIGTERM, lambda: asyncio.async(server.stop()))

print("Signal SIGINT or SIGTERM at PID", os.getpid(), "to stop.")

loop.run_forever()
Пример #5
0
import aioftp
from server import GameServer, CDN

servers = [
    GameServer("raiden.game.nfoservers.com", "ftp_user", "ftp_pass"),
    GameServer("armstrong.game.nfoservers.com", "ftp_user", "ftp_pass"),
    GameServer("mistral.game.nfoservers.com", "ftp_user", "ftp_pass"),
    GameServer("ocelot.game.nfoservers.com", "ftp_user", "ftp_pass"),
]

cdn = CDN('ftp.keycdn.com', 'cdn_user', 'cdn_pass')
Пример #6
0
 def test_game_server(self):
     game = GameServer()
     game.players["anthony"]["pile"]
     self.assertTrue(type(game.players["anthony"]["pile"]) is deque)
Пример #7
0
def init():
    '''初始化python server'''
    Logger.LogInfo("Py Init")
    GameServerRepo.game_server = GameServer.GameServer()
Пример #8
0
def main():
    from server import GameServer
    GameServer.run_server(
        "127.0.0.1", 52700,
        ExampleGame,
        banner='=== Guess Number Game ===')
Пример #9
0
class GameClient(GameModule):
    """Contains game client and pyGame functionality."""
    def __init__(self):
        self.in_queue = Queue()
        self.dispatch_queue = Queue()
        GameModule.__init__(self, self.in_queue, self.dispatch_queue)

        self.name = 'Client'
        self.module_id = GAME.INVALID_ID
        self.server_id = GAME.LOCAL_SERVER_ID
        self.server_addr = '127.0.0.1'

        self.local_server_instance = None
        self.dispatch = None
        self.network_mgr = None

        self.connected = False

        # Initialize pyGame
        pygame.mixer.pre_init()
        pygame.init()
        self.screen = pygame.display.set_mode((GAME.WIDTH, GAME.HEIGHT))
        pygame.display.set_caption('AstroBlast!')
        self.clock = pygame.time.Clock()
        pygame.mouse.set_visible(False)

        # Initialize pgu.gui
        # Title screen GUI
        self.title_app = gui.App()
        self.title_container = gui.Container(width=GAME.WIDTH,
                                             height=GAME.HEIGHT,
                                             x=0,
                                             y=0)
        self.title_sp_button = gui.Button("Single Player",
                                          width=150,
                                          height=100)
        self.title_sp_button.connect(gui.CLICK, self.gui_button_clicked,
                                     GAME.GUI_BUTTON_SP)
        self.title_container.add(self.title_sp_button, GAME.WIDTH / 2 - 75,
                                 GAME.HEIGHT / 2)
        self.title_mp_button = gui.Button("Multiplayer", width=150, height=100)
        self.title_mp_button.connect(gui.CLICK, self.gui_button_clicked,
                                     GAME.GUI_BUTTON_MP)
        self.title_container.add(self.title_mp_button, GAME.WIDTH / 2 - 75,
                                 2 * GAME.HEIGHT / 3)
        self.title_sp_button.connect(gui.CLICK, self.gui_button_clicked,
                                     GAME.GUI_BUTTON_MP)
        self.title_app.init(self.title_container, self.screen,
                            pygame.rect.Rect(0, 0, GAME.WIDTH, GAME.HEIGHT))

        # Multiplayer Menu GUI
        self.multi_app = gui.App()
        self.multi_container = gui.Container(width=GAME.WIDTH,
                                             height=GAME.HEIGHT,
                                             x=0,
                                             y=0)
        self.multi_host_button = gui.Button("Host Game", width=100, height=100)
        self.multi_host_button.connect(gui.CLICK, self.gui_button_clicked,
                                       GAME.GUI_BUTTON_HOST)
        self.multi_container.add(self.multi_host_button, GAME.WIDTH / 3,
                                 GAME.HEIGHT / 3)
        self.multi_join_button = gui.Button("Join Game", width=100, height=100)
        self.multi_join_button.connect(gui.CLICK, self.gui_button_clicked,
                                       GAME.GUI_BUTTON_JOIN)
        self.multi_container.add(self.multi_join_button, GAME.WIDTH / 3 + 150,
                                 GAME.HEIGHT / 3)
        self.multi_back_button = gui.Button("Back", width=50, height=50)
        self.multi_back_button.connect(gui.CLICK, self.gui_button_clicked,
                                       GAME.GUI_BUTTON_BACK)
        self.multi_container.add(self.multi_back_button, 30, GAME.HEIGHT - 80)
        self.multi_ip_input = gui.Input("IP address")
        self.multi_container.add(self.multi_ip_input, 2 * GAME.WIDTH / 3,
                                 GAME.HEIGHT / 3)
        self.multi_port_input = gui.Input("Port")
        self.multi_container.add(self.multi_port_input, 2 * GAME.WIDTH / 3,
                                 GAME.HEIGHT / 3 + 50)
        self.multi_app.init(self.multi_container, self.screen,
                            pygame.rect.Rect(0, 0, GAME.WIDTH, GAME.HEIGHT))

        # Mouse cursor
        cursor, rect = load_image('cursor.png')
        self.cursor = cursor

        # Images for sprites
        self.frames = {
            'ship': [
                load_image_all_rotations('ship.png'),
                load_image_all_rotations('ship_thrust.png')
            ],
            'asteroid_big': [load_image_all_rotations('asteroid_big.png')],
            'asteroid_med': [load_image_all_rotations('asteroid_med.png')],
            'asteroid_small': [load_image_all_rotations('asteroid_small.png')],
            'bullet_g': [load_image_all_rotations('bullet_g.png')],
            'explosion': [
                load_image_all_rotations('explosion_1.png'),
                load_image_all_rotations('explosion_2.png')
            ]
        }

        self.background = load_image('bg5.jpg')[0]

        # Sounds
        self.thrust_sound = pygame.mixer.Sound(
            path.join(ASSETSDIR, 'thrust.ogg'))
        self.thrust_sound.set_volume(1)
        self.shot_sound = pygame.mixer.Sound(path.join(ASSETSDIR, 'shot.wav'))
        self.shot_sound.set_volume(0.75)
        self.explode_sound = pygame.mixer.Sound(
            path.join(ASSETSDIR, 'explode.wav'))
        self.explode_sound.set_volume(1)

        self.entities = {}
        self.unused_entities = []
        # Generate some unused entities
        for x in range(100):
            self.unused_entities.append(EntitySprite(None))
        self.sprites = pygame.sprite.Group()

        self.player_entity_id = -1
        self.player_alive = False
        self.player_lives = 0
        self.player_score = 0

        self.game_state = GAME.STATE_TITLE

    def quit(self):
        """Sends quit message and halts client"""

        # Make sure Server and Dispatcher quit too
        if self.local_server_instance is not None:
            self.local_server_instance.running = False
        if self.dispatch is not None:
            self.dispatch.running = False
        if self.network_mgr is not None:
            self.network_mgr.running = False
        # self.send_msg(MESSAGES.TERMINATE, self.local_server_id)
        self.running = False

    def process_msg(self, msg_type, sender_id, msg_content):
        """Process an incoming message"""

        # Server accepted connection request
        if msg_type == MESSAGES.CONNECT_ACCEPT:
            self.connected = True
            self.send_msg(MESSAGES.CONNECT_SUCCESS, sender_id)

        # Server rejected connection request
        elif msg_type == MESSAGES.CONNECT_REJECT:
            self.log("Connection to server unsuccessful; connection rejected")

        # Server is disconnecting
        elif msg_type == MESSAGES.SIGNAL_DISCONNECT:
            self.disconnect(False)

        # Server created an entity
        elif msg_type == MESSAGES.CREATE_ENTITY:
            expected_content = (MSGCONTENT.ENTITY_ID, MSGCONTENT.ENTITY_TYPE,
                                MSGCONTENT.X_POS, MSGCONTENT.Y_POS,
                                MSGCONTENT.ROTATION)
            if self.assert_msg_content(msg_type, msg_content,
                                       *expected_content):
                entity_id = msg_content[MSGCONTENT.ENTITY_ID]
                entity_type = msg_content[MSGCONTENT.ENTITY_TYPE]
                pos = (msg_content[MSGCONTENT.X_POS],
                       msg_content[MSGCONTENT.Y_POS])
                rot = msg_content[MSGCONTENT.ROTATION]

                # Try to get an unused entity, or create one if there are none
                try:
                    e = self.unused_entities.pop()
                except IndexError:
                    e = EntitySprite(None)

                if entity_type == GAME.ENTITY_TEST:
                    info = SpriteInfo(entity_type, self.frames['ship'], 0, 0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)

                elif entity_type == GAME.ENTITY_PLAYERSHIP:
                    info = SpriteInfo(entity_type, self.frames['ship'], 0, 0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)
                    pid = msg_content.get(MSGCONTENT.PLAYER_ID, None)
                    if pid is not None and pid == self.module_id:
                        self.player_entity_id = e.entity_id
                        self.player_alive = True

                elif entity_type == GAME.ENTITY_ASTEROID_BIG:
                    info = SpriteInfo(entity_type, self.frames['asteroid_big'],
                                      0, 0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)

                elif entity_type == GAME.ENTITY_ASTEROID_MED:
                    info = SpriteInfo(entity_type, self.frames['asteroid_med'],
                                      0, 0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)

                elif entity_type == GAME.ENTITY_ASTEROID_SMALL:
                    info = SpriteInfo(entity_type,
                                      self.frames['asteroid_small'], 0, 0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)

                elif entity_type == GAME.ENTITY_BULLET:
                    info = SpriteInfo(entity_type, self.frames['bullet_g'], 0,
                                      0)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)
                    self.shot_sound.play()

                elif entity_type == GAME.ENTITY_EXPLOSION:
                    info = SpriteInfo(entity_type, self.frames['explosion'], 1,
                                      500)
                    e.initialize(info, pos, rot, entity_id, entity_type)
                    self.entities[e.entity_id] = e
                    self.sprites.add(e)
                    self.explode_sound.play()

        # Server destroyed an entity
        elif msg_type == MESSAGES.DESTROY_ENTITY:
            if self.assert_msg_content(msg_type, msg_content,
                                       MSGCONTENT.ENTITY_ID):
                entity_id = msg_content[MSGCONTENT.ENTITY_ID]
                e = self.entities.pop(entity_id)
                if e is not None:
                    self.sprites.remove(e)
                    self.unused_entities.append(e)
                    if e.entity_id == self.player_entity_id:
                        self.player_alive = False
                else:
                    self.log(
                        'Received message to destroy sprite for entity %d, but sprite did not exist'
                        % entity_id)

        # An entity rotated by some amount
        elif msg_type == MESSAGES.UPDATEROT:
            expected_content = (MSGCONTENT.ENTITY_ID, MSGCONTENT.ROTATION)
            if self.assert_msg_content(msg_type, msg_content,
                                       *expected_content):
                entity_id = msg_content[MSGCONTENT.ENTITY_ID]
                rot = msg_content[MSGCONTENT.ROTATION]
                e = self.entities.get(entity_id)
                if e is not None:
                    e.rotation = rot
                else:
                    self.log(
                        'Received message to update rotation for entity %d, but sprite does not exist'
                        % entity_id)

        # An entity moved
        elif msg_type == MESSAGES.UPDATEPOS:
            expected_content = (MSGCONTENT.X_POS, MSGCONTENT.Y_POS)
            if self.assert_msg_content(msg_type, msg_content,
                                       *expected_content):
                entity_id = msg_content[MSGCONTENT.ENTITY_ID]
                pos = (msg_content[MSGCONTENT.X_POS],
                       msg_content[MSGCONTENT.Y_POS])
                e = self.entities.get(entity_id)
                if e is not None:
                    e.position = pos
                else:
                    self.log(
                        'Received message to update position for entity %d, but sprite does not exist'
                        % entity_id)

        # Player life count changed
        elif msg_type == MESSAGES.UPDATELIVES:
            expected_content = MSGCONTENT.PLAYER_LIVES
            if self.assert_msg_content(msg_type, msg_content,
                                       expected_content):
                self.player_lives = msg_content[MSGCONTENT.PLAYER_LIVES]

        # Player score changed
        elif msg_type == MESSAGES.UPDATESCORE:
            expected_content = MSGCONTENT.PLAYER_SCORE
            if self.assert_msg_content(msg_type, msg_content,
                                       expected_content):
                self.player_score = msg_content[MSGCONTENT.PLAYER_SCORE]

        # Server wants to change the client state to some other setting
        elif msg_type == MESSAGES.CHANGE_STATE:
            expected_content = MSGCONTENT.GAME_STATE
            if self.assert_msg_content(msg_type, msg_content,
                                       expected_content):
                self.game_state = msg_content[MSGCONTENT.GAME_STATE]

    def disconnect(self, should_send_signal=True):
        """Disconnect this client from a server"""

        if should_send_signal:
            self.send_msg(MESSAGES.SIGNAL_DISCONNECT, self.server_id,
                          self.server_addr)

        self.connected = False

        self.log("Disconnected from server")
        self.module_id = GAME.INVALID_ID

        # Delete sprites
        self.sprites.empty()
        self.entities.clear()

    def gui_button_clicked(self, button_type):
        """Called when one of the buttons in the UI is clicked"""

        # Singleplayer button
        if button_type == GAME.GUI_BUTTON_SP:
            server_queue = Queue()
            remote_queue = Queue()
            # Create server and dispatcher
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.dispatch.start()
            self.out_queue = self.dispatch_queue
            self.module_id = GAME.LOCAL_CLIENT_ID
            self.local_server_instance = GameServer(self.dispatch,
                                                    server_queue)
            self.local_server_instance.start()
            self.server_id = self.local_server_instance.module_id
            self.server_addr = self.local_server_instance.addr
            # Start singleplayer by connecting to server
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        # Switch to multiplayer menu
        elif button_type == GAME.GUI_BUTTON_MP:
            self.game_state = GAME.STATE_MULTIPLAYER_MENU

        # Host Multiplayer Session
        elif button_type == GAME.GUI_BUTTON_HOST:
            port = int(self.multi_port_input.value)
            server_queue = Queue()
            remote_queue = Queue()
            # Create server and dispatcher
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.network_mgr = NetworkManager(remote_queue, self.dispatch,
                                              self.dispatch_queue,
                                              NETWORK.MODE_SERVER, port)
            self.dispatch.start()
            self.network_mgr.start()
            self.addr = self.network_mgr.addr
            self.server_addr = self.network_mgr.addr
            self.out_queue = self.dispatch_queue
            self.module_id = GAME.LOCAL_CLIENT_ID
            self.local_server_instance = GameServer(self.dispatch,
                                                    server_queue)
            self.local_server_instance.start()
            self.server_id = GAME.LOCAL_SERVER_ID
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        # Join a Multiplayer session
        elif button_type == GAME.GUI_BUTTON_JOIN:
            server_queue = Queue()
            remote_queue = Queue()
            self.server_addr = self.multi_ip_input.value
            port = int(self.multi_port_input.value)
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.dispatch.mode = NETWORK.MODE_CLIENT
            self.network_mgr = NetworkManager(remote_queue, self.dispatch,
                                              self.dispatch_queue,
                                              NETWORK.MODE_CLIENT, port,
                                              self.server_addr)
            self.dispatch.start()
            self.network_mgr.start()
            self.out_queue = self.dispatch_queue
            self.addr = get_lan_ip()
            self.module_id = GAME.REMOTE_CLIENT_ID
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        elif button_type == GAME.GUI_BUTTON_BACK:
            self.game_state = GAME.STATE_TITLE

    def update(self):
        """Update game state/input state"""

        self.clock.tick(GAME.FPS)

        # Handle pyGame events
        events_found = False
        event_str = 'pyGame events: '
        for event in pygame.event.get():
            # Cache the event name for logging
            events_found = True
            event_str += pygame.event.event_name(event.type) + ', '

            if self.game_state == GAME.STATE_TITLE:
                # Pass events to gui
                self.title_app.event(event)

            elif self.game_state == GAME.STATE_MULTIPLAYER_MENU:
                # Pass events to gui
                self.multi_app.event(event)

            else:
                # Handle keyboard events
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.quit()
                    elif event.key == pygame.K_BACKSLASH:
                        pass
                    elif event.key == pygame.K_BACKSPACE:
                        self.disconnect()
                    elif event.key == pygame.K_LEFT:
                        self.send_msg(MESSAGES.INPUT_LEFT_DOWN, self.server_id)
                    elif event.key == pygame.K_RIGHT:
                        self.send_msg(MESSAGES.INPUT_RIGHT_DOWN,
                                      self.server_id)
                    elif event.key == pygame.K_UP:
                        pship = self.entities.get(self.player_entity_id)
                        if pship is not None:
                            pship.current_frame = 1
                            self.thrust_sound.play()
                        else:
                            self.thrust_sound.stop()
                        self.send_msg(MESSAGES.INPUT_THRUST_DOWN,
                                      self.server_id)
                    elif event.key == pygame.K_SPACE:
                        self.send_msg(MESSAGES.INPUT_SHOOT_DOWN,
                                      self.server_id)

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_LEFT:
                        self.send_msg(MESSAGES.INPUT_LEFT_UP, self.server_id)
                    elif event.key == pygame.K_RIGHT:
                        self.send_msg(MESSAGES.INPUT_RIGHT_UP, self.server_id)
                    elif event.key == pygame.K_UP:
                        pship = self.entities.get(self.player_entity_id)
                        if pship is not None:
                            pship.current_frame = 0
                        self.thrust_sound.stop()
                        self.send_msg(MESSAGES.INPUT_THRUST_UP, self.server_id)
                    elif event.key == pygame.K_SPACE:
                        self.send_msg(MESSAGES.INPUT_SHOOT_UP, self.server_id)

            if event.type == pygame.QUIT:
                self.quit()

        # Print the event name to stdout
        if events_found and GAME.PRINTEVENTS:
            print(event_str)

        # Clear surface
        self.screen.fill(GAME.BLACK)

        # Draw background
        self.screen.blit(self.background, (0, 0))

        # Draw sprites on the surface
        # self.ship_sprite.rotation += 10
        self.sprites.update()
        self.sprites.draw(self.screen)

        # Text/GUI
        if (self.game_state == GAME.STATE_TITLE):
            # Draw GUI
            self.title_app.paint(self.screen)
            # Draw cursor when appropriate
            if pygame.mouse.get_focused():
                self.screen.blit(self.cursor, pygame.mouse.get_pos())
        elif (self.game_state == GAME.STATE_MULTIPLAYER_MENU):
            # Draw GUI
            self.multi_app.paint(self.screen)
            # Draw cursor when appropriate
            if pygame.mouse.get_focused():
                self.screen.blit(self.cursor, pygame.mouse.get_pos())

        # Draw labels
        normal_font = pygame.font.SysFont('Helvetica, Arial', 20, 1)
        larger_font = pygame.font.SysFont('Helvetica, Arial', 30, 1)
        huge_font = pygame.font.SysFont('Helvetica, Arial,', 150, 1)
        if (self.game_state == GAME.STATE_TITLE):
            width, height = huge_font.size('AstroBlast!')
            title_label = huge_font.render('AstroBlast!', 1, (0, 255, 0))
            self.screen.blit(title_label, (GAME.WIDTH / 2 - width / 2, height))
        if (self.game_state == GAME.STATE_IN_GAME
                or self.game_state == GAME.STATE_GAME_START
                or self.game_state == GAME.STATE_PLAYER_DIED):
            width, height = normal_font.size('Lives:')
            lives_label = normal_font.render('Lives: %d' % self.player_lives,
                                             1, (255, 255, 0))
            self.screen.blit(lives_label, (20, 20))
            score_label = normal_font.render('Score: %d' % self.player_score,
                                             1, (255, 255, 0))
            self.screen.blit(score_label, (20, height + 20))

        if self.game_state == GAME.STATE_GAME_START or self.game_state == GAME.STATE_GAME_OVER:
            width, height = normal_font.size('Press Fire (Spacebar)')
            start_label = normal_font.render('Press Fire (Spacebar)', 1,
                                             (255, 255, 0))
            self.screen.blit(start_label,
                             (GAME.WIDTH / 2 - width / 2, GAME.HEIGHT / 2))

        if self.game_state == GAME.STATE_GAME_OVER:
            width, height = larger_font.size('Game Over!')
            game_over_label = larger_font.render('Game Over!', 1,
                                                 (255, 255, 0))
            self.screen.blit(
                game_over_label,
                (GAME.WIDTH / 2 - width / 2, GAME.HEIGHT / 2 - 40))

        # Display surface to the screen
        pygame.display.flip()

        # Handles quitting/etc.
        super().update()
Пример #10
0
    def gui_button_clicked(self, button_type):
        """Called when one of the buttons in the UI is clicked"""

        # Singleplayer button
        if button_type == GAME.GUI_BUTTON_SP:
            server_queue = Queue()
            remote_queue = Queue()
            # Create server and dispatcher
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.dispatch.start()
            self.out_queue = self.dispatch_queue
            self.module_id = GAME.LOCAL_CLIENT_ID
            self.local_server_instance = GameServer(self.dispatch,
                                                    server_queue)
            self.local_server_instance.start()
            self.server_id = self.local_server_instance.module_id
            self.server_addr = self.local_server_instance.addr
            # Start singleplayer by connecting to server
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        # Switch to multiplayer menu
        elif button_type == GAME.GUI_BUTTON_MP:
            self.game_state = GAME.STATE_MULTIPLAYER_MENU

        # Host Multiplayer Session
        elif button_type == GAME.GUI_BUTTON_HOST:
            port = int(self.multi_port_input.value)
            server_queue = Queue()
            remote_queue = Queue()
            # Create server and dispatcher
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.network_mgr = NetworkManager(remote_queue, self.dispatch,
                                              self.dispatch_queue,
                                              NETWORK.MODE_SERVER, port)
            self.dispatch.start()
            self.network_mgr.start()
            self.addr = self.network_mgr.addr
            self.server_addr = self.network_mgr.addr
            self.out_queue = self.dispatch_queue
            self.module_id = GAME.LOCAL_CLIENT_ID
            self.local_server_instance = GameServer(self.dispatch,
                                                    server_queue)
            self.local_server_instance.start()
            self.server_id = GAME.LOCAL_SERVER_ID
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        # Join a Multiplayer session
        elif button_type == GAME.GUI_BUTTON_JOIN:
            server_queue = Queue()
            remote_queue = Queue()
            self.server_addr = self.multi_ip_input.value
            port = int(self.multi_port_input.value)
            self.dispatch = Dispatcher(self.dispatch_queue, server_queue,
                                       self.in_queue, remote_queue)
            self.dispatch.mode = NETWORK.MODE_CLIENT
            self.network_mgr = NetworkManager(remote_queue, self.dispatch,
                                              self.dispatch_queue,
                                              NETWORK.MODE_CLIENT, port,
                                              self.server_addr)
            self.dispatch.start()
            self.network_mgr.start()
            self.out_queue = self.dispatch_queue
            self.addr = get_lan_ip()
            self.module_id = GAME.REMOTE_CLIENT_ID
            self.send_msg(MESSAGES.REQCONNECT, self.server_id)

        elif button_type == GAME.GUI_BUTTON_BACK:
            self.game_state = GAME.STATE_TITLE