def load(self): gameMap = GameMap.getGameMap(self.mapId) self.game = Game(self.id, self.name, gameMap, self.myNickName) serverSocket.write( pickle.dumps({ 'action': 'getGameMemberInfo', 'game_id': self.id })) serverSocket.flush()
def _quitGame(self): message = {'type': 'quit'} self.connectionManager.broadcast(message) message = { 'action': 'quitGameReq', 'game_id': self.gameId, 'player_id': self.connectionManager.player } serverSocket.write(pickle.dumps(message)) serverSocket.flush()
def createGame(self): print 'create game' for country in xrange(1, self.gameMap.countries + 1): self.gameMap.army[country] = random.randint(Game.INIT_ARMY_MAX * 0.8, Game.INIT_ARMY_MAX * 1.2) if serverSocket.state() != QAbstractSocket.ConnectedState: serverSocket.waitForConnected() message = {'action': 'createGameReq', 'gameName': self.gameName, 'mapName': self.gameMap.mapId, 'playerName': self.myNickName, 'ip': serverSocket.localAddress().toString(), 'port': nodeServer.serverPort()} serverSocket.write(pickle.dumps(message))
def joinGame(self): print 'join game' # workaround this function also being called when creating game for player in self.players: if player.id == -1: return if serverSocket.state() != QAbstractSocket.ConnectedState: serverSocket.waitForConnected() message = {'action': 'joinGameReq', 'game_id': self.gameId, 'playerName': self.myNickName, 'ip': serverSocket.localAddress().toString(), 'port': nodeServer.serverPort()} serverSocket.write(pickle.dumps(message)) QTimer.singleShot(5000, self._checkJoined)
def createGame(self): print 'create game' for country in xrange(1, self.gameMap.countries + 1): self.gameMap.army[country] = random.randint( Game.INIT_ARMY_MAX * 0.8, Game.INIT_ARMY_MAX * 1.2) if serverSocket.state() != QAbstractSocket.ConnectedState: serverSocket.waitForConnected() message = { 'action': 'createGameReq', 'gameName': self.gameName, 'mapName': self.gameMap.mapId, 'playerName': self.myNickName, 'ip': serverSocket.localAddress().toString(), 'port': nodeServer.serverPort() } serverSocket.write(pickle.dumps(message))
def joinGame(self): print 'join game' # workaround this function also being called when creating game for player in self.players: if player.id == -1: return if serverSocket.state() != QAbstractSocket.ConnectedState: serverSocket.waitForConnected() message = { 'action': 'joinGameReq', 'game_id': self.gameId, 'playerName': self.myNickName, 'ip': serverSocket.localAddress().toString(), 'port': nodeServer.serverPort() } serverSocket.write(pickle.dumps(message)) QTimer.singleShot(5000, self._checkJoined)
def _quitGame(self): message = {'type': 'quit'} self.connectionManager.broadcast(message) message = {'action': 'quitGameReq', 'game_id': self.gameId, 'player_id': self.connectionManager.player} serverSocket.write(pickle.dumps(message)) serverSocket.flush()
def load(self): self.games = {} serverSocket.write(pickle.dumps({'action': 'getGameInfo'})) serverSocket.flush()
def load(self): gameMap = GameMap.getGameMap(self.mapId) self.game = Game(self.id, self.name, gameMap, self.myNickName) serverSocket.write(pickle.dumps({'action': 'getGameMemberInfo', 'game_id': self.id})) serverSocket.flush()