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server.py
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167 lines (147 loc) · 5.73 KB
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"""
Game server
"""
# Copyright (C) 2008 James Fargher
# This program is free software. It comes without any warranty, to
# the extent permitted by applicable law. You can redistribute it
# and/or modify it under the terms of the Do What The Fuck You Want
# To Public License, Version 2, as published by Sam Hocevar. See
# http://sam.zoy.org/wtfpl/COPYING for more details.
import logging
import math
import random
from protocol import command, dispatch
from protocol.local import *
from util import IdentAlloc
import sockwrap
import physics
import vector
logger = logging.getLogger(__name__)
class ServerBoxman(object):
"""Server Boxman entity"""
THRUST = 500.0
ANGULAR_THRUST = 20.0
COLORS = (
(0, 0, 255),
(0, 255, 0),
(0, 255, 255),
(255, 0, 0),
(255, 0, 255),
(255, 255, 0),
)
def __init__(self, id):
self.id = id
self.color = random.choice(self.COLORS)
self.forward = False
self.backward = False
self.rot_cw = False
self.rot_ccw = False
self.body = physics.Body(10.0, 10.0)
def get_position(self):
return self.body.position
def get_velocity(self):
return self.body.velocity
def get_direction(self):
return self.body.angle
def get_angle(self):
return self.body.angle
def set_movement(self, movement):
self.forward, self.backward, self.rot_cw, self.rot_ccw = movement
def update(self, dt):
force = vector.Vec2()
angular_force = 0.0
if self.rot_cw:
angular_force += self.ANGULAR_THRUST
if self.rot_ccw:
angular_force -= self.ANGULAR_THRUST
if self.forward:
force = force + \
vector.Vec2.from_angle(-self.get_angle(), self.THRUST)
if self.backward:
force = force - \
vector.Vec2.from_angle(-self.get_angle(), self.THRUST)
self.body.reset_force()
self.body.add_force(force)
self.body.reset_torque()
self.body.add_torque(angular_force)
self.body.update(dt)
self.body.position = vector.Vec2(self.body.position.x % 640.0,
self.body.position.y % 480.0)
self.body.angle %= 2.0 * math.pi
class Server(object):
"""Handle updating entities and socket server"""
def __init__(self, sock_server, quitcmd, spawncmd, destroycmd, updatecmd,
players, idalloc):
self.sock_server = sock_server
self.quitcmd = quitcmd
self.spawncmd = spawncmd
self.destroycmd = destroycmd
self.updatecmd = updatecmd
self.players = players
self.idalloc = idalloc
def on_hello(self, address):
if address not in self.players:
newid = self.idalloc.fetch()
boxman = ServerBoxman(newid)
for sendto, player in self.players.iteritems():
# Notify new player of existing players
self.spawncmd.send(ENT_BOXMAN, player, address)
# Notify existing players of new player
self.spawncmd.send(ENT_BOXMAN, boxman, sendto)
self.players[address] = boxman
# Notify new player of its entity
self.spawncmd.send(ENT_PLAYER, boxman, address)
logger.debug("Hello:New client:%s", repr(address))
else:
logger.debug("Hello:Client already known")
def on_quit(self, address):
if address in self.players:
oldid = self.players[address].id
self.idalloc.free(oldid)
del self.players[address]
self.quitcmd.send(address)
logger.debug("Quit:Client %s", repr(address))
for address in self.players.iterkeys():
self.destroycmd.send(oldid, address)
else:
logger.debug("Quit:Client unknown")
def on_client(self, movement, address):
if address not in self.players:
logger.debug("Client:Client unknown")
return
self.players[address].set_movement(movement)
def update(self, dt):
for player in self.players.itervalues():
player.update(dt)
for address in self.players.iterkeys():
self.updatecmd.send(self.players.values(), address)
self.sock_server.update()
def create_server(address, port=11235):
"""Server creation factory method"""
players = {}
idalloc = IdentAlloc(256)
sock_writequeue = sockwrap.SocketWriteQueue()
headpack = command.HeaderPack(sock_writequeue)
cmdpack = command.CommandPack(headpack)
quitcmd = command.QuitCommand(cmdpack)
spawncmd = command.SpawnCommand(cmdpack)
destroycmd = command.DestroyCommand(cmdpack)
updatecmd = command.UpdateCommand(cmdpack)
hello_dispatcher = dispatch.HelloDispatch()
quit_dispatcher = dispatch.QuitDispatch()
client_dispatcher = dispatch.ClientDispatch(players)
cmd_dispatcher = dispatch.CommandDispatch()
cmd_dispatcher.push_handlers(received_hello=hello_dispatcher.dispatch,
received_quit=quit_dispatcher.dispatch,
received_client=client_dispatcher.dispatch)
header_dispatcher = dispatch.HeaderDispatch()
header_dispatcher.push_handlers(received_header=cmd_dispatcher.dispatch)
sock_dispatcher = sockwrap.SocketReadDispatch(header_dispatcher)
sock = sockwrap.create_server_socket(address, port)
sock_server = sockwrap.SocketServer(sock_dispatcher, sock_writequeue, sock)
server = Server(sock_server, quitcmd, spawncmd, destroycmd, updatecmd,
players, idalloc)
hello_dispatcher.push_handlers(server)
quit_dispatcher.push_handlers(server)
client_dispatcher.push_handlers(server)
return server