-
Notifications
You must be signed in to change notification settings - Fork 22
/
Copy pathserver_interface.py
448 lines (331 loc) · 13 KB
/
server_interface.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
from threading import Thread, Event
from math import radians, floor, ceil
from time import time
from server import Server, log_event_send, log_event_receive, dt
from console import log
from data import timings
from player import MAX_PLAYER_HEALTH
import saves, terrain, network, mobs
chunk_size = terrain.world_gen['chunk_size']
class RemoteInterface:
"""
Communicate with remote server.
Uses self._send to communicate with Server
"""
def __init__(self, name, ip, port):
self.map_ = {}
self.slice_heights = {}
self.current_players = {}
self.mobs = {}
self.items = {}
self.game = True
self.error = None
self._name = name
# We cannot serve, we are connected to a server.
# TODO: Maybe we can do this better...?
self.serving = None
try:
self._sock = network.connect(ip, int(port))
except (ConnectionRefusedError, ValueError):
self.error = 'Cannot connect to server'
return
self._sock.setblocking(True)
self.finished_login = Event()
self._listener_t = Thread(target=self._listener)
self._listener_t.daemon = True
self._listener_t.start()
# Login
self._send('login', [self._name])
# Server doesn't respond
if not self.finished_login.wait(3):
self.error = 'No response from server on login'
log(self.error)
self._sock.close()
return
# Server responds with error
if self.error is not None:
log('Error response from server on login:', self.error)
self._sock.close()
return
# Login successful!
self.time = timings['tick']
self._dt = False
self._last_tick = time()
self._chunks_requested = set()
self._send('get_players')
self._send('get_mobs')
self._send('get_items')
self._send('get_time')
self.redraw = False
self.view_change = False
def _send(self, event, args=[]):
log_event_send(event, args, label='RemoteInterface')
network.send(self._sock, {'event': event, 'args': args})
def _listener(self):
while True:
data = network.receive(self._sock)
if data is None:
break
log_event_receive(data['event'], data['args'], label='RemoteInterface')
{'set_blocks': self._event_set_blocks,
'set_chunks': self._event_set_chunks,
'set_players': self._event_set_players,
'remove_player': self._event_remove_player,
'set_mobs': self._event_set_mobs,
'set_items': self._event_set_items,
'add_items': self._event_add_items,
'remove_items': self._event_remove_items,
'set_time': self._event_set_time,
'logout': self._event_logout,
'error': self._event_error
}[data['event']](*data.get('args', []))
if data['event'] == 'error':
break
# Handler network request methods:
def _event_set_blocks(self, blocks):
self.map_, _ = saves.set_blocks(self.map_, blocks)
self.view_change = True
def _event_set_chunks(self, new_chunks, new_slice_heights):
self.map_.update({int(key): list(value) for key, value in new_chunks.items()})
self.slice_heights.update({int(key): value for key, value in new_slice_heights.items()})
self._chunks_requested.difference_update(terrain.get_chunk_list(new_chunks.keys()))
self.view_change = True
def _event_set_players(self, players):
self.current_players.update(players)
self.redraw = True
# TODO: Move the login checks out of this method
if self._name in players and not self.finished_login.is_set():
log('FINISHED LOGIN')
self.finished_login.set()
def _event_remove_player(self, name):
self.current_players.pop(name)
self.redraw = True
def _event_set_mobs(self, mobs):
self.mobs = mobs
self.redraw = True
def _event_set_items(self, items):
self.items = items
self.redraw = True
def _event_add_items(self, new_items):
self.items.update(new_items)
self.redraw = True
def _event_remove_items(self, removed_items):
self.items = {id_: item for id_, item in self.items.items() if id_ not in removed_items}
self.redraw = True
def _event_set_time(self, time):
self.time = time
def _event_logout(self, error=None):
self.game = False
if error is not None:
self.error = error
try:
self._sock.close()
except OSError:
pass
def _event_error(self, error):
self.finished_login.set()
self.error = 'Error from server: ' + error['event'] + ': ' + error['message']
log(self.error)
self.game = False
# Main loop methods:
def get_chunks(self, chunk_list):
slices_its_loading = [(chunk_num + chunk * chunk_size) for chunk in chunk_list for chunk_num in range(chunk_size)]
self.map_.update({i: list(terrain.EMPTY_SLICE) for i in slices_its_loading})
self.slice_heights.update({i: terrain.world_gen['ground_height'] for i in slices_its_loading})
self._send('get_chunks', [chunk_list])
self._chunks_requested.update(chunk_list)
self.view_change = True
def chunk_loaded(self, x):
return (x // terrain.world_gen['chunk_size']) not in self._chunks_requested
def unload_slices(self, edges):
edges = [chunk_size * floor(edges[0] / chunk_size),
chunk_size * ceil(edges[1] / chunk_size)]
self.map_ = {x: s for x, s in self.map_.items() if x in range(*edges)}
self.slice_heights = {x: h for x, h in self.slice_heights.items() if x in range(*edges)}
# TODO: Figure out if we always need to send this...
self._send('unload_slices', [self._name, edges])
def set_blocks(self, blocks):
self._send('set_blocks', [blocks])
self._event_set_blocks(blocks)
def logout(self):
self._send('logout')
self._event_logout()
def dt(self):
self._dt, self._last_tick = dt(self._last_tick)
self.time += self._dt
return self._dt
def update_mobs(self):
# The client does nothing
pass
def spawn_mobs(self, *_):
# The client does nothing
pass
def update_items(self):
# The client does nothing
pass
def player_attack(self, raduis, strength):
x, y = self.pos
self._send('player_attack', [self._name, x, y, raduis, strength])
def splash_damage(self, *args):
self._send('splash_damage', args)
def respawn(self):
self._send('respawn', [self._name])
def add_health(self, dhealth):
new_health = self.current_players[self._name]['health'] + dhealth
self.current_players[self._name]['health'] = min(MAX_PLAYER_HEALTH, new_health)
self._send('set_player', [self._name, self.current_players[self._name]])
@property
def pos(self):
return self.current_players[self._name]['x'], self.current_players[self._name]['y']
@property
def inv(self):
return self.current_players[self._name]['inv']
@property
def health(self):
return self.current_players[self._name]['health']
@pos.setter
def pos(self, pos):
self.current_players[self._name]['x'], self.current_players[self._name]['y'] = pos
self._send('set_player', [self._name, self.current_players[self._name]])
@inv.setter
def inv(self, inv):
self.current_players[self._name]['inv'] = inv
self._send('set_player', [self._name, self.current_players[self._name]])
# TODO: do the pause stuff
def pause(self, paused):
self.local_pause = paused
class LocalInterface:
"""
Communicate with local server.
Communicates directly with self._server
"""
def __init__(self, name, save, port, settings):
self.game = True
self.error = None
self.serving = False
self.time = timings['tick']
self._name = name
self.current_players = {}
self._server = Server(name, save, port, settings, self)
self._server.local_interface_login()
def _send(self, event, args=[]):
log_event_send(event, args, label='LocalInterface')
return self._server.handle(None, {'event': event, 'args': args})
def handle(self, data):
log_event_receive(data['event'], data['args'], label='LocalInterface')
{'set_blocks': self._event_view_change,
'set_chunks': self._event_view_change,
'set_players': self._event_set_players,
'remove_player': self._event_remove_player,
'set_mobs': self._event_set_mobs,
'set_items': self._event_set_items,
'add_items': self._event_add_items,
'remove_items': self._event_remove_items,
'set_time': self._event_set_time,
'logout': self._event_logout,
'error': self._event_error
}[data['event']](*data.get('args', []))
# Handler network request methods:
def _event_view_change(self, *args):
self.view_change = True
def _event_set_players(self, players):
self.current_players.update(players)
self.redraw = True
def _event_remove_player(self, name):
self.current_players.pop(name)
self.redraw = True
def _event_set_mobs(self, mobs):
self.redraw = True
def _event_set_items(self, items):
self.redraw = True
def _event_add_items(self, new_items):
self.redraw = True
def _event_remove_items(self, remove_items):
self.redraw = True
def _event_set_time(self, time):
self.time = time
def _event_logout(self, error=None):
if error is not None:
self.error = error
self.game = False
def _event_error(self, error):
self.error = 'Error from server: ' + error['event'] + ': ' + event['message']
log(self.error)
self.game = False
# Main loop methods:
def get_chunks(self, chunk_list):
slices_its_loading = ((chunk_num + chunk * chunk_size) for chunk in chunk_list for chunk_num in range(chunk_size))
self.handle(self._send('get_chunks', [chunk_list]))
self.view_change = True
def chunk_loaded(self, x):
return True
def unload_slices(self, edges):
edges = [chunk_size * floor(edges[0] / chunk_size),
chunk_size * ceil(edges[1] / chunk_size)]
self._send('unload_slices', [self._name, edges])
def set_blocks(self, blocks):
self._send('set_blocks', [blocks])
def logout(self):
if self.serving:
self.kill_server()
self._event_logout()
def init_server(self):
self.serving = True
self._server.local_interface_init_server()
def kill_server(self):
self.serving = False
self._server.local_interface_kill_server()
def dt(self):
dt, self.time = self._server.local_interface_dt()
return dt
def update_mobs(self):
self._server.local_interface_update_mobs()
def spawn_mobs(self, *args):
self._server.local_interface_spawn_mobs(*args)
def update_items(self):
self._server.local_interface_update_items()
def player_attack(self, radius, strength):
x, y = self.pos
self._send('player_attack', [self._name, x, y, radius, strength])
def splash_damage(self, *args):
self._send('splash_damage', args)
def respawn(self):
self._send('respawn', [self._name])
def add_health(self, dhealth):
new_health = self.current_players[self._name]['health'] + dhealth
self.current_players[self._name]['health'] = min(MAX_PLAYER_HEALTH, new_health)
self._send('set_player', [self._name, self.current_players[self._name]])
@property
def pos(self):
return self.current_players[self._name]['x'], self.current_players[self._name]['y']
@property
def inv(self):
return self.current_players[self._name]['inv']
@pos.setter
def pos(self, pos):
self.current_players[self._name]['x'], self.current_players[self._name]['y'] = pos
self._send('set_player', [self._name, self.current_players[self._name]])
@inv.setter
def inv(self, inv):
self.current_players[self._name]['inv'] = inv
@property
def health(self):
return self.current_players[self._name]['health']
@property
def map_(self):
return self._server.local_interface_map()
@property
def slice_heights(self):
return self._server.local_interface_slice_heights()
@property
def port(self):
return self._server.port
@property
def mobs(self):
return self._server.local_interface_mobs()
@property
def items(self):
return self._server.local_interface_items()
# TODO: do the pause stuff
def pause(self, paused):
self.local_pause = paused