Mercurial > touhou
view pytouhou/network.py @ 507:507d446dc6cf
Divide the damages inflicted by the number of players.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 17 Nov 2013 17:36:47 +0100 |
parents | 711c75115675 |
children | d1f0bb0b7a17 |
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import socket from struct import Struct from select import select from time import time from pytouhou.utils.helpers import get_logger logger = get_logger(__name__) MSG_STRUCT = Struct('!HHH') class Network(object): def __init__(self, port=8080, dest=None, selected_player=0): self.frame = 0 self.keystate = 0 self.old_keystate = 0 self.remote_keystate = 0 self.selected_player = selected_player self.remote_addr = dest self.sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP) self.sock.bind(('', port)) def read_message(self): message = None start_time = time() delta = 1./60. rlist, _, _ = select([self.sock], [], [], delta) while rlist: msg, addr = rlist[0].recvfrom(MSG_STRUCT.size) # Check whether the message comes from the right address if self.frame == 0 or addr == self.remote_addr: self.remote_addr = addr frame, keystate, old_keystate = MSG_STRUCT.unpack(msg) # Check for well-formedness if frame in (self.frame, self.frame + 1): message = (frame, keystate, old_keystate) else: logger.error('Mismatch, got a message from %s, waiting for %s.', self.remote_addr, addr) # If no valid message has been read, wait for one as long as possible # else, read as much as we can without blocking. delta = 0 if message else max(0, 1./60. - (time() - start_time)) rlist, _, _ = select(rlist, [], [], delta) return message def send_message(self): if self.remote_addr is not None: self.sock.sendto(MSG_STRUCT.pack(self.frame, self.keystate, self.old_keystate), self.remote_addr) def run_game_iter(self, game, keystate, other_keystate): keystates = [other_keystate, other_keystate] keystates[self.selected_player] = keystate game.run_iter(keystates) def run_iter(self, game, keystate): if game.frame % 3 == 0: # Phase 1: Update game with old data self.run_game_iter(game, self.keystate, self.remote_keystate) elif game.frame % 3 == 1: # Phase 2: Update data, send new data, update game with old data self.old_keystate, self.keystate = self.keystate, keystate self.frame = game.frame // 3 self.send_message() self.run_game_iter(game, self.old_keystate, self.remote_keystate) elif game.frame % 3 == 2: # Phase 3: Send new data, get remote data, update game with new data self.send_message() # Follow one valid update message = self.read_message() if message: frame, keystate, old_keystate = message if frame == self.frame: self.remote_keystate = keystate elif frame == self.frame + 1: self.remote_keystate = old_keystate else: raise Exception #TODO self.run_game_iter(game, self.keystate, self.remote_keystate) elif game.frame > 2: logger.warn('Message not received in time, dropping frame.')