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save_client.py
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#! /usr/bin/env python
# -*- coding:utf-8 -*-
import threading
from socket import *
import time
import sys
import cPickle as pickle
import json
import pygame
import re
BUFFER = 100
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
#Event codes
RESET_KEY = pygame.K_r
EXIT_KEY = pygame.K_ESCAPE
LEFT = 'l'
RIGHT = 'r'
LEFT_KUP = 'm'
RIGHT_KUP = 'n'
JUMP = 'j'
SHOOT = 's'
RESET = 'x'
QUIT = 'q'
class Client(object):
"""Network managing object for LARENE"""
def __init__(self, host, port):
self.address = (host, port)
self.stop = False
self.TCPsock = socket(AF_INET, SOCK_STREAM)
self.UDPsock = socket(AF_INET, SOCK_DGRAM)
self.TCPsock.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
self.UDPsock.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
self.level_end = True
self.last_time = 0 # Last time indicated on packet (to ensure we only keep latest data)
self.keys = []
try :
#CONNECT TCP
self.TCPsock.connect(self.address)
ping = self.TCPsock.recv(BUFFER)
self.TCPsock.send('OK')
#GET BASIC INFO FROM SERVER (TCP for safety)
basic_info = self.TCPsock.recv(BUFFER)
basic_info = basic_info.split(',')
self.UDPaddr = (host, int(basic_info[2]))
#CONNECT UDP
self.UDPsock.sendto('ping', self.UDPaddr)
ping, a = self.UDPsock.recvfrom(BUFFER)
except error as e :
raise e
self.close()
sys.exit()
self.player_id = int(basic_info[0])
self.nb_players = int(basic_info[1])
#take 1st keybinds
self.kb = load_keybinds('keybinds.config')[0]
#Wait for the other players
Go = self.recv_TCP()
print "Connected as"
print self.player_id
self.gameloop()
#UDP data receiving thread
#self.t = threading.Thread(target=self.worldinfo_handler_naive, args=())
#self.t.start()
#Level end check thread
#self.u = threading.Thread(target=self.level_end_check_naive, args=())
#self.u.start()
#BASIC METHODS
def send_TCP(self, data):
self.TCPsock.send(data)
def send_UDP(self, data):
self.UDPsock.sendto(data, self.UDPaddr)
def recv_TCP(self):
data = self.TCPsock.recv(BUFFER)
return data
def recv_UDP(self):
data, ad = self.UDPsock.recvfrom(BUFFER)
return data
# GAME RELATED METHODS
def gameloop(self):
#Get display size of monitor
#infoObject = pygame.display.Info()
i = 0
size = (200,200)#(int(infoObject.current_w/2), int(infoObject.current_h/2))
final_screen = pygame.display.set_mode(size)
pygame.display.set_caption("PLAYER "+str(self.player_id+1))
font = pygame.font.SysFont('liberationsans', 20)
final_screen.fill(BLACK)
while not self.stop:
evts = self.get_events()
final_screen.fill(BLACK)
textplay = font.render("P"+str(self.player_id+1), False, WHITE)
final_screen.blit(pygame.transform.scale(textplay, (150, 150)), (25,25))
pygame.display.flip()
self.send_playerinfo_naive(evts)
self.close()
def get_events(self):
events = ''
ev = pygame.event.get()
for event in ev:
if event.type == pygame.QUIT:
self.stop = True
if event.type == pygame.KEYDOWN :
if event.key == self.kb[1]:
events += LEFT
if event.key == self.kb[2]:
events += RIGHT
if event.key == self.kb[0]:
events += JUMP
if event.key == self.kb[3]:
events += SHOOT
if event.key == EXIT_KEY:
events += QUIT
if event.key == RESET_KEY:
events += RESET
if event.type == pygame.KEYUP:
if event.key == self.kb[1]:
events += LEFT_KUP
if event.key == self.kb[2]:
events += RIGHT_KUP
return events
def send_playerinfo_naive(self, events):
data = str(time.time())+';'+str(self.player_id)+';'+events
self.send_UDP(data)
def close(self):
self.stop = True
#self.t.join()
#self.u.join()
self.UDPsock.close()
self.TCPsock.close()
def load_keybinds(filename):
keybinds = []
with open(filename, 'r') as f:
lines = f.read().splitlines()
i=0
pat = re.compile("^P\d$")
for i in range(len(lines)) :
if pat.match(lines[i]) :
kb = []
for j in range(1,5):
kb.append(getattr(pygame, 'K_'+ lines[i+j].split(':')[1]))
keybinds.append(kb)
return keybinds
if __name__ == '__main__':
pygame.init()
ip = raw_input('IP du Server : ')
port = int(raw_input('Port du Server : '))
c = Client(ip, port)
pygame.quit()