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- from direct.distributed.ClientRepository import ClientRepository
- from panda3d.core import URLSpec, ConfigVariableInt, ConfigVariableString
- from DistributedSmoothActor import DistributedSmoothActor
- class GameClientRepository(ClientRepository):
- def __init__(self):
- dcFileNames = ['../direct.dc', 'sample.dc']
- # a distributed object of our game.
- self.distributedObject = None
- self.aiDGameObect = None
- ClientRepository.__init__(
- self,
- dcFileNames = dcFileNames,
- threadedNet = True)
- # Set the same port as configured on the server to be able to connect
- # to it
- tcpPort = ConfigVariableInt('server-port', 4400).getValue()
- # Set the IP or hostname of the server we want to connect to
- hostname = ConfigVariableString('server-host', '127.0.0.1').getValue()
- # Build the URL from the server hostname and port. If your server
- # uses another protocol then http you should change it accordingly.
- # Make sure to pass the connectMethod to the ClientRepository.__init__
- # call too. Available connection methods are:
- # self.CM_HTTP, self.CM_NET and self.CM_NATIVE
- self.url = URLSpec('http://{}:{}'.format(hostname, tcpPort))
- # Attempt a connection to the server
- self.connect([self.url],
- successCallback = self.connectSuccess,
- failureCallback = self.connectFailure)
- def lostConnection(self):
- """ This should be overridden by a derived class to handle an
- unexpectedly lost connection to the gameserver. """
- # Handle the disconnection from the server. This can be a reconnect,
- # simply exiting the application or anything else.
- exit()
- def connectFailure(self, statusCode, statusString):
- """ Something went wrong """
- exit()
- def connectSuccess(self):
- """ Successfully connected. But we still can't really do
- anything until we've got the doID range. """
- # Make sure we have interest in the by the AIRepository defined
- # TimeManager zone, so we always see it even if we switch to
- # another zone.
- self.setInterestZones([1])
- # We must wait for the TimeManager to be fully created and
- # synced before we can enter another zone and wait for the
- # game object. The uniqueName is important that we get the
- # correct, our sync message from the TimeManager and not
- # accidentaly a message from another client
- self.acceptOnce(self.uniqueName('gotTimeSync'), self.syncReady)
- def syncReady(self):
- """ Now we've got the TimeManager manifested, and we're in
- sync with the server time. Now we can enter the world. Check
- to see if we've received our doIdBase yet. """
- # This method checks whether we actually have a valid doID range
- # to create distributed objects yet
- if self.haveCreateAuthority():
- # we already have one
- self.gotCreateReady()
- else:
- # Not yet, keep waiting a bit longer.
- self.accept(self.uniqueName('createReady'), self.gotCreateReady)
- def gotCreateReady(self):
- """ Ready to enter the world. Expand our interest to include
- any other zones """
- # This method checks whether we actually have a valid doID range
- # to create distributed objects yet
- if not self.haveCreateAuthority():
- # Not ready yet.
- return
- # we are ready now, so ignore further createReady events
- self.ignore(self.uniqueName('createReady'))
- self.join()
- print("Client Ready")
- def join(self):
- """ Join a game/room/whatever """
- # set our intersted zones to let the client see all distributed obects
- # in those zones
- self.setInterestZones([1, 2])
- base.messenger.send('client-joined')
- print("Joined")
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