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Comment:
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1586
url => uri
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Deletions are marked like this. | Additions are marked like this. |
Line 12: | Line 12: |
* connect(url, onConnection, onLostConnection) | * connect(uri, onConnection, onLostConnection) |
Line 15: | Line 15: |
* listen(url, onConnection, onLostConnection) | * listen(uri, onConnection, onLostConnection) |
Simple Networking For Pygame
Write a simple network library which integrates with the pygame event queue.
Basic requirements:
- Seamless reconnection
- Support TCP and UDP
- use select based non blocking IO
- network library is iterated manually (so we use our own event loops)
Potential API:
- connect(uri, onConnection, onLostConnection)
- send(conn, data)
- recv(conn, num_bytes)
- listen(uri, onConnection, onLostConnection)
- poll()
Things not to worry about:
- Object serialization
NOTES, api part 2?
I think I like the url idea. We could not worry about connections at all by using urls. Optional carring about connections could be implmented.
Two or three example games should be implemented to test the API. Something turnbased. Something with lots of action. Something with lots of connections (eg > 100 players).
UDP and ENet are interesting things to consider for the api. UDP is connectionless.
All bits of data could be strings. Serialisation should be done outside of it... however perhaps we can add a safe basic serialisation so that people don't use pickle.
The event queue api could event be used for some of it.
pygame.events.post(e) events = pygame.events.get() for e in events: if e.type == NET: if e.what == NET_DATA_IN: print e.channel print e.data if e.what == NET_CONNECT: print e.ip print e.port print e.sequence_id print e.channel pass