Mercurial > traipse_dev
view orpg/networking/gsclient.py @ 90:d1aff41c031b alpha
Traipse Alpha 'OpenRPG' {090919-00}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc''s main goal is to offer more advanced features and enhance the productivity of the user.
Update Summary:
00:
Adds menu changes to draw attention to important updates, errors, or other events. (image info coming soon)
Traipse URL is not included in the repos tab and is set as default.
01:
Fixes Copy for Windows and Linux (finally!!) users.
Fixes incomplete update to Grid and List nodes.
Fixes incomplete update to Chat Commands.
02:
Fixes problems with Remote Image Upload.
Fixes Drop and Drag of Minis to Map.
CherryPy can now use any image in the webfiles/ folder and sub-folders.
CherryPy can now Drop and Drag Minis to the Map.
03:
Minor changes to Update Manager's GUI.
Expert recommendation warning added to Revision Update.
Step down compatibility with open_rpg & component added to orpgCore.
19-00:
Better backwards compatibility in orpgCore.
Using majority of 'Grumpy' network folder to correct server lag.
author | sirebral |
---|---|
date | Sat, 19 Sep 2009 06:45:21 -0500 |
parents | 449a8900f9ac |
children | 65c1604e7949 |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: gsclient.py # Author: Chris Davis # Maintainer: # Version: # $Id: gsclient.py,v 1.53 2007/10/25 21:49:34 digitalxero Exp $ # # Description: The file contains code for the game server browser # __version__ = "$Id: gsclient.py,v 1.53 2007/10/25 21:49:34 digitalxero Exp $" import orpg.dirpath from orpg.orpg_windows import * from orpg.orpg_xml import * import meta_server_lib from orpg.tools.orpg_settings import settings import orpg.tools.rgbhex from orpg.orpgCore import open_rpg, component import traceback from orpg.tools.orpg_log import logger gs_host = 1 gs_join = 2 # constants LIST_SERVER = wx.NewId() LIST_ROOM = wx.NewId() ADDRESS = wx.NewId() GS_CONNECT = wx.NewId() GS_DISCONNECT = wx.NewId() GS_SERVER_REFRESH = wx.NewId() GS_JOIN = wx.NewId() GS_JOINLOBBY = wx.NewId() GS_CREATE_ROOM = wx.NewId() GS_PWD = wx.NewId() GS_CLOSE = wx.NewId() OR_CLOSE = wx.NewId() class server_instance: def __init__(self, id, name="[Unknown]", users="0", address="127.0.0.1", port="9557"): self.id = id self.name = name self.user = users self.addy = address self.port = port def server_instance_compare(x,y): """compares server insances for list sort""" DEV_SERVER = "OpenRPG DEV" xuser = 0 yuser = 0 try: xuser = int(x.user) except: pass try: yuser = int(y.user) except: pass if x.name.startswith(DEV_SERVER): if y.name.startswith(DEV_SERVER): if x.name > y.name: return 1 elif x.name == y.name: if xuser < yuser: return 1 elif xuser > yuser: return -1 else: return 0 else: return -1 else: return -1 elif y.name.startswith(DEV_SERVER): return 1 elif xuser < yuser: return 1 elif xuser == yuser: if x.name > y.name: return 1 elif x.name == y.name: return 0 else: return -1 else: return -1 def roomCmp(room1, room2): if int(room1) > int(room2): return 1 elif int(room1) < int(room2): return -1 return 0 class game_server_panel(wx.Panel): def __init__(self,parent): wx.Panel.__init__(self, parent, -1) self.parent = parent logger.debug("Enter game_server_panel", False) self.password_manager = component.get('password_manager') # passtool --SD 8/03 self.frame = component.get('frame') self.session = component.get('session') self.serverNameSet = 0 self.last_motd = "" self.buttons = {} self.texts = {} self.svrList = [] self.build_ctrls() self.refresh_server_list() self.refresh_room_list() logger.debug("Exit game_server_panel", False) #--------------------------------------------------------- # [START] Snowdog: Updated Game Server Window 12/02 #--------------------------------------------------------- def build_ctrls(self): logger.debug("Enter game_server_panel->build_ctrls(self)", False) ## Section Sizers (with frame edges and text captions) self.box_sizers = {} self.box_sizers["server"] = wx.StaticBox(self, -1, "Server") self.box_sizers["window"] = wx.StaticBox(self, -1, "Exit" ) self.box_sizers["room"] = wx.StaticBox(self, -1, "Rooms") self.box_sizers["c_room"] = wx.StaticBox(self, -1, "Create Room") ## Layout Sizers self.sizers = {} self.sizers["main"] = wx.GridBagSizer(hgap=1, vgap=1) self.sizers["server"] = wx.StaticBoxSizer(self.box_sizers["server"], wx.VERTICAL) self.sizers["rooms"] = wx.StaticBoxSizer(self.box_sizers["room"], wx.VERTICAL) self.sizers["close"] = wx.StaticBoxSizer(self.box_sizers["window"], wx.HORIZONTAL) self.sizers["c_room"] = wx.StaticBoxSizer(self.box_sizers["c_room"], wx.VERTICAL) #Build Server Sizer adder = wx.StaticText(self, -1, "Address:") self.texts["address"] = wx.TextCtrl(self, ADDRESS) servers = wx.StaticText(self, -1, "Servers:") self.server_list = wx.ListCtrl(self, LIST_SERVER, style=wx.LC_REPORT | wx.SUNKEN_BORDER ) self.server_list.InsertColumn(0, "Players", wx.LIST_FORMAT_LEFT, 0) self.server_list.InsertColumn(1, "Name", wx.LIST_FORMAT_LEFT, 0) self.buttons[GS_CONNECT] = wx.Button(self, GS_CONNECT, "Connect") self.buttons[GS_SERVER_REFRESH] = wx.Button(self, GS_SERVER_REFRESH, "Refresh") self.buttons[GS_DISCONNECT] = wx.Button(self, GS_DISCONNECT, "Disconnect") self.sizers["svrbtns"] = wx.BoxSizer(wx.HORIZONTAL) self.sizers["svrbtns"].Add(self.buttons[GS_CONNECT], 0, wx.EXPAND) self.sizers["svrbtns"].Add(self.buttons[GS_SERVER_REFRESH], 0, wx.EXPAND) self.sizers["svrbtns"].Add(self.buttons[GS_DISCONNECT], 0, wx.EXPAND) self.sizers["server"].Add(adder, 0, wx.EXPAND) self.sizers["server"].Add(self.texts["address"], 0, wx.EXPAND) self.sizers["server"].Add(servers, 0, wx.EXPAND) self.sizers["server"].Add(self.server_list, 1, wx.EXPAND) self.sizers["server"].Add(self.sizers["svrbtns"], 0, wx.EXPAND) #Build Rooms Sizer self.room_list = wx.ListCtrl(self, LIST_ROOM, style=wx.LC_REPORT | wx.SUNKEN_BORDER) self.room_list.InsertColumn(0,"Game", wx.LIST_FORMAT_LEFT,0) self.room_list.InsertColumn(1,"Players", wx.LIST_FORMAT_LEFT,0) self.room_list.InsertColumn(2,"PW", wx.LIST_FORMAT_LEFT,0) self.buttons[GS_JOIN] = wx.Button(self, GS_JOIN, "Join Room") self.buttons[GS_JOINLOBBY] = wx.Button(self, GS_JOINLOBBY, "Lobby") self.sizers["roombtns"] = wx.BoxSizer(wx.HORIZONTAL) self.sizers["roombtns"].Add(self.buttons[GS_JOIN], 0, wx.EXPAND) self.sizers["roombtns"].Add(self.buttons[GS_JOINLOBBY], 0, wx.EXPAND) self.sizers["rooms"].Add(self.room_list, 1, wx.EXPAND) self.sizers["rooms"].Add(self.sizers["roombtns"], 0, wx.EXPAND) #Build Close Sizer self.buttons[OR_CLOSE] = wx.Button(self, OR_CLOSE,"Exit OpenRPG") self.buttons[GS_CLOSE] = wx.Button(self, GS_CLOSE,"Close Window") self.sizers["close"].Add(self.buttons[OR_CLOSE], 1, wx.ALIGN_CENTER_VERTICAL) self.sizers["close"].Add(self.buttons[GS_CLOSE], 1, wx.ALIGN_CENTER_VERTICAL) #Build Create Room Sizer rname = wx.StaticText(self,-1, "Room Name:") self.texts["room_name"] = wx.TextCtrl(self, -1) rpass = wx.StaticText(self,-1, "Password:") self.buttons[GS_PWD] = wx.CheckBox(self, GS_PWD, "") self.texts["room_pwd"] = wx.TextCtrl(self, -1) self.texts["room_pwd"].Enable(0) pwsizer = wx.BoxSizer(wx.HORIZONTAL) pwsizer.Add(self.buttons[GS_PWD],0,0) pwsizer.Add(self.texts["room_pwd"], 1, wx.EXPAND) apass = wx.StaticText(self,-1, "Admin Password:") self.texts["room_boot_pwd"] = wx.TextCtrl(self, -1) minver = wx.StaticText(self,-1, "Minimum Version:") self.texts["room_min_version"] = wx.TextCtrl(self, -1) self.sizers["c_room_layout"] = wx.FlexGridSizer(rows=8, cols=2, hgap=1, vgap=1) self.sizers["c_room_layout"].Add(rname, 0, wx.ALIGN_RIGHT|wx.ALIGN_CENTER_VERTICAL|wx.ALL) self.sizers["c_room_layout"].Add(self.texts["room_name"], 0, wx.EXPAND) self.sizers["c_room_layout"].Add(rpass, 0, wx.ALIGN_RIGHT|wx.ALIGN_CENTER_VERTICAL|wx.ALL) self.sizers["c_room_layout"].Add(pwsizer, 0, wx.EXPAND) self.sizers["c_room_layout"].Add(apass, 0, wx.ALIGN_RIGHT|wx.ALIGN_CENTER_VERTICAL|wx.ALL) self.sizers["c_room_layout"].Add(self.texts["room_boot_pwd"], 0, wx.EXPAND) self.sizers["c_room_layout"].Add(minver, 0, wx.ALIGN_RIGHT|wx.ALIGN_CENTER_VERTICAL|wx.ALL) self.sizers["c_room_layout"].Add(self.texts["room_min_version"], 0, wx.EXPAND) self.sizers["c_room_layout"].AddGrowableCol(1) self.buttons[GS_CREATE_ROOM] = wx.Button(self, GS_CREATE_ROOM, "Create Room") self.sizers["c_room"].Add(self.sizers["c_room_layout"], 1, wx.EXPAND) self.sizers["c_room"].Add(self.buttons[GS_CREATE_ROOM], 0, wx.EXPAND) #Build Main Sizer self.sizers["main"].Add(self.sizers["server"], (0,0), span=(2,1), flag=wx.EXPAND) self.sizers["main"].Add(self.sizers["rooms"], (0,1), flag=wx.EXPAND) self.sizers["main"].Add(self.sizers["close"], (2,0), flag=wx.EXPAND) self.sizers["main"].Add(self.sizers["c_room"], (1,1), span=(2,1), flag=wx.EXPAND) self.sizers["main"].AddGrowableCol(0) self.sizers["main"].AddGrowableCol(1) self.sizers["main"].AddGrowableRow(0) self.SetSizer(self.sizers["main"]) self.SetAutoLayout(True) self.Fit() ## Event Handlers self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_CONNECT) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_DISCONNECT) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_CREATE_ROOM) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_JOIN) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_JOINLOBBY) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_SERVER_REFRESH) self.Bind(wx.EVT_BUTTON, self.on_button, id=GS_CLOSE) self.Bind(wx.EVT_BUTTON, self.on_button, id=OR_CLOSE) self.Bind(wx.EVT_CHECKBOX, self.on_button, id=GS_PWD) # Added double click handlers 5/05 -- Snowdog self.Bind(wx.EVT_LIST_ITEM_ACTIVATED, self.on_server_dbclick, id=LIST_SERVER) self.Bind(wx.EVT_LIST_ITEM_ACTIVATED, self.on_room_dbclick, id=LIST_ROOM) self.Bind(wx.EVT_LIST_ITEM_SELECTED, self.on_select, id=LIST_ROOM) self.Bind(wx.EVT_LIST_ITEM_SELECTED, self.on_select, id=LIST_SERVER) self.texts['address'].Bind(wx.EVT_SET_FOCUS, self.on_text) self.set_connected(self.session.is_connected()) self.cur_room_index = -1 self.cur_server_index = -1 self.rmList = {} logger.debug("Exit game_server_panel->build_ctrls(self)", False) #--------------------------------------------------------- # [END] Snowdog: Updated Game Server Window 12/02 #--------------------------------------------------------- #----------------------------------------------------- # on_server_dbclick() # support for double click selection of server. # 5/16/05 -- Snowdog #----------------------------------------------------- def on_server_dbclick(self, evt=None): logger.debug("Enter game_server_panel->on_server_dbclick(self, evt)", False) #make sure address is updated just in case list select wasn't done try: self.on_select(evt) except: pass address = self.texts["address"].GetValue() if self.session.is_connected(): if self.session.host_server == address : #currently connected to address. Do nothing. return else: #address differs, disconnect. self.frame.kill_mplay_session() self.do_connect(address) logger.debug("Exit game_server_panel->on_server_dbclick(self, evt)", False) #----------------------------------------------------- # on_room_dbclick() # support for double click selection of server. # 5/16/05 -- Snowdog #----------------------------------------------------- def on_room_dbclick(self, evt=None): logger.debug("Enter game_server_panel->on_room_dbclick(self, evt)", False) #make sure address is updated just in case list select wasn't done try: self.on_select(evt) except: pass group_id = str(self.room_list.GetItemData(self.cur_room_index)) if self.NoGroups: self.NoGroups = False self.session.group_id = group_id self.on_server_dbclick() return if self.cur_room_index >= 0: if self.cur_room_index != 0: self.set_lobbybutton(1); else: self.set_lobbybutton(0); group = self.session.get_group_info(group_id) pwd = "" if (group[2] == "True") or (group[2] == "1"): pwd = self.password_manager.GetPassword("room", group_id) else: pwd = "" self.session.send_join_group(group_id, pwd) logger.debug("Exit game_server_panel->on_room_dbclick(self, evt)", False) def on_select(self,evt): logger.debug("Enter game_server_panel->on_select(self,evt)", False) id = evt.GetId() if id == LIST_ROOM: self.cur_room_index = evt.m_itemIndex elif id==LIST_SERVER: self.cur_server_index = evt.m_itemIndex self.name = self.svrList[self.cur_server_index].name address = self.svrList[self.cur_server_index].addy port = self.svrList[self.cur_server_index].port self.texts["address"].SetValue(address+":"+str(port)) self.refresh_room_list() logger.debug("Exit game_server_panel->on_select(self,evt)", False) def on_text(self,evt): logger.debug("Enter game_server_panel->on_text(self,evt)", False) id = evt.GetId() if (id == ADDRESS) and (self.cur_server_index >= 0): #print "ADDRESS id = ", id, "index = ", self.cur_server_index self.cur_server_index = -1 evt.Skip() logger.debug("Exit game_server_panel->on_text(self,evt)", False) def add_room(self,data): logger.debug("Enter game_server_panel->add_room(self,data)", False) i = self.room_list.GetItemCount() if (data[2]=="1") or (data[2]=="True"): pwd="yes" else: pwd="no" self.room_list.InsertStringItem(i,data[1]) self.room_list.SetStringItem(i,1,data[3]) self.room_list.SetStringItem(i,2,pwd) self.room_list.SetItemData(i,int(data[0])) self.refresh_room_list() logger.debug("Exit game_server_panel->add_room(self,data)", False) def del_room(self, data): logger.debug("Enter game_server_panel->del_room(self, data)", False) i = self.room_list.FindItemData(-1, int(data[0])) self.room_list.DeleteItem(i) self.refresh_room_list() logger.debug("Exit game_server_panel->del_room(self, data)", False) #--------------------------------------------------------- # [START] Snowdog Password/Room Name altering code 12/02 #--------------------------------------------------------- def update_room(self,data): logger.debug("Enter game_server_panel->update_room(self,data)", False) #------------------------------------------------------- # Udated 12/02 by Snowdog # allows refresh of all room data not just player counts #------------------------------------------------------- i = self.room_list.FindItemData(-1,int(data[0])) if data[2]=="1" : pwd="yes" else: pwd="no" self.room_list.SetStringItem(i,0,data[1]) self.room_list.SetStringItem(i,1,data[3]) self.room_list.SetStringItem(i,2,pwd) self.refresh_room_list() logger.debug("Exit game_server_panel->update_room(self,data)", False) #--------------------------------------------------------- # [END] Snowdog Password/Room Name altering code 12/02 #--------------------------------------------------------- def set_cur_room_text(self,name): pass #self.texts["cur_room"].SetLabel(name) #self.sizers["room"].Layout() def set_lobbybutton(self,allow): logger.debug("Enter game_server_panel->set_lobbybutton(self,allow)", False) self.buttons[GS_JOINLOBBY].Enable(allow) logger.debug("Exit game_server_panel->set_lobbybutton(self,allow)", False) def set_connected(self,connected): logger.debug("Enter game_server_panel->set_connected(self,connected)", False) self.buttons[GS_CONNECT].Enable(not connected) self.buttons[GS_DISCONNECT].Enable(connected) self.buttons[GS_JOIN].Enable(connected) self.buttons[GS_CREATE_ROOM].Enable(connected) if not connected: self.buttons[GS_JOINLOBBY].Enable(connected) self.room_list.DeleteAllItems() self.set_cur_room_text("Not Connected!") self.cur_room_index = -1 self.frame.status.set_connect_status("Not Connected") else: #data = self.session.get_my_group() self.frame.status.set_connect_status(self.name) self.set_cur_room_text("Lobby") logger.debug("Exit game_server_panel->set_connected(self,connected)", False) def on_button(self,evt): logger.debug("Enter game_server_panel->son_button(self,evt)", False) id = evt.GetId() if id == GS_CONNECT: address = self.texts["address"].GetValue() ### check to see if this is a manual entry vs. list entry. try: dummy = self.name except: self.name = `address` self.do_connect(address) elif id == GS_DISCONNECT: self.frame.kill_mplay_session() elif id == GS_CREATE_ROOM: self.do_create_group() elif id == GS_JOIN: self.do_join_group() elif id == GS_JOINLOBBY: self.do_join_lobby() elif id == GS_SERVER_REFRESH: self.refresh_server_list() elif id == GS_PWD: self.texts["room_pwd"].Enable(evt.Checked()) elif id == OR_CLOSE: dlg = wx.MessageDialog(self,"Quit OpenRPG?","OpenRPG",wx.YES_NO) if dlg.ShowModal() == wx.ID_YES: dlg.Destroy() self.frame.kill_mplay_session() self.frame.closed_confirmed() elif id == GS_CLOSE: self.parent.OnMB_GameServerBrowseServers() logger.debug("Exit game_server_panel->son_button(self,evt)", False) def refresh_room_list(self): logger.debug("Enter game_server_panel->refresh_room_list(self)", False) self.room_list.DeleteAllItems() address = self.texts["address"].GetValue() try: cadder = self.session.host_server except: cadder = '' if self.rmList.has_key(address) and len(self.rmList[address]) > 0 and cadder != address: groups = self.rmList[address] self.NoGroups = True else: self.NoGroups = False groups = self.session.get_groups() for g in groups: i = self.room_list.GetItemCount() if (g[2]=="True") or (g[2]=="1") : pwd="yes" else: pwd="no" self.room_list.InsertStringItem(i, g[1]) self.room_list.SetStringItem(i, 1, g[3]) self.room_list.SetStringItem(i, 2, pwd) self.room_list.SetItemData(i, int(g[0])) if self.room_list.GetItemCount() > 0: self.colorize_group_list(groups) self.room_list.SortItems(roomCmp) wx.CallAfter(self.autosizeRooms) logger.debug("Exit game_server_panel->refresh_room_list(self)", False) def autosizeRooms(self): logger.debug("Enter game_server_panel->autosizeRooms(self)", False) self.room_list.SetColumnWidth(0, wx.LIST_AUTOSIZE) self.room_list.SetColumnWidth(1, wx.LIST_AUTOSIZE) self.room_list.SetColumnWidth(2, wx.LIST_AUTOSIZE) logger.debug("Exit game_server_panel->autosizeRooms(self)", False) def refresh_server_list(self): logger.debug("Enter game_server_panel->refresh_server_list(self)", False) try: self.svrList = [] self.server_list.DeleteAllItems() xml_dom = meta_server_lib.get_server_list(["2"]); node_list = xml_dom.getElementsByTagName('server') hex = orpg.tools.rgbhex.RGBHex() color1 = settings.get_setting("RoomColor_Active") color2 = settings.get_setting("RoomColor_Locked") color3 = settings.get_setting("RoomColor_Empty") color4 = settings.get_setting("RoomColor_Lobby") if len(node_list): length = len(node_list) part = 0 partLength = 1.0/length for n in node_list: if n.hasAttribute('id') and n.hasAttribute('name') and n.hasAttribute('num_users') and n.hasAttribute('address') and n.hasAttribute('port'): self.svrList.append( server_instance(n.getAttribute('id'),n.getAttribute('name'), n.getAttribute('num_users'), n.getAttribute('address'),n.getAttribute('port'))) address = n.getAttribute('address') + ':' + n.getAttribute('port') self.rmList[address] = [] rooms = n.getElementsByTagName('room') for room in rooms: pwd = room.getAttribute("pwd") id = room.getAttribute("id") name = room.getAttribute("name") nump = room.getAttribute("num_users") self.rmList[address].append((id, name, pwd, nump)) self.svrList.sort(server_instance_compare) for n in self.svrList: i = self.server_list.GetItemCount() name = n.name players = n.user self.server_list.InsertStringItem(i,players) self.server_list.SetStringItem(i,1,name) r,g,b = hex.rgb_tuple(color1) svrcolor = wx.Colour(red=r,green=g,blue=b) if players == "0": r,g,b = hex.rgb_tuple(color3) svrcolor = wx.Colour(red=r,green=g,blue=b) if n.name.startswith("OpenRPG DEV"): r,g,b = hex.rgb_tuple(color2) svrcolor = wx.Colour(red=r,green=g,blue=b) item = self.server_list.GetItem(i) item.SetTextColour(svrcolor) self.server_list.SetItem(item) part += partLength self.servers = node_list # No server is currently selected!!! Versus the broken and random 0! self.cur_server_index = -1 self.server_list.SetColumnWidth(0, wx.LIST_AUTOSIZE) self.server_list.SetColumnWidth(1, wx.LIST_AUTOSIZE) if self.serverNameSet == 0: # Pointless to constantly set the address field to random # server. This way, at least, if someone has their own local # server it can now easily be connected with. Nor do we want # to reset this every time as it would wipe any previously # entered data or even the previously selected server data! # Localhost should probably be used but some systems are ultra/lame # broken about localhost use. self.texts["address"].SetValue("127.0.0.1:6774") self.serverNameSet = 1 else: pass # Allow xml_dom to be collected try: xml_dom.unlink() except: pass except Exception, e: print "Server List not available." traceback.print_exc() logger.debug("Exit game_server_panel->refresh_server_list(self)", False) def failed_connection(self): logger.debug("Enter game_server_panel->failed_connection(self)", False) if(self.cur_server_index >= 0): id = self.servers[self.cur_server_index].getAttribute('id') meta = self.servers[self.cur_server_index].getAttribute('meta') address = self.servers[self.cur_server_index].getAttribute('address') port = self.servers[self.cur_server_index].getAttribute('port') # post_failed_connection will return a non-zero if the server # was removed. If it was, refresh the display if(meta_server_lib.post_failed_connection(id,meta=meta,address=address,port=port)): self.refresh_server_list() logger.debug("Exit game_server_panel->failed_connection(self)", False) def do_connect(self, address): logger.debug("Enter game_server_panel->do_connect(self, address)", False) chat = component.get('chat') chat.InfoPost("Locating server at " + address + "...") if self.session.connect(address): self.frame.start_timer() else: chat.SystemPost("Failed to connect to game server...") self.failed_connection() logger.debug("Exit game_server_panel->do_connect(self, address)", False) def do_join_lobby(self): logger.debug("Enter game_server_panel->do_join_lobby(self)", False) self.cur_room_index = 0 self.session.send_join_group("0","") self.set_lobbybutton(0); logger.debug("Exit game_server_panel->do_join_lobby(self)", False) def do_join_group(self): logger.debug("Enter game_server_panel->do_join_group(self)", False) if self.cur_room_index >= 0: if self.cur_room_index != 0: self.set_lobbybutton(1); else: self.set_lobbybutton(0); group_id = str(self.room_list.GetItemData(self.cur_room_index)) group = self.session.get_group_info(group_id) pwd = "" if (group[2] == "True") or (group[2] == "1"): pwd = self.password_manager.GetPassword("room", group_id) #dlg = wx.TextEntryDialog(self,"Password?","Join Private Room") #if dlg.ShowModal() == wx.ID_OK: # pwd = dlg.GetValue() #dlg.Destroy() else: pwd = "" if pwd != None: #pwd==None means the user clicked "Cancel" self.session.send_join_group(group_id,pwd) logger.debug("Exit game_server_panel->do_join_group(self)", False) def do_create_group(self): logger.debug("Enter game_server_panel->do_create_group(self)", False) name = self.texts["room_name"].GetValue() boot_pwd = self.texts["room_boot_pwd"].GetValue() minversion = self.texts["room_min_version"].GetValue() # # Check for & in name. We want to allow this becaus of its common use in D&D. # loc = name.find("&") oldloc=0 while loc > -1: loc = name.find("&",oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + "&" + e oldloc = loc+1 loc = name.find('"') oldloc=0 while loc > -1: loc = name.find('"',oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + ""e;" + e oldloc = loc+1 loc = name.find("'") oldloc=0 while loc > -1: loc = name.find("'",oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + "'" + e oldloc = loc+1 if self.buttons[GS_PWD].GetValue(): pwd = self.texts["room_pwd"].GetValue() else: pwd = "" if name == "": wx.MessageBox("Invalid Name","Error"); else: msg = "%s is creating room \'%s.\'" % (self.session.name, name) self.session.send( msg ) self.session.send_create_group(name,pwd,boot_pwd,minversion) self.set_lobbybutton(1); #enable the Lobby quickbutton logger.debug("Exit game_server_panel->do_create_group(self)", False) #--------------------------------------------------------- # [START] Snowdog: Updated Game Server Window 12/02 #--------------------------------------------------------- def on_size(self,evt): # set column widths for room list # set column widths for server list pass #--------------------------------------------------------- # [END] Snowdog: Updated Game Server Window 12/02 #--------------------------------------------------------- def colorize_group_list(self, groups): logger.debug("Enter game_server_panel->colorize_group_list(self, groups)", False) try: hex = orpg.tools.rgbhex.RGBHex() # activ = settings.get_setting("RoomColor_Active") # lockt = settings.get_setting("RoomColor_Locked") # empty = settings.get_setting("RoomColor_Empty") # lobby = settings.get_setting("RoomColor_Lobby") #renamed colors - TaS sirebral for gr in groups: item_list_location = self.room_list.FindItemData(-1,int(gr[0])) if item_list_location != -1: item = self.room_list.GetItem(item_list_location) if gr[0] == "0": # active_state = lobby r,g,b = hex.rgb_tuple(settings.get_setting("RoomColor_Lobby")) elif gr[3] <> "0": # active_state = activ if gr[2] == "True" or gr[2] == "1": # active_state = lockt r,g,b = hex.rgb_tuple(settings.get_setting("RoomColor_Locked")) else: # active_state = activ r,g,b = hex.rgb_tuple(settings.get_setting("RoomColor_Active")) else: # active_state = empty r,g,b = hex.rgb_tuple(settings.get_setting("RoomColor_Empty")) # r,g,b = hex.rgb_tuple(active_state) color = wx.Colour(red=r,green=g,blue=b) item.SetTextColour(color) self.room_list.SetItem(item) except: traceback.print_exc() logger.debug("Exit game_server_panel->colorize_group_list(self, groups)", False)