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To avoid login/logout race conditions, move login into Game.run_tick.
[plomrogue2] / plomrogue / game.py
index 202a0fcba9bcf39e76e33e0b21e44d4b4c9723b4..ec663b7b4b5bf362b9a4f801fd9d1c78dec421c6 100755 (executable)
@@ -120,6 +120,7 @@ class Game(GameBase):
         self.changed = True
         self.changed_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
+        self.login_requests = []
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
@@ -328,7 +329,30 @@ class Game(GameBase):
                                                                       little_yx)]
         self.changed = True
 
+    def login(self, nick, connection_id):
+        for t in [t for t in self.things
+                  if t.type_ == 'Player' and t.name == nick]:
+            self.io.send('GAME_ERROR ' + quote('name already in use'),
+                         connection_id)
+            return
+        t = self.add_thing('Player', self.spawn_point)
+        t.name = nick
+        t.thing_char = self.get_next_player_char()
+        self.sessions[connection_id] = {
+            'thing_id': t.id_,
+            'status': 'player'
+        }
+        self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+        self.io.send('LOGIN_OK', connection_id)
+        self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+        for s in [s for s in self.things
+                  if s.type_ == 'SpawnPoint' and s.name == t.name]:
+            t.position = s.position
+            break
+
     def run_tick(self):
+
+        # update player sessions
         to_delete = []
         for connection_id in self.sessions:
             connection_id_found = False
@@ -344,7 +368,11 @@ class Game(GameBase):
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
-            # self.changed = True  already handled by remove_thing
+        while len(self.login_requests) > 0:
+            login_request = self.login_requests.pop()
+            self.login(login_request[0], login_request[1])
+
+        # update game state
         for t in [t for t in self.things]:
             if t in self.things:
                 try:
@@ -357,6 +385,8 @@ class Game(GameBase):
                     for connection_id in [c_id for c_id in self.sessions
                                           if self.sessions[c_id]['thing_id'] == t.id_]:
                         self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
+
+        # send gamestate if it makes sense at this point
         if self.changed:
             self.turn += 1
             # send_gamestate() can be rather expensive, due to among other reasons