我正试图用pygame客户端运行一个扭曲的服务器:
class ChatClientProtocol(LineReceiver):
def lineReceived(self,line):
print (line)
class ChatClient(ClientFactory):
def __init__(self):
self.protocol = ChatClientProtocol
def main():
flag = 0
default_screen()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
return
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pos = pygame.mouse.get_pos()
# some rect.collidepoint(pos) rest of loop...
这是服务器:
from twisted.internet.protocol import Factory
from twisted.protocols.basic import LineReceiver
from twisted.internet import reactor
class Chat(LineReceiver):
def __init__(self, users, players):
self.users = users
self.name = None
self.players = players
def connectionMade(self):
new = 'player_' + str(len(self.players) + 1)
self.players.append(new)
self.sendLine(str(self.players,))
class ChatFactory(Factory):
def __init__(self):
self.users = {} #maps instances to clients
self.players = []
def buildProtocol(self, addr):
return Chat(self.users,self.players)
reactor.listenTCP(6000, ChatFactory())
reactor.run()
我正在使用客户端代码运行这个服务器,而不使用reactor。CallLater()方法和pygames代码,客户端连接良好。我使用reactor方法是错误的,还是pygames代码在结构上有问题?如有任何帮助,我们将不胜感激。
所以我不知道pygames中的循环是否会中断,再次调用反应堆?
使用twisted时,您不应该编写自己的主循环(使用while
)。twisted必须控制主循环,pygame足够灵活,不需要关心(它不需要自己的循环)。
您应该将主循环中的所有内容放入一个函数中,并通过调用reactor.CallLater()
用扭曲电抗器对其进行处理
def main():
flag = 0
default_screen()
reactor.callLater(0.1, tick)
def tick():
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop() # just stop somehow
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
reactor.stop() # just stop somehow
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pos = pygame.mouse.get_pos()
# some stuff
reactor.callLater(0.1, tick)
通过这种方式,您可以确保reactor运行并能够处理网络事件。
下面是一个客户端的小工作示例,它只会呈现收到的最后一行:
from twisted.internet import reactor
from twisted.internet.protocol import ClientFactory
from twisted.protocols.basic import LineReceiver
import pygame
class ChatClientProtocol(LineReceiver):
def __init__(self, recv):
self.recv = recv
def lineReceived(self,line):
self.recv(line)
class ChatClient(ClientFactory):
def __init__(self, recv):
self.protocol = ChatClientProtocol
self.recv = recv
def buildProtocol(self, addr):
return ChatClientProtocol(self.recv)
class Client(object):
def __init__(self):
self.line = 'no message'
pygame.init()
self.screen = pygame.display.set_mode((200, 200))
reactor.callLater(0.1, self.tick)
def new_line(self, line):
self.line = line
def tick(self):
self.screen.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop() # just stop somehow
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
reactor.stop() # just stop somehow
self.screen.blit(pygame.font.SysFont('mono', 12, bold=True).render(self.line, True, (0, 255, 0)), (20,20))
pygame.display.flip()
reactor.callLater(0.1, self.tick)
if __name__ == '__main__':
c = Client()
reactor.connectTCP('127.0.0.1',6000, ChatClient(c.new_line))
reactor.run()
下面是一个使用LoopingCall
的简单示例,正如Glyph所建议的那样(我省略了protocoll/工厂类,因为它们与上面相同):
from twisted.internet.task import LoopingCall
class Client(object):
def __init__(self):
self.line = 'no message'
pygame.init()
self.screen = pygame.display.set_mode((200, 200))
def new_line(self, line):
self.line = line
def tick(self):
self.screen.fill((0,0,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop() # just stop somehow
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
reactor.stop() # just stop somehow
self.screen.blit(pygame.font.SysFont('mono', 12, bold=True).render(self.line, True, (0, 255, 0)), (20,20))
pygame.display.flip()
if __name__ == '__main__':
c = Client()
lc = LoopingCall(c.tick)
lc.start(0.1)
reactor.connectTCP('127.0.0.1',6000, ChatClient(c.new_line))
reactor.run()