pep.py/matchList.py

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Python
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2016-04-19 17:40:59 +00:00
import match
import glob
import serverPackets
class matchList:
matches = {}
usersInLobby = []
lastID = 1
def __init__(self):
"""Initialize a matchList object"""
self.matches = {}
self.usersInLobby = []
self.lastID = 1
def createMatch(self, __matchName, __matchPassword, __beatmapID, __beatmapName, __beatmapMD5, __gameMode, __hostUserID):
"""
Add a new match to matches list
__matchName -- match name, string
__matchPassword -- match md5 password. Leave empty for no password
__beatmapID -- beatmap ID
__beatmapName -- beatmap name, string
__beatmapMD5 -- beatmap md5 hash, string
__gameMode -- game mode ID. See gameModes.py
__hostUserID -- user id of who created the match
return -- match ID
"""
# Add a new match to matches list
matchID = self.lastID
self.lastID+=1
self.matches[matchID] = match.match(matchID, __matchName, __matchPassword, __beatmapID, __beatmapName, __beatmapMD5, __gameMode, __hostUserID)
return matchID
def lobbyUserJoin(self, __userID):
"""
Add userID to users in lobby
__userID -- user who joined mp lobby
"""
# Make sure the user is not already in mp lobby
if __userID not in self.usersInLobby:
# We don't need to join #lobby, client will automatically send a packet for it
self.usersInLobby.append(__userID)
def lobbyUserPart(self, __userID):
"""
Remove userID from users in lobby
__userID -- user who left mp lobby
"""
# Make sure the user is in mp lobby
if __userID in self.usersInLobby:
# Part lobby and #lobby channel
self.usersInLobby.remove(__userID)
def disposeMatch(self, __matchID):
"""
Destroy match object with id = __matchID
__matchID -- ID of match to dispose
"""
# Make sure the match exists
if __matchID not in self.matches:
return
# Remove match object
self.matches.pop(__matchID)
# Send match dispose packet to everyone in lobby
for i in self.usersInLobby:
token = glob.tokens.getTokenFromUserID(i)
if token != None:
token.enqueue(serverPackets.disposeMatch(__matchID))