75 lines
2.0 KiB
Python
75 lines
2.0 KiB
Python
from objects import match
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from objects import glob
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from constants import serverPackets
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class matchList:
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matches = {}
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usersInLobby = []
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lastID = 1
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def __init__(self):
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"""Initialize a matchList object"""
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self.matches = {}
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self.usersInLobby = []
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self.lastID = 1
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def createMatch(self, matchName, matchPassword, beatmapID, beatmapName, beatmapMD5, gameMode, hostUserID):
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"""
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Add a new match to matches list
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matchName -- match name, string
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matchPassword -- match md5 password. Leave empty for no password
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beatmapID -- beatmap ID
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beatmapName -- beatmap name, string
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beatmapMD5 -- beatmap md5 hash, string
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gameMode -- game mode ID. See gameModes.py
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hostUserID -- user id of who created the match
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return -- match ID
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"""
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# Add a new match to matches list
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matchID = self.lastID
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self.lastID+=1
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self.matches[matchID] = match.match(matchID, matchName, matchPassword, beatmapID, beatmapName, beatmapMD5, gameMode, hostUserID)
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return matchID
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def lobbyUserJoin(self, userID):
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"""
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Add userID to users in lobby
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userID -- user who joined mp lobby
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"""
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# Make sure the user is not already in mp lobby
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if userID not in self.usersInLobby:
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# We don't need to join #lobby, client will automatically send a packet for it
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self.usersInLobby.append(userID)
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def lobbyUserPart(self, userID):
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"""
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Remove userID from users in lobby
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userID -- user who left mp lobby
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"""
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# Make sure the user is in mp lobby
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if userID in self.usersInLobby:
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# Part lobby and #lobby channel
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self.usersInLobby.remove(userID)
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def disposeMatch(self, matchID):
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"""
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Destroy match object with id = matchID
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matchID -- ID of match to dispose
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"""
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# Make sure the match exists
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if matchID not in self.matches:
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return
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# Remove match object
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self.matches.pop(matchID)
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# Send match dispose packet to everyone in lobby
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for i in self.usersInLobby:
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token = glob.tokens.getTokenFromUserID(i)
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if token is not None:
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token.enqueue(serverPackets.disposeMatch(matchID))
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