pep.py/objects/matchList.py

66 lines
1.8 KiB
Python

from objects import match
from objects import glob
from constants import serverPackets
class matchList:
def __init__(self):
"""Initialize a matchList object"""
self.matches = {}
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
glob.streams.broadcast("lobby", serverPackets.disposeMatch(matchID))