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- import pygame
- import pygame_network
- pygame.init()
- # create connection
- pygame_network.connect('localhost', 10000)
- # connection overlay
- host = pygame_network.client.Host()
- # register new packet type
- # it will call pygame_network.packets.PacketManager.register()
- echo = pygame_network.register('echo', ('user', 'msg'))
- name = raw_input('name: ')
- # version 1:
- while True:
- for e in pygame.event.get()
- if e.type == NETWORK and isinstance(e.packet, echo):
- user, msg = e.packet
- print '%s: %s' % (user, msg)
- host.send(echo('me', raw_input())
- # version 2:
- while True:
- for e in pygame.event.get()
- if e.type == NETWORK and e.packet_name == 'echo':
- print '%s: %s' % (e.packet.user, e.packet.msg)
- host.net_echo('me', raw_input())
- # version 3:
- class EchoClient(pygame_network.client.Receiver):
- def net_echo(self, packet_id, packet):
- print '%s: %s' % (packet.user, packet.msg)
- def read_input(self):
- self.host.net_echo('me', raw_input())
- echo_client = EchoClient()
- while True:
- echo_client.read_input()
- # version 4: (no need to register new packet)
- class EchoClient(pygame_network.SyncObject):
- sync_var = ('user', 'msg')
- def __init__(self):
- super(EchoClient, self).__init__()
- self.msg = 'test'
- self.user = 'me'
- def on_change(self):
- print '%s: %s' % (self.user, self.msg)
- echo_client = EchoClient()
- while True:
- echo_client.msg = raw_input()
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