
Untitled
By: a guest on Feb 22nd, 2012 | syntax:
Python | size: 1.28 KB | hits: 21 | expires: Never
def recieve(self, game, client):
# If we haven't received confirmation that we're connected yet, see if we should try again:
if not self.has_connected:
self.connection_timeout_timer -= 1
if self.connection_timeout_timer <= 0 and self.retried_connection == False:
self.connection_timeout_timer = constants.CLIENT_TIMEOUT
# Send a reminder, in case the first packet was lost
packet = networking.packet.Packet("client")
packet.sequence = self.sequence
packet.acksequence = self.client_acksequence
event = networking.event_serialize.Client_Event_Hello(client.player_name, client.server_password)
packet.events.append((self.sequence, event))
data = packet.pack()
self.retried_connection=True
print("retried_connection")
numbytes = self.socket.sendto(data, self.server_address)
if len(data) != numbytes:
# TODO sane error handling
print("SERIOUS ERROR, NUMBER OF BYTES SENT != PACKET SIZE AT HELLO")
elif(self.retried_connection == True):
raise Exception("No server found")