theoretically reworked packet structure for gamestart event + fixed client issue flooding the server with packets
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@ -7,14 +7,16 @@ from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.World import World
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from Classes.Game.Events.GameStart import GameStart
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from Classes.Game.Player import Player
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from Classes.Game.Events.Login import LoginResponse
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class TCPEventHandler:
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def __init__(self, socket:socket):
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self.tcp_socket = socket
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def handleEvents(self, message, inputHandler:InputHandler, world:World):
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if message["event"] == "login":
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def handleEvents(self, message:dict, inputHandler:InputHandler, world:World):
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if message["event"] == "loginresponse":
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# todo: handle login response here
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LoginResponse(message, world)
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pass
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elif message["event"] == "startgame":
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print("gamestart")
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@ -24,14 +26,14 @@ class TCPEventHandler:
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CardPlaced(world, message["card"], message["type"], message["owner"], pygame.Vector2(int(message["x"]), int(message["y"]), inputHandler))
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pass
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elif message["event"] == "MoveCard":
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CardMoved(
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world,
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message["card"],
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message["type"],
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message["owner"],
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pygame.Vector2(int(message["old_x"]), int(message["old_y"])),
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pygame.Vector2(int(message["new_x"]), int(message["new_y"])),
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inputHandler)
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# CardMoved(
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# world,
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# message["card"],
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# message["type"],
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# message["owner"],
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# pygame.Vector2(int(message["old_x"]), int(message["old_y"])),
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# pygame.Vector2(int(message["new_x"]), int(message["new_y"])),
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# inputHandler, world)
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pass
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elif message["event"] == "RemoveCard":
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pass
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