Files
tactical-shooter/server/server-browser-api/venv/lib/python3.11/site-packages/uvloop/server.pyx
T
shawn e7299b17e9 Phase 7: netfox + godot-jolt stack upgrade
Stack installed:
- netfox v1.35.3 (core + extras + noray + internals)
- godot-jolt v0.16.0-stable

Architecture:
- Server: ENet transport (works headless, no netfox deps)
- Client/Editor: netfox rollback (RollbackSynchronizer, TickInterpolator)

New/modified:
- docs/migration-netfox-plan.md — migration architecture
- scripts/network/network_manager.gd — netfox-aware ENet fallback
- scripts/network/player.gd — clean base player
- client/characters/player_netfox.gd — rollback player w/ WeaponManager
- client/characters/input/player_net_input.gd — BaseNetInput subclass
- client/characters/character/fps_character_controller.gd — netfox input feed
- client/weapons/ — weapon data, registry, TacticalWeaponHitscan, WeaponManager
- client/scripts/round_replicator.gd — client-side round state bridge
- server/scripts/round_manager.gd — improved state machine
- server/scripts/plugin_api/plugin_manager.gd — refined plugin system
- config: enemy_tag, ally_tag for meatball targeting

Removed: old C++ SimulationServer GDExtension (replaced by netfox rollback)
2026-07-02 17:39:22 -04:00

137 lines
3.5 KiB
Cython

import asyncio
cdef class Server:
def __cinit__(self, Loop loop):
self._loop = loop
self._servers = []
self._waiters = []
self._active_count = 0
self._serving_forever_fut = None
cdef _add_server(self, UVStreamServer srv):
self._servers.append(srv)
cdef _start_serving(self):
if self._serving:
return
self._serving = 1
for server in self._servers:
(<UVStreamServer>server).listen()
cdef _wakeup(self):
cdef list waiters
waiters = self._waiters
self._waiters = None
for waiter in waiters:
if not waiter.done():
waiter.set_result(waiter)
cdef _attach(self):
assert self._servers is not None
self._active_count += 1
cdef _detach(self):
assert self._active_count > 0
self._active_count -= 1
if self._active_count == 0 and self._servers is None:
self._wakeup()
cdef _ref(self):
# Keep the server object alive while it's not explicitly closed.
self._loop._servers.add(self)
cdef _unref(self):
self._loop._servers.discard(self)
# Public API
@cython.iterable_coroutine
async def __aenter__(self):
return self
@cython.iterable_coroutine
async def __aexit__(self, *exc):
self.close()
await self.wait_closed()
def __repr__(self):
return '<%s sockets=%r>' % (self.__class__.__name__, self.sockets)
def get_loop(self):
return self._loop
@cython.iterable_coroutine
async def wait_closed(self):
# Do not remove `self._servers is None` below
# because close() method only closes server sockets
# and existing client connections are left open.
if self._servers is None or self._waiters is None:
return
waiter = self._loop._new_future()
self._waiters.append(waiter)
await waiter
def close(self):
cdef list servers
if self._servers is None:
return
try:
servers = self._servers
self._servers = None
self._serving = 0
for server in servers:
(<UVStreamServer>server)._close()
if self._active_count == 0:
self._wakeup()
finally:
self._unref()
def is_serving(self):
return self._serving
@cython.iterable_coroutine
async def start_serving(self):
self._start_serving()
@cython.iterable_coroutine
async def serve_forever(self):
if self._serving_forever_fut is not None:
raise RuntimeError(
f'server {self!r} is already being awaited on serve_forever()')
if self._servers is None:
raise RuntimeError(f'server {self!r} is closed')
self._start_serving()
self._serving_forever_fut = self._loop.create_future()
try:
await self._serving_forever_fut
except asyncio.CancelledError:
try:
self.close()
await self.wait_closed()
finally:
raise
finally:
self._serving_forever_fut = None
property sockets:
def __get__(self):
cdef list sockets = []
# Guard against `self._servers is None`
if self._servers:
for server in self._servers:
sockets.append(
(<UVStreamServer>server)._get_socket()
)
return sockets