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logger = logging.getLogger('%s' % 'client')
logger.info('connect failed...!')
time.sleep(10)
continue
gevent.spawn(HKClient, mainsocket, 0, 1)
# 发送心跳
if pingtime + 20 < time.time() and pingtime != 0:
sendpack(mainsocket, Ping())
pingtime = time.time()
time.sleep(1)
except socket.error:
pingtime = 0
except KeyboardInterrupt:
sys.exit()
# <FILESEP>
from settings import *
from meshes.chunk_mesh_builder import get_chunk_index
class VoxelHandler:
def __init__(self, world):
self.app = world.app
self.chunks = world.chunks
# ray casting result
self.chunk = None
self.voxel_id = None
self.voxel_index = None
self.voxel_local_pos = None
self.voxel_world_pos = None
self.voxel_normal = None
self.interaction_mode = 0 # 0: remove voxel 1: add voxel
self.new_voxel_id = DIRT
def add_voxel(self):
if self.voxel_id:
# check voxel id along normal
result = self.get_voxel_id(self.voxel_world_pos + self.voxel_normal)
# is the new place empty?
if not result[0]:
_, voxel_index, _, chunk = result
chunk.voxels[voxel_index] = self.new_voxel_id
chunk.mesh.rebuild()
# was it an empty chunk
if chunk.is_empty:
chunk.is_empty = False
def rebuild_adj_chunk(self, adj_voxel_pos):
index = get_chunk_index(adj_voxel_pos)
if index != -1:
self.chunks[index].mesh.rebuild()
def rebuild_adjacent_chunks(self):
lx, ly, lz = self.voxel_local_pos
wx, wy, wz = self.voxel_world_pos
if lx == 0:
self.rebuild_adj_chunk((wx - 1, wy, wz))
elif lx == CHUNK_SIZE - 1:
self.rebuild_adj_chunk((wx + 1, wy, wz))
if ly == 0:
self.rebuild_adj_chunk((wx, wy - 1, wz))
elif ly == CHUNK_SIZE - 1:
self.rebuild_adj_chunk((wx, wy + 1, wz))
if lz == 0:
self.rebuild_adj_chunk((wx, wy, wz - 1))
elif lz == CHUNK_SIZE - 1:
self.rebuild_adj_chunk((wx, wy, wz + 1))
def remove_voxel(self):
if self.voxel_id:
self.chunk.voxels[self.voxel_index] = 0
self.chunk.mesh.rebuild()
self.rebuild_adjacent_chunks()
def set_voxel(self):
if self.interaction_mode:
self.add_voxel()
else:
self.remove_voxel()
def switch_mode(self):
self.interaction_mode = not self.interaction_mode
def update(self):
self.ray_cast()
def ray_cast(self):
# start point
x1, y1, z1 = self.app.player.position