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authorRafael Ortiz <rafael@activitycentral.com>2012-03-29 20:12:25 (GMT)
committer Rafael Ortiz <rafael@activitycentral.com>2012-03-29 20:12:25 (GMT)
commit840c7b75c705758c6b78acd0a76258ca775088a8 (patch)
tree4090b5124fd7f02adbbd6ce299adde104d4aba06
parenta63dcf50f59536a86b8c799a6b19a9d8dc32fff4 (diff)
various trailling whitespaces removed
-rw-r--r--olpcgames/mesh.py105
1 files changed, 51 insertions, 54 deletions
diff --git a/olpcgames/mesh.py b/olpcgames/mesh.py
index 1818214..24fd90b 100644
--- a/olpcgames/mesh.py
+++ b/olpcgames/mesh.py
@@ -1,86 +1,83 @@
'''Utilities for wrapping the telepathy network for Pygame
-The 'mesh' module allows your Pygame game to be Shared
+The 'mesh' module allows your Pygame game to be Shared
across the OLPC networking infrastructure (D-bus and Tubes).
It offers a simplified view of the Telepathy system.
-All Sugar activities have a 'Share' menu (toolbar) which is
-intended to allow other people to join the activity instance
-and collaborate with you. When you select Share, the activity's
+All Sugar activities have a 'Share' menu (toolbar) which is
+intended to allow other people to join the activity instance
+and collaborate with you. When you select Share, the activity's
icon appears on the Neighborhood view of other laptops.
-If you do nothing else with networking, this is all that will
-happen: if anyone selects your shared activity icon, they will
-just spawn a new instance of the activity, and they will get to
+If you do nothing else with networking, this is all that will
+happen: if anyone selects your shared activity icon, they will
+just spawn a new instance of the activity, and they will get to
play your game alone.
-The mesh module automatically sets up a connection from each
+The mesh module automatically sets up a connection from each
participant to every other participant. It provides (string based)
-communications channels that let you either broadcast messages
+communications channels that let you either broadcast messages
to other users or communicate point-to-point to one other user.
-You can use the "handles" which uniquely idenify users to send
-messages to an individual user (send_to( handle, message )) or
+You can use the "handles" which uniquely idenify users to send
+messages to an individual user (send_to( handle, message )) or
broadcast( message ) to send a message to all participants.
-More advanced (structured) networking can be handled by using
-the get_object( handle, path ) function, which looks up an object
-(by DBUS path) shared by the user "handle" and returns a
-DBUS/Telepathy proxy for that object. The object you get back is
-actually an olpcgames.dbusproxy.DBUSProxy instance, which
-enforces asynchronous operations and runs your
+More advanced (structured) networking can be handled by using
+the get_object( handle, path ) function, which looks up an object
+(by DBUS path) shared by the user "handle" and returns a
+DBUS/Telepathy proxy for that object. The object you get back is
+actually an olpcgames.dbusproxy.DBUSProxy instance, which
+enforces asynchronous operations and runs your
reply_handler/error_handler in the Pygame event loop.
NOTE:
- You *cannot* make synchronous calls on these objects!
- You must use the named arguments:
+ You *cannot* make synchronous calls on these objects!
+ You must use the named arguments:
+
+ reply_handler, error_handler
- reply_handler, error_handler
-
- for every call which you perform on a shared object (normally
+ for every call which you perform on a shared object (normally
these are ExportedGObject instances).
-If you want to run your callbacks in the GTK event loop (for instance
-because they need to handle GTK-side objects), you can use the
-dbus_get_object function. This is *not* recommended for normal
-usage, as any call to Pygame operations within the GTK event loop
+If you want to run your callbacks in the GTK event loop (for instance
+because they need to handle GTK-side objects), you can use the
+dbus_get_object function. This is *not* recommended for normal
+usage, as any call to Pygame operations within the GTK event loop
can cause a segfault/core of your entire Activity.
Note:
-
- mesh sets up N**2 connections for each shared activity, obviously
- that will not scale to very large shared activities.
+ mesh sets up N**2 connections for each shared activity, obviously
+ that will not scale to very large shared activities.
Note:
-
- The intention is that mesh will be refactored, possibly as a
- new module called "olpcgames.network", which would break out
- the various components so that there is no longer an assumed
- networking layout. We will attempt to retain the mesh module's
- API as we do so.
+ The intention is that mesh will be refactored, possibly as a
+ new module called "olpcgames.network", which would break out
+ the various components so that there is no longer an assumed
+ networking layout. We will attempt to retain the mesh module's
+ API as we do so.
Events produced:
-
- olpcgames.CONNECT -- The tube connection was started. (i.e., the
- user clicked Share or started the activity from the Neighborhood
+
+ olpcgames.CONNECT -- The tube connection was started. (i.e., the
+ user clicked Share or started the activity from the Neighborhood
screen).
Event properties:
-
- id -- a unique identifier for this connection. (shouldn't be needed
+
+ id -- a unique identifier for this connection. (shouldn't be needed
for anything)
- olpcgames.PARTICIPANT_ADD -- A participant joined the activity.
- This will trigger for the local user as well as any arriving remote
- users. Note that this *only* occurs after the activity is shared,
- that is, the local user does not appear until after they have
- shared a locally-started activity.
+ olpcgames.PARTICIPANT_ADD -- A participant joined the activity.
+ This will trigger for the local user as well as any arriving remote
+ users. Note that this *only* occurs after the activity is shared,
+ that is, the local user does not appear until after they have
+ shared a locally-started activity.
Event properties:
-
- handle -- the arriving user's handle (a uniquely identifying string
- assigned to the user by the Telepathy system, not human
- readable), see lookup_buddy to retrieve human-readable
+ handle -- the arriving user's handle (a uniquely identifying string
+ assigned to the user by the Telepathy system, not human
+ readable), see lookup_buddy to retrieve human-readable
descriptions of the user.
olpcgames.PARTICIPANT_REMOVE -- A participant quit the activity.
@@ -105,9 +102,9 @@ Events produced:
Note:
- Eventually we will stop using top-level Pygame event types for the
- various networking message types (currently four of them). We will
- likely use UserEvent with a sub-type specifier for the various events
+ Eventually we will stop using top-level Pygame event types for the
+ various networking message types (currently four of them). We will
+ likely use UserEvent with a sub-type specifier for the various events
that OLPCGames produces.
See Also:
@@ -116,7 +113,7 @@ See Also:
the mesh module and raw Telepathy (ExportedGObject instances)
'''
import logging
-log = logging.getLogger( 'olpcgames.mesh' )
+log = logging.getLogger('olpcgames.mesh')
##log.setLevel( logging.DEBUG )
import olpcgames
from olpcgames.util import get_traceback
@@ -141,7 +138,7 @@ except Exception, err:
pass
import pygame.event as PEvent
-class OfflineError( Exception ):
+class OfflineError(Exception):
"""Raised when we cannot complete an operation due to being offline"""
DBUS_IFACE="org.laptop.games.pygame"