#coding: utf8 import time from gevent import spawn, sleep as gsleep from gevent.server import StreamServer from gevent.coros import Semaphore from gevent.queue import Queue from collections import deque class Client(object): def __init__(self, canvas, socket, address): self.canvas = canvas self.socket = socket self.address = address self.connect_ts = time.time() # This buffer discards all but the newest 1024 messages self.sendbuffer = deque([], 1024) self.limit = Semaphore(0) self.counter = 0 print 'CONNECT', address def send(self, line): self.sendbuffer.append(line.strip() + '\n') def disconnect(self): print 'DISCONNECT', self.address print self.counter / (time.time() - self.connect_ts) self.socket.close() del self.canvas.clients[self.address] def serve(self): sendall = self.socket.sendall readline = self.socket.makefile().readline try: while True: # Idea: Sand first, recieve later. If the client is to # slow to get the sendbuffer empty, he cannot send. while self.sendbuffer: sendall(self.sendbuffer.popleft()) line = readline() if not line: break arguments = line.split() command = arguments.pop(0) if command == 'PX': self.on_PX(arguments) elif command == 'SIZE': self.on_SIZE(arguments) finally: self.disconnect() def on_SIZE(self, args): self.send('SIZE %d %d' % self.canvas.get_size()) def on_PX(self, args): self.counter += 1 self.limit.acquire() x,y,color = args x,y = int(x), int(y) c = int(color, 16) if c <= 16777215: r = (c & 0xff0000) >> 16 g = (c & 0x00ff00) >> 8 b = c & 0x0000ff a = 0xff else: r = (c & 0xff000000) >> 24 g = (c & 0x00ff0000) >> 16 b = (c & 0x0000ff00) >> 8 a = c & 0x000000ff self.canvas.set_pixel(x, y, r, g, b, a) def tick(self): while self.limit.counter <= 10: self.limit.release() import pygame import cairo import math import random import array class Canvas(object): size = 200,300 flags = pygame.RESIZABLE#|pygame.FULLSCREEN def __init__(self): pygame.init() pygame.mixer.quit() pygame.display.set_caption('PIXELSTORM') self.screen = pygame.display.set_mode(self.size, self.flags) self.ticks = 0 self.width = self.screen.get_width() self.height = self.screen.get_height() self.clients = {} def serve(self, host, port): self.server = StreamServer((host, port), self.make_client) self.server.start() return spawn(self._loop) def make_client(self, socket, address): if address in self.clients: self.clients[address].disconnect() self.clients[address] = client = Client(self, socket, address) client.serve() # This blocks until ready def _loop(self): while True: gsleep(0) # Required to allow other tasks to run for e in pygame.event.get(): if e.type == pygame.VIDEORESIZE: self.on_resize(e.size) if e.type == pygame.KEYDOWN and e.unicode == 'q': return if e.type == pygame.QUIT: return self.ticks += 1 if 0 and self.ticks % 1000 == 0: pygame.image.save(self.screen, 'hist%000000d.png' % (self.ticks/1000)) pygame.display.flip() for client in self.clients.itervalues(): client.tick() def on_resize(self, size): old = self.screen.copy() self.screen = pygame.display.set_mode(size, self.flags) self.screen.blit(old, (0,0)) self.width = self.screen.get_width() self.height = self.screen.get_height() def get_size(self): return self.width, self.height def get_pixel(self, x, y): return self.screen.get_at((x,y)) def set_pixel(self, x, y, r, g, b, a=255): if a == 0: return if a == 0xff: self.screen.set_at((x,y), (r,g,b)) else: r2,g2,b2,a2 = self.screen.get_at((x, y)) r = (r2*(0xff-a)+(r*a)) / 0xff g = (g2*(0xff-a)+(g*a)) / 0xff b = (b2*(0xff-a)+(b*a)) / 0xff self.screen.set_at((x, y), (r,g,b)) if __name__ == '__main__': canvas = Canvas() canvas.serve('', 2342).join()