pyreverb 1.6.7__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- pyreverb-1.6.7/LICENSE +201 -0
- pyreverb-1.6.7/PKG-INFO +298 -0
- pyreverb-1.6.7/README.md +283 -0
- pyreverb-1.6.7/pyproject.toml +23 -0
- pyreverb-1.6.7/setup.cfg +4 -0
- pyreverb-1.6.7/src/pyreverb/Exemple/client.py +58 -0
- pyreverb-1.6.7/src/pyreverb/Exemple/launcher.py +23 -0
- pyreverb-1.6.7/src/pyreverb/Exemple/server.py +55 -0
- pyreverb-1.6.7/src/pyreverb/Exemple/shooter_objects.py +93 -0
- pyreverb-1.6.7/src/pyreverb/__init__.py +2 -0
- pyreverb-1.6.7/src/pyreverb/reverb.py +624 -0
- pyreverb-1.6.7/src/pyreverb/reverb_errors.py +29 -0
- pyreverb-1.6.7/src/pyreverb/reverb_kernel.py +437 -0
- pyreverb-1.6.7/src/pyreverb.egg-info/PKG-INFO +298 -0
- pyreverb-1.6.7/src/pyreverb.egg-info/SOURCES.txt +18 -0
- pyreverb-1.6.7/src/pyreverb.egg-info/dependency_links.txt +1 -0
- pyreverb-1.6.7/src/pyreverb.egg-info/requires.txt +2 -0
- pyreverb-1.6.7/src/pyreverb.egg-info/top_level.txt +1 -0
- pyreverb-1.6.7/test/test.py +26 -0
pyreverb-1.6.7/LICENSE
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pyreverb-1.6.7/PKG-INFO
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Metadata-Version: 2.4
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Name: pyreverb
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Version: 1.6.7
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Summary: Multiplayer library
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Author: Labo
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License: Apache License Version 2.0
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Project-URL: Homepage, https://github.com/LeLaboDuGame/PyReverb
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Project-URL: Source, https://github.com/LeLaboDuGame/PyReverb
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Requires-Python: >=3.13
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Requires-Dist: colorama
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Requires-Dist: pygame
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Dynamic: license-file
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<p align="center">
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<img src="src/pyreverb/assets/banner.png" alt="PyReverb Banner">
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</p>
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# PyReverb
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[](https://pypi.org/project/pyreverb/)
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PyReverb is a lightweight Python networking framework for real-time client–server synchronization of game and simulation objects.
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It is designed to make it easy to:
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- Define network-aware objects once, and use them on both server and client
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- Keep object state synchronized across all peers
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- Trigger remote actions using events and RPC-like calls
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- Build fast multiplayer prototypes and real-time simulations
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---
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## Table of Contents
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1. [Features](#features)
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2. [Why PyReverb](#why-pyreverb)
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3. [Installation](#installation)
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4. [Quick Start](#quick-start)
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- [1. Define a networked object](#1-define-a-networked-object)
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- [2. Minimal server](#2-minimal-server)
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- [3. Minimal client](#3-minimal-client)
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5. [Event System](#event-system)
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6. [Project Structure](#project-structure)
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7. [Support](#support)
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8. [Contributing](#contributing)
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9. [License](#license)
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10. [Author](#author)
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---
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## Features
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- **Object synchronization**
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Define `ReverbObject` subclasses and keep their state in sync across the network.
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- **Client–server framework**
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Built-in `Server` and `Client` abstractions to manage connections and messaging.
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- **Event-driven architecture**
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Register callbacks on custom events (connect, disconnect, gameplay events, etc.).
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- **Remote calls / actions**
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Execute actions remotely between server and clients in a structured way.
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- **Lightweight and focused**
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Minimal external dependencies; integrates well with existing game loops (e.g. `pygame`).
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---
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## Why PyReverb
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- **Game-oriented**: Designed with real-time games and interactive simulations in mind.
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- **Simple mental model**: Think in terms of objects and events, not raw sockets.
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- **Python-first**: Pure Python API that fits naturally into existing Python projects.
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- **Extensible**: You control how objects are created, synchronized, and updated.
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Use it for:
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- 2D/3D multiplayer games
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- Real-time collaborative tools
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- Networked simulations and visualizations
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---
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## Installation
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Requirements:
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- Python **3.13+**
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- `virtualenv` or another virtual environment tool (recommended)
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Inside your virtual environment:
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```bash
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git clone https://github.com/LeLaboDuGame/PyReverb.git
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cd PyReverb
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# Install dependencies for development / local use
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pip install -r requirements.txt
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# Or install as a package (editable for development)
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pip install -e .
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```
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You can also install directly from source in another project:
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```
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bash
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pip install git+https://github.com/LeLaboDuGame/PyReverb.git
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```
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---
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## Quick Start
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Below is a minimal end‑to‑end example showing:
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1. How to define a synchronized object
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2. How to start a server
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3. How to connect a client
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> The code is written as if you split it into three files: `shared_objects.py`, `server.py`, and `client.py` inside your project.
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### 1. Define a networked object
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```python
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# shared_objects.py
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from pyreverb.reverb import ReverbManager, ReverbSide, ReverbObject
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# Decide which side you're currently defining for.
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# This file can be imported by both client and server.
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ReverbManager.REVERB_SIDE = ReverbSide.SERVER # or CLIENT when imported by the client
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@ReverbManager.reverb_object_attribute
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class Player(ReverbObject):
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def __init__(self, pos=(0, 0), uid=None, add_on_init=True):
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# Local attributes that will be synchronized
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self.pos = list(pos)
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super().__init__(uid=uid, add_on_init=add_on_init)
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def on_init_from_server(self):
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# Called when the Player is created on the server
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print(f"[SERVER] Player {self.uid} initialized at {self.pos}")
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def on_init_from_client(self):
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# Called when the Player appears on a client
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print(f"[CLIENT] Player {self.uid} spawned at {self.pos}")
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```
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### 2. Minimal server
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```python
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# server.py
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from pyreverb.reverb import ReverbManager, ReverbSide, Server
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from shared_objects import Player # noqa: F401 - ensure class is registered
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+
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+
|
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def main():
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# Configure PyReverb as server-side
|
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ReverbManager.REVERB_SIDE = ReverbSide.SERVER
|
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+
|
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server = Server()
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ReverbManager.REVERB_CONNECTION = server
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+
|
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# Start listening for clients
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server.start_server()
|
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|
+
|
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+
# Create a player instance on the server
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player = Player(pos=(5, 5))
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+
print(f"[SERVER] Created Player with uid={player.uid}")
|
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|
+
|
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170
|
+
# Main loop placeholder (replace with your game loop)
|
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|
+
try:
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|
+
while True:
|
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|
+
# Process network events / messages
|
|
174
|
+
server.update()
|
|
175
|
+
# ... your game logic, physics, etc. ...
|
|
176
|
+
except KeyboardInterrupt:
|
|
177
|
+
print("[SERVER] Shutting down...")
|
|
178
|
+
server.stop_server()
|
|
179
|
+
|
|
180
|
+
|
|
181
|
+
if __name__ == "__main__":
|
|
182
|
+
main()
|
|
183
|
+
```
|
|
184
|
+
### 3. Minimal client
|
|
185
|
+
```python
|
|
186
|
+
# client.py
|
|
187
|
+
from pyreverb.reverb import ReverbManager, ReverbSide, Client
|
|
188
|
+
from shared_objects import Player # noqa: F401 - ensure class is registered
|
|
189
|
+
|
|
190
|
+
|
|
191
|
+
def main():
|
|
192
|
+
# Configure PyReverb as client-side
|
|
193
|
+
ReverbManager.REVERB_SIDE = ReverbSide.CLIENT
|
|
194
|
+
|
|
195
|
+
client = Client()
|
|
196
|
+
ReverbManager.REVERB_CONNECTION = client
|
|
197
|
+
|
|
198
|
+
# Connect to the server (adjust host/port if needed)
|
|
199
|
+
client.connect(host="127.0.0.1", port=5555)
|
|
200
|
+
|
|
201
|
+
# Main loop placeholder (replace with your render / game loop)
|
|
202
|
+
try:
|
|
203
|
+
while True:
|
|
204
|
+
client.update()
|
|
205
|
+
# Here you would update local input and send changes, e.g.:
|
|
206
|
+
# for player in Player.get_all_instances():
|
|
207
|
+
# player.pos[0] += 1 # move right, for example
|
|
208
|
+
except KeyboardInterrupt:
|
|
209
|
+
print("[CLIENT] Disconnecting...")
|
|
210
|
+
client.disconnect()
|
|
211
|
+
|
|
212
|
+
|
|
213
|
+
if __name__ == "__main__":
|
|
214
|
+
main()
|
|
215
|
+
```
|
|
216
|
+
**How this works:**
|
|
217
|
+
|
|
218
|
+
- The `Player` class is registered as a networked object via `@ReverbManager.reverb_object_attribute`.
|
|
219
|
+
- The server creates a `Player` instance; PyReverb synchronizes it with connected clients.
|
|
220
|
+
- The client keeps a local mirror of the `Player` instance and can react to updates in its callbacks.
|
|
221
|
+
|
|
222
|
+
For more advanced usage (multiple object types, more complex logic, etc.), you can follow the same pattern with additional `ReverbObject` subclasses.
|
|
223
|
+
|
|
224
|
+
---
|
|
225
|
+
|
|
226
|
+
## Event System
|
|
227
|
+
|
|
228
|
+
PyReverb uses an event-driven core so that you can react to network events without constantly polling everything manually.
|
|
229
|
+
|
|
230
|
+
A simplified usage pattern looks like this:
|
|
231
|
+
```python
|
|
232
|
+
from pyreverb.reverb import ReverbManager
|
|
233
|
+
|
|
234
|
+
kernel = ReverbManager.get_kernel()
|
|
235
|
+
|
|
236
|
+
@kernel.on_event("client_connected")
|
|
237
|
+
def on_client_connected(client_id):
|
|
238
|
+
print(f"Client connected: {client_id}")
|
|
239
|
+
|
|
240
|
+
@kernel.on_event("client_disconnected")
|
|
241
|
+
def on_client_disconnected(client_id):
|
|
242
|
+
print(f"Client disconnected: {client_id}")
|
|
243
|
+
```
|
|
244
|
+
You can define and emit custom events to coordinate gameplay logic, lobby systems, or other high‑level behaviors above the raw networking layer.
|
|
245
|
+
|
|
246
|
+
---
|
|
247
|
+
|
|
248
|
+
## Project Structure
|
|
249
|
+
|
|
250
|
+
At a high level, the repository is organized as follows:
|
|
251
|
+
|
|
252
|
+
- `src/pyreverb/` – Core library code
|
|
253
|
+
- `src/pyreverb/assets/` – Assets such as the README banner
|
|
254
|
+
- `src/pyreverb/Exemple/` – Example project demonstrating PyReverb in action
|
|
255
|
+
- `pyproject.toml` – Packaging configuration
|
|
256
|
+
- `README.md` – Project documentation (this file)
|
|
257
|
+
|
|
258
|
+
You can use the example project as a reference when integrating PyReverb into your own game or simulation.
|
|
259
|
+
|
|
260
|
+
---
|
|
261
|
+
|
|
262
|
+
## Support
|
|
263
|
+
|
|
264
|
+
- Open an **Issue** on the repository for bugs or feature requests.
|
|
265
|
+
- Use **Discussions** (if enabled) for general questions and design ideas.
|
|
266
|
+
- Check the source and examples for reference implementations.
|
|
267
|
+
|
|
268
|
+
---
|
|
269
|
+
|
|
270
|
+
## Contributing
|
|
271
|
+
|
|
272
|
+
Contributions are welcome.
|
|
273
|
+
|
|
274
|
+
1. Open an issue to discuss new features or changes.
|
|
275
|
+
2. Fork the repository and create a feature branch:
|
|
276
|
+
```bash
|
|
277
|
+
git checkout -b feature/my-feature
|
|
278
|
+
```
|
|
279
|
+
3. Implement your changes and add tests or example usage where appropriate.
|
|
280
|
+
4. Ensure code style and formatting are consistent.
|
|
281
|
+
5. Open a Pull Request with a clear description of what you changed and why.
|
|
282
|
+
|
|
283
|
+
---
|
|
284
|
+
|
|
285
|
+
## License
|
|
286
|
+
|
|
287
|
+
This project is licensed under the **Apache License 2.0**.
|
|
288
|
+
See the [LICENSE](LICENSE) file for the full license text.
|
|
289
|
+
|
|
290
|
+
---
|
|
291
|
+
|
|
292
|
+
## Author
|
|
293
|
+
|
|
294
|
+
PyReverb is maintained by **LeLaboDuGame** (Twitch: https://twitch.tv/LaboTTV). <br>
|
|
295
|
+
For more information and updates, see the project homepage:
|
|
296
|
+
|
|
297
|
+
- GitHub: https://github.com/LeLaboDuGame/PyReverb
|
|
298
|
+
|