pyreverb 1.6.7__tar.gz

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pyreverb-1.6.7/LICENSE ADDED
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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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+
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+
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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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+
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+ # PyReverb
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+
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+ [![PyPI version](https://img.shields.io/pypi/v/pyreverb.svg)](https://pypi.org/project/pyreverb/)
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+ ![License](https://img.shields.io/github/license/LeLaboDuGame/PyReverb)
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+
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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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+
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+ It is designed to make it easy to:
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+
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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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+ ---
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+
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+ ## Table of Contents
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+
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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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+ ---
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+
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+ ## Features
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+
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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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+
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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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+
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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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+
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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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+
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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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+ ---
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+
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+ ## Why PyReverb
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+
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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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+
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+ Use it for:
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+
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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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+ ---
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+
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+ ## Installation
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+
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+ Requirements:
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+
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+ - Python **3.13+**
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+ - `virtualenv` or another virtual environment tool (recommended)
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+
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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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+
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+ # Install dependencies for development / local use
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+ pip install -r requirements.txt
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+
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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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+
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+ ## Quick Start
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+
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+ Below is a minimal end‑to‑end example showing:
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+
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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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+
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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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+
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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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+
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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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+
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+
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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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+
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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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+
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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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+ # 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
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+ server.update()
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+ # ... your game logic, physics, etc. ...
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+ except KeyboardInterrupt:
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+ print("[SERVER] Shutting down...")
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+ server.stop_server()
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+
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+
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+ if __name__ == "__main__":
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+ main()
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+ ```
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+ ### 3. Minimal client
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+ ```python
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+ # client.py
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+ from pyreverb.reverb import ReverbManager, ReverbSide, Client
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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 client-side
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+ ReverbManager.REVERB_SIDE = ReverbSide.CLIENT
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+
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+ client = Client()
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+ ReverbManager.REVERB_CONNECTION = client
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+
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+ # Connect to the server (adjust host/port if needed)
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+ client.connect(host="127.0.0.1", port=5555)
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+
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+ # Main loop placeholder (replace with your render / game loop)
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+ try:
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+ while True:
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+ client.update()
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+ # Here you would update local input and send changes, e.g.:
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+ # for player in Player.get_all_instances():
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+ # player.pos[0] += 1 # move right, for example
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+ except KeyboardInterrupt:
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+ print("[CLIENT] Disconnecting...")
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+ client.disconnect()
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+
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+
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+ if __name__ == "__main__":
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+ main()
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+ ```
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+ **How this works:**
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+
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+ - The `Player` class is registered as a networked object via `@ReverbManager.reverb_object_attribute`.
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+ - The server creates a `Player` instance; PyReverb synchronizes it with connected clients.
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+ - The client keeps a local mirror of the `Player` instance and can react to updates in its callbacks.
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+
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+ For more advanced usage (multiple object types, more complex logic, etc.), you can follow the same pattern with additional `ReverbObject` subclasses.
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+
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+ ---
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+
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+ ## Event System
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+
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+ PyReverb uses an event-driven core so that you can react to network events without constantly polling everything manually.
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+
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+ A simplified usage pattern looks like this:
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+ ```python
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+ from pyreverb.reverb import ReverbManager
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+
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+ kernel = ReverbManager.get_kernel()
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+
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+ @kernel.on_event("client_connected")
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+ def on_client_connected(client_id):
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+ print(f"Client connected: {client_id}")
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+
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+ @kernel.on_event("client_disconnected")
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+ def on_client_disconnected(client_id):
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+ print(f"Client disconnected: {client_id}")
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+ ```
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+ You can define and emit custom events to coordinate gameplay logic, lobby systems, or other high‑level behaviors above the raw networking layer.
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+
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+ ---
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+
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+ ## Project Structure
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+
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+ At a high level, the repository is organized as follows:
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+
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+ - `src/pyreverb/` – Core library code
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+ - `src/pyreverb/assets/` – Assets such as the README banner
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+ - `src/pyreverb/Exemple/` – Example project demonstrating PyReverb in action
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+ - `pyproject.toml` – Packaging configuration
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+ - `README.md` – Project documentation (this file)
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+
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+ You can use the example project as a reference when integrating PyReverb into your own game or simulation.
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+
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+ ---
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+
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+ ## Support
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+
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+ - Open an **Issue** on the repository for bugs or feature requests.
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+ - Use **Discussions** (if enabled) for general questions and design ideas.
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+ - Check the source and examples for reference implementations.
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+
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+ ---
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+
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+ ## Contributing
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+
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+ Contributions are welcome.
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+
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+ 1. Open an issue to discuss new features or changes.
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+ 2. Fork the repository and create a feature branch:
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+ ```bash
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+ git checkout -b feature/my-feature
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+ ```
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+ 3. Implement your changes and add tests or example usage where appropriate.
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+ 4. Ensure code style and formatting are consistent.
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+ 5. Open a Pull Request with a clear description of what you changed and why.
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+
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+ ---
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+
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+ ## License
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+
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+ This project is licensed under the **Apache License 2.0**.
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+ See the [LICENSE](LICENSE) file for the full license text.
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+
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+ ---
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+
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+ ## Author
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+
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+ PyReverb is maintained by **LeLaboDuGame** (Twitch: https://twitch.tv/LaboTTV). <br>
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+ For more information and updates, see the project homepage:
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+
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+ - GitHub: https://github.com/LeLaboDuGame/PyReverb
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+