repodnet 0.1.0__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.
@@ -0,0 +1,62 @@
1
+ name: CI
2
+
3
+ on:
4
+ push:
5
+ branches: [main]
6
+ pull_request:
7
+ branches: [main]
8
+
9
+ jobs:
10
+ lint:
11
+ runs-on: ubuntu-latest
12
+ steps:
13
+ - uses: actions/checkout@v4
14
+
15
+ - name: Install uv
16
+ uses: astral-sh/setup-uv@v6
17
+
18
+ - name: Set up Python
19
+ run: uv python install 3.12
20
+
21
+ - name: Install dependencies
22
+ run: uv sync --group dev
23
+
24
+ - name: Ruff lint
25
+ run: uv run ruff check .
26
+
27
+ - name: Ruff format
28
+ run: uv run ruff format --check .
29
+
30
+ typecheck:
31
+ runs-on: ubuntu-latest
32
+ steps:
33
+ - uses: actions/checkout@v4
34
+
35
+ - name: Install uv
36
+ uses: astral-sh/setup-uv@v6
37
+
38
+ - name: Set up Python
39
+ run: uv python install 3.12
40
+
41
+ - name: Install dependencies
42
+ run: uv sync --group dev
43
+
44
+ - name: ty check
45
+ run: uv run ty check
46
+
47
+ test:
48
+ runs-on: ubuntu-latest
49
+ steps:
50
+ - uses: actions/checkout@v4
51
+
52
+ - name: Install uv
53
+ uses: astral-sh/setup-uv@v6
54
+
55
+ - name: Set up Python
56
+ run: uv python install 3.12
57
+
58
+ - name: Install dependencies
59
+ run: uv sync --group dev
60
+
61
+ - name: Run tests
62
+ run: uv run pytest tests/ -v
@@ -0,0 +1,14 @@
1
+ # Python-generated files
2
+ __pycache__/
3
+ *.py[oc]
4
+ build/
5
+ dist/
6
+ wheels/
7
+ *.egg-info
8
+
9
+ # Virtual environments
10
+ .venv
11
+ uv.lock
12
+
13
+ # Secrets
14
+ .env
@@ -0,0 +1 @@
1
+ 3.12
repodnet-0.1.0/COPYING ADDED
@@ -0,0 +1,165 @@
1
+ GNU LESSER GENERAL PUBLIC LICENSE
2
+ Version 3, 29 June 2007
3
+
4
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
5
+ Everyone is permitted to copy and distribute verbatim copies
6
+ of this license document, but changing it is not allowed.
7
+
8
+
9
+ This version of the GNU Lesser General Public License incorporates
10
+ the terms and conditions of version 3 of the GNU General Public
11
+ License, supplemented by the additional permissions listed below.
12
+
13
+ 0. Additional Definitions.
14
+
15
+ As used herein, "this License" refers to version 3 of the GNU Lesser
16
+ General Public License, and the "GNU GPL" refers to version 3 of the GNU
17
+ General Public License.
18
+
19
+ "The Library" refers to a covered work governed by this License,
20
+ other than an Application or a Combined Work as defined below.
21
+
22
+ An "Application" is any work that makes use of an interface provided
23
+ by the Library, but which is not otherwise based on the Library.
24
+ Defining a subclass of a class defined by the Library is deemed a mode
25
+ of using an interface provided by the Library.
26
+
27
+ A "Combined Work" is a work produced by combining or linking an
28
+ Application with the Library. The particular version of the Library
29
+ with which the Combined Work was made is also called the "Linked
30
+ Version".
31
+
32
+ The "Minimal Corresponding Source" for a Combined Work means the
33
+ Corresponding Source for the Combined Work, excluding any source code
34
+ for portions of the Combined Work that, considered in isolation, are
35
+ based on the Application, and not on the Linked Version.
36
+
37
+ The "Corresponding Application Code" for a Combined Work means the
38
+ object code and/or source code for the Application, including any data
39
+ and utility programs needed for reproducing the Combined Work from the
40
+ Application, but excluding the System Libraries of the Combined Work.
41
+
42
+ 1. Exception to Section 3 of the GNU GPL.
43
+
44
+ You may convey a covered work under sections 3 and 4 of this License
45
+ without being bound by section 3 of the GNU GPL.
46
+
47
+ 2. Conveying Modified Versions.
48
+
49
+ If you modify a copy of the Library, and, in your modifications, a
50
+ facility refers to a function or data to be supplied by an Application
51
+ that uses the facility (other than as an argument passed when the
52
+ facility is invoked), then you may convey a copy of the modified
53
+ version:
54
+
55
+ a) under this License, provided that you make a good faith effort to
56
+ ensure that, in the event an Application does not supply the
57
+ function or data, the facility still operates, and performs
58
+ whatever part of its purpose remains meaningful, or
59
+
60
+ b) under the GNU GPL, with none of the additional permissions of
61
+ this License applicable to that copy.
62
+
63
+ 3. Object Code Incorporating Material from Library Header Files.
64
+
65
+ The object code form of an Application may incorporate material from
66
+ a header file that is part of the Library. You may convey such object
67
+ code under terms of your choice, provided that, if the incorporated
68
+ material is not limited to numerical parameters, data structure
69
+ layouts and accessors, or small macros, inline functions and templates
70
+ (ten or fewer lines in length), you do both of the following:
71
+
72
+ a) Give prominent notice with each copy of the object code that the
73
+ Library is used in it and that the Library and its use are
74
+ covered by this License.
75
+
76
+ b) Accompany the object code with a copy of the GNU GPL and this license
77
+ document.
78
+
79
+ 4. Combined Works.
80
+
81
+ You may convey a Combined Work under terms of your choice that,
82
+ taken together, effectively do not restrict modification of the
83
+ portions of the Library contained in the Combined Work and reverse
84
+ engineering for debugging such modifications, if you also do each of
85
+ the following:
86
+
87
+ a) Give prominent notice with each copy of the Combined Work that
88
+ the Library is used in it and that the Library and its use are
89
+ covered by this License.
90
+
91
+ b) Accompany the Combined Work with a copy of the GNU GPL and this license
92
+ document.
93
+
94
+ c) For a Combined Work that displays copyright notices during
95
+ execution, include the copyright notice for the Library among
96
+ these notices, as well as a reference directing the user to the
97
+ copies of the GNU GPL and this license document.
98
+
99
+ d) Do one of the following:
100
+
101
+ 0) Convey the Minimal Corresponding Source under the terms of this
102
+ License, and the Corresponding Application Code in a form
103
+ suitable for, and under terms that permit, the user to
104
+ recombine or relink the Application with a modified version of
105
+ the Linked Version to produce a modified Combined Work, in the
106
+ manner specified by section 6 of the GNU GPL for conveying
107
+ Corresponding Source.
108
+
109
+ 1) Use a suitable shared library mechanism for linking with the
110
+ Library. A suitable mechanism is one that (a) uses at run time
111
+ a copy of the Library already present on the user's computer
112
+ system, and (b) will operate properly with a modified version
113
+ of the Library that is interface-compatible with the Linked
114
+ Version.
115
+
116
+ e) Provide Installation Information, but only if you would otherwise
117
+ be required to provide such information under section 6 of the
118
+ GNU GPL, and only to the extent that such information is
119
+ necessary to install and execute a modified version of the
120
+ Combined Work produced by recombining or relinking the
121
+ Application with a modified version of the Linked Version. (If
122
+ you use option 4d0, the Installation Information must accompany
123
+ the Minimal Corresponding Source and Corresponding Application
124
+ Code. If you use option 4d1, you must provide the Installation
125
+ Information in the manner specified by section 6 of the GNU GPL
126
+ for conveying Corresponding Source.)
127
+
128
+ 5. Combined Libraries.
129
+
130
+ You may place library facilities that are a work based on the
131
+ Library side by side in a single library together with other library
132
+ facilities that are not Applications and are not covered by this
133
+ License, and convey such a combined library under terms of your
134
+ choice, if you do both of the following:
135
+
136
+ a) Accompany the combined library with a copy of the same work based
137
+ on the Library, uncombined with any other library facilities,
138
+ conveyed under the terms of this License.
139
+
140
+ b) Give prominent notice with the combined library that part of it
141
+ is a work based on the Library, and explaining where to find the
142
+ accompanying uncombined form of the same work.
143
+
144
+ 6. Revised Versions of the GNU Lesser General Public License.
145
+
146
+ The Free Software Foundation may publish revised and/or new versions
147
+ of the GNU Lesser General Public License from time to time. Such new
148
+ versions will be similar in spirit to the present version, but may
149
+ differ in detail to address new problems or concerns.
150
+
151
+ Each version is given a distinguishing version number. If the
152
+ Library as you received it specifies that a certain numbered version
153
+ of the GNU Lesser General Public License "or any later version"
154
+ applies to it, you have the option of following the terms and
155
+ conditions either of that published version or of any later version
156
+ published by the Free Software Foundation. If the Library as you
157
+ received it does not specify a version number of the GNU Lesser
158
+ General Public License, you may choose any version of the GNU Lesser
159
+ General Public License ever published by the Free Software Foundation.
160
+
161
+ If the Library as you received it specifies that a proxy can decide
162
+ whether future versions of the GNU Lesser General Public License shall
163
+ apply, that proxy's public statement of acceptance of any version is
164
+ permanent authorization for you to choose that version for the
165
+ Library.
@@ -0,0 +1,202 @@
1
+ Metadata-Version: 2.4
2
+ Name: repodnet
3
+ Version: 0.1.0
4
+ Summary: Modern async networking library for multiplayer games
5
+ Project-URL: Homepage, https://github.com/Walkercito/repod
6
+ Project-URL: Repository, https://github.com/Walkercito/repod
7
+ Project-URL: Documentation, https://github.com/Walkercito/repod/blob/main/docs/DOCS.md
8
+ Project-URL: Issues, https://github.com/Walkercito/repod/issues
9
+ Author-email: Walkercito <walekrcitoliver@gmail.com>
10
+ License-Expression: LGPL-3.0-or-later
11
+ License-File: COPYING
12
+ Keywords: async,gamedev,msgpack,multiplayer,networking
13
+ Classifier: Development Status :: 3 - Alpha
14
+ Classifier: Intended Audience :: Developers
15
+ Classifier: License :: OSI Approved :: GNU Lesser General Public License v3 or later (LGPLv3+)
16
+ Classifier: Operating System :: OS Independent
17
+ Classifier: Programming Language :: Python :: 3
18
+ Classifier: Programming Language :: Python :: 3.12
19
+ Classifier: Programming Language :: Python :: 3.13
20
+ Classifier: Topic :: Games/Entertainment
21
+ Classifier: Topic :: Internet
22
+ Classifier: Topic :: Software Development :: Libraries :: Python Modules
23
+ Classifier: Topic :: System :: Networking
24
+ Classifier: Typing :: Typed
25
+ Requires-Python: >=3.12
26
+ Requires-Dist: msgpack>=1.0.0
27
+ Description-Content-Type: text/markdown
28
+
29
+ # repod -- multiplayer networking library for Python games
30
+
31
+ [![Python 3.12+](https://img.shields.io/python/required-version-toml?tomlFilePath=https%3A%2F%2Fraw.githubusercontent.com%2FWalkercito%2Frepod%2Fmain%2Fpyproject.toml&logo=python&logoColor=white&label=Python)](https://www.python.org/)
32
+ [![License: LGPL v3](https://img.shields.io/badge/License-LGPL_v3-blue.svg)](https://www.gnu.org/licenses/lgpl-3.0)
33
+ [![Ruff](https://img.shields.io/endpoint?url=https://raw.githubusercontent.com/astral-sh/ruff/main/assets/badge/v2.json)](https://github.com/astral-sh/ruff)
34
+ [![msgpack](https://img.shields.io/badge/serialization-msgpack-orange)](https://msgpack.org/)
35
+ [![asyncio](https://img.shields.io/badge/I%2FO-asyncio-purple)](https://docs.python.org/3/library/asyncio.html)
36
+
37
+ repod is a networking library designed to make it easy to write multiplayer games in Python. It uses `asyncio` and `msgpack` to asynchronously serialize network events and arbitrary data structures, and delivers them to your high-level classes through simple callback methods.
38
+
39
+ It is a modernized fork of [PodSixNet](https://github.com/chr15m/PodSixNet). Same ideas -- channels, action-based message dispatch, synchronous pump loops -- but rebuilt from scratch for Python 3.12+ with async I/O, binary msgpack serialization, and full type annotations. PodSixNet was built on `asyncore`, which was removed in Python 3.12; repod is the drop-in replacement.
40
+
41
+ Each class within your game client which wants to receive network events subclasses `ConnectionListener` and implements `Network_*` methods to catch specific events from the server. You don't have to wait for buffers to fill, or check sockets for waiting data or anything like that -- just call `client.pump()` once per game loop and the library handles everything else, passing off events to your listener. Sending data back to the server is just as easy with `client.send(mydata)`. On the server side, events are propagated to `Network_*` callbacks on your `Channel` subclass, and data is sent back to clients with `channel.send(mydata)`.
42
+
43
+ ## Install
44
+
45
+ ```bash
46
+ pip install repod
47
+ ```
48
+
49
+ Or with [uv](https://docs.astral.sh/uv/):
50
+
51
+ ```bash
52
+ uv add repod
53
+ ```
54
+
55
+ ## Examples
56
+
57
+ Chat example:
58
+
59
+ - `python examples/chat_server.py`
60
+ - and a couple of instances of `python examples/chat_client.py`
61
+
62
+ Whiteboard example (requires pygame-ce):
63
+
64
+ - `python examples/whiteboard_server.py`
65
+ - and a couple of instances of `python examples/whiteboard_client.py`
66
+
67
+ LagTime example (measures round-trip time from server to client):
68
+
69
+ - `python examples/lag_time_server.py`
70
+ - and a couple of instances of `python examples/lag_time_client.py`
71
+
72
+ ## Quick start -- Server
73
+
74
+ You need to subclass two classes to make your own server. Each time a client connects, a new `Channel` instance is created, so you subclass `Channel` to make your server-side representation of a client:
75
+
76
+ ```python
77
+ from repod import Channel
78
+
79
+ class ClientChannel(Channel):
80
+
81
+ def network_received(self, data: dict) -> None:
82
+ print(data)
83
+
84
+ def Network_myaction(self, data: dict) -> None:
85
+ print("myaction:", data)
86
+ ```
87
+
88
+ Whenever the client sends data, the `network_received()` fallback is called if no specific handler exists. The method `Network_myaction()` is only called if your data has an `"action"` key with a value of `"myaction"`. In other words, if the data looks like:
89
+
90
+ ```python
91
+ {"action": "myaction", "blah": 123, ...}
92
+ ```
93
+
94
+ Next, subclass `Server`:
95
+
96
+ ```python
97
+ from repod import Server
98
+
99
+ class MyServer(Server):
100
+ channel_class = ClientChannel
101
+
102
+ def on_connect(self, channel, addr):
103
+ print("new connection:", channel)
104
+ ```
105
+
106
+ Set `channel_class` to the Channel subclass you created above. The `on_connect()` method is called whenever a new client connects.
107
+
108
+ To run the server, call `launch()`:
109
+
110
+ ```python
111
+ MyServer(host="0.0.0.0", port=5071).launch()
112
+ ```
113
+
114
+ That's it. One line. `launch()` handles the event loop internally and catches `Ctrl+C` for clean shutdown.
115
+
116
+ When you want to send data to a specific client, use the `send` method on the Channel:
117
+
118
+ ```python
119
+ channel.send({"action": "hello", "message": "hello client!"})
120
+ ```
121
+
122
+ ## Quick start -- Client
123
+
124
+ To connect to your server, subclass `ConnectionListener`:
125
+
126
+ ```python
127
+ import time
128
+ from repod import ConnectionListener
129
+
130
+ class MyClient(ConnectionListener):
131
+
132
+ def Network_connected(self, data: dict) -> None:
133
+ print("connected to the server")
134
+
135
+ def Network_error(self, data: dict) -> None:
136
+ print("error:", data["error"])
137
+
138
+ def Network_disconnected(self, data: dict) -> None:
139
+ print("disconnected from the server")
140
+
141
+ def Network_myaction(self, data: dict) -> None:
142
+ print("myaction:", data)
143
+ ```
144
+
145
+ Network events are received by `Network_*` callback methods. Replace `*` with the value of the `"action"` key you want to catch. The `connected`, `disconnected`, and `error` events are sent automatically by repod.
146
+
147
+ Connect and pump:
148
+
149
+ ```python
150
+ client = MyClient()
151
+ client.connect("localhost", 5071)
152
+
153
+ while True:
154
+ client.pump()
155
+ time.sleep(0.01)
156
+ ```
157
+
158
+ Call `pump()` once per game loop and repod handles everything -- reading from the socket, deserializing, and dispatching to your `Network_*` methods. Sending data to the server:
159
+
160
+ ```python
161
+ client.send({"action": "myaction", "blah": 123, "things": [3, 4, 3, 4, 7]})
162
+ ```
163
+
164
+ This works with any game framework that has a main loop: pygame, raylib, arcade, pyglet, etc. Just drop `pump()` into the loop.
165
+
166
+ ## Documentation
167
+
168
+ Full tutorial and API reference: **[docs/DOCS.md](docs/DOCS.md)**
169
+
170
+ ## Why not PodSixNet?
171
+
172
+ PodSixNet was great for its time, but:
173
+
174
+ - It's built on `asyncore`, which was **removed in Python 3.12**
175
+ - It uses `rencode` / custom delimiter-based framing (`\0---\0`), which is fragile with binary data
176
+ - It has no type annotations, no modern tooling support
177
+ - It is no longer maintained ([chr15m/PodSixNet#46](https://github.com/chr15m/PodSixNet/issues/46))
178
+
179
+ repod keeps the same simple API philosophy but replaces the internals:
180
+
181
+ - **asyncio** instead of asyncore
182
+ - **msgpack** with length-prefix framing instead of rencode with delimiter framing
183
+ - **Full type annotations** with PEP 695 generics (optional)
184
+ - **Python 3.12+** only -- no compatibility shims
185
+
186
+ ## Development
187
+
188
+ ```bash
189
+ uv sync --group dev
190
+ uv run ruff check .
191
+ uv run ruff format --check .
192
+ uv run ty check
193
+ uv run pytest tests/ -v
194
+ ```
195
+
196
+ ## License
197
+
198
+ Copyright Walker Gonzales, 2025.
199
+
200
+ repod is licensed under the terms of the **LGPL v3.0** or later. See the [COPYING](COPYING) file for details.
201
+
202
+ This is the same license as [PodSixNet](https://github.com/chr15m/PodSixNet), from which repod is forked. In short: you can use repod in any project (commercial or otherwise), but if you modify the repod library code itself, you must make the modified source available.
@@ -0,0 +1,174 @@
1
+ # repod -- multiplayer networking library for Python games
2
+
3
+ [![Python 3.12+](https://img.shields.io/python/required-version-toml?tomlFilePath=https%3A%2F%2Fraw.githubusercontent.com%2FWalkercito%2Frepod%2Fmain%2Fpyproject.toml&logo=python&logoColor=white&label=Python)](https://www.python.org/)
4
+ [![License: LGPL v3](https://img.shields.io/badge/License-LGPL_v3-blue.svg)](https://www.gnu.org/licenses/lgpl-3.0)
5
+ [![Ruff](https://img.shields.io/endpoint?url=https://raw.githubusercontent.com/astral-sh/ruff/main/assets/badge/v2.json)](https://github.com/astral-sh/ruff)
6
+ [![msgpack](https://img.shields.io/badge/serialization-msgpack-orange)](https://msgpack.org/)
7
+ [![asyncio](https://img.shields.io/badge/I%2FO-asyncio-purple)](https://docs.python.org/3/library/asyncio.html)
8
+
9
+ repod is a networking library designed to make it easy to write multiplayer games in Python. It uses `asyncio` and `msgpack` to asynchronously serialize network events and arbitrary data structures, and delivers them to your high-level classes through simple callback methods.
10
+
11
+ It is a modernized fork of [PodSixNet](https://github.com/chr15m/PodSixNet). Same ideas -- channels, action-based message dispatch, synchronous pump loops -- but rebuilt from scratch for Python 3.12+ with async I/O, binary msgpack serialization, and full type annotations. PodSixNet was built on `asyncore`, which was removed in Python 3.12; repod is the drop-in replacement.
12
+
13
+ Each class within your game client which wants to receive network events subclasses `ConnectionListener` and implements `Network_*` methods to catch specific events from the server. You don't have to wait for buffers to fill, or check sockets for waiting data or anything like that -- just call `client.pump()` once per game loop and the library handles everything else, passing off events to your listener. Sending data back to the server is just as easy with `client.send(mydata)`. On the server side, events are propagated to `Network_*` callbacks on your `Channel` subclass, and data is sent back to clients with `channel.send(mydata)`.
14
+
15
+ ## Install
16
+
17
+ ```bash
18
+ pip install repod
19
+ ```
20
+
21
+ Or with [uv](https://docs.astral.sh/uv/):
22
+
23
+ ```bash
24
+ uv add repod
25
+ ```
26
+
27
+ ## Examples
28
+
29
+ Chat example:
30
+
31
+ - `python examples/chat_server.py`
32
+ - and a couple of instances of `python examples/chat_client.py`
33
+
34
+ Whiteboard example (requires pygame-ce):
35
+
36
+ - `python examples/whiteboard_server.py`
37
+ - and a couple of instances of `python examples/whiteboard_client.py`
38
+
39
+ LagTime example (measures round-trip time from server to client):
40
+
41
+ - `python examples/lag_time_server.py`
42
+ - and a couple of instances of `python examples/lag_time_client.py`
43
+
44
+ ## Quick start -- Server
45
+
46
+ You need to subclass two classes to make your own server. Each time a client connects, a new `Channel` instance is created, so you subclass `Channel` to make your server-side representation of a client:
47
+
48
+ ```python
49
+ from repod import Channel
50
+
51
+ class ClientChannel(Channel):
52
+
53
+ def network_received(self, data: dict) -> None:
54
+ print(data)
55
+
56
+ def Network_myaction(self, data: dict) -> None:
57
+ print("myaction:", data)
58
+ ```
59
+
60
+ Whenever the client sends data, the `network_received()` fallback is called if no specific handler exists. The method `Network_myaction()` is only called if your data has an `"action"` key with a value of `"myaction"`. In other words, if the data looks like:
61
+
62
+ ```python
63
+ {"action": "myaction", "blah": 123, ...}
64
+ ```
65
+
66
+ Next, subclass `Server`:
67
+
68
+ ```python
69
+ from repod import Server
70
+
71
+ class MyServer(Server):
72
+ channel_class = ClientChannel
73
+
74
+ def on_connect(self, channel, addr):
75
+ print("new connection:", channel)
76
+ ```
77
+
78
+ Set `channel_class` to the Channel subclass you created above. The `on_connect()` method is called whenever a new client connects.
79
+
80
+ To run the server, call `launch()`:
81
+
82
+ ```python
83
+ MyServer(host="0.0.0.0", port=5071).launch()
84
+ ```
85
+
86
+ That's it. One line. `launch()` handles the event loop internally and catches `Ctrl+C` for clean shutdown.
87
+
88
+ When you want to send data to a specific client, use the `send` method on the Channel:
89
+
90
+ ```python
91
+ channel.send({"action": "hello", "message": "hello client!"})
92
+ ```
93
+
94
+ ## Quick start -- Client
95
+
96
+ To connect to your server, subclass `ConnectionListener`:
97
+
98
+ ```python
99
+ import time
100
+ from repod import ConnectionListener
101
+
102
+ class MyClient(ConnectionListener):
103
+
104
+ def Network_connected(self, data: dict) -> None:
105
+ print("connected to the server")
106
+
107
+ def Network_error(self, data: dict) -> None:
108
+ print("error:", data["error"])
109
+
110
+ def Network_disconnected(self, data: dict) -> None:
111
+ print("disconnected from the server")
112
+
113
+ def Network_myaction(self, data: dict) -> None:
114
+ print("myaction:", data)
115
+ ```
116
+
117
+ Network events are received by `Network_*` callback methods. Replace `*` with the value of the `"action"` key you want to catch. The `connected`, `disconnected`, and `error` events are sent automatically by repod.
118
+
119
+ Connect and pump:
120
+
121
+ ```python
122
+ client = MyClient()
123
+ client.connect("localhost", 5071)
124
+
125
+ while True:
126
+ client.pump()
127
+ time.sleep(0.01)
128
+ ```
129
+
130
+ Call `pump()` once per game loop and repod handles everything -- reading from the socket, deserializing, and dispatching to your `Network_*` methods. Sending data to the server:
131
+
132
+ ```python
133
+ client.send({"action": "myaction", "blah": 123, "things": [3, 4, 3, 4, 7]})
134
+ ```
135
+
136
+ This works with any game framework that has a main loop: pygame, raylib, arcade, pyglet, etc. Just drop `pump()` into the loop.
137
+
138
+ ## Documentation
139
+
140
+ Full tutorial and API reference: **[docs/DOCS.md](docs/DOCS.md)**
141
+
142
+ ## Why not PodSixNet?
143
+
144
+ PodSixNet was great for its time, but:
145
+
146
+ - It's built on `asyncore`, which was **removed in Python 3.12**
147
+ - It uses `rencode` / custom delimiter-based framing (`\0---\0`), which is fragile with binary data
148
+ - It has no type annotations, no modern tooling support
149
+ - It is no longer maintained ([chr15m/PodSixNet#46](https://github.com/chr15m/PodSixNet/issues/46))
150
+
151
+ repod keeps the same simple API philosophy but replaces the internals:
152
+
153
+ - **asyncio** instead of asyncore
154
+ - **msgpack** with length-prefix framing instead of rencode with delimiter framing
155
+ - **Full type annotations** with PEP 695 generics (optional)
156
+ - **Python 3.12+** only -- no compatibility shims
157
+
158
+ ## Development
159
+
160
+ ```bash
161
+ uv sync --group dev
162
+ uv run ruff check .
163
+ uv run ruff format --check .
164
+ uv run ty check
165
+ uv run pytest tests/ -v
166
+ ```
167
+
168
+ ## License
169
+
170
+ Copyright Walker Gonzales, 2025.
171
+
172
+ repod is licensed under the terms of the **LGPL v3.0** or later. See the [COPYING](COPYING) file for details.
173
+
174
+ This is the same license as [PodSixNet](https://github.com/chr15m/PodSixNet), from which repod is forked. In short: you can use repod in any project (commercial or otherwise), but if you modify the repod library code itself, you must make the modified source available.