def Network_playerid(self, data):
# either player has supplied their unique player ID, in which case we remember it
# TODO: check against server's clientData to make sure they supplied a valid ID
if data.has_key("id"):
self.playerID = data['id']
# or client has asked for a new unique, persistent, secret UUID
# creates the player's unique id and sends it back to them
# this id is secret and persistent, and not known by any other client
else:
self.playerID = self._server.GetNewPlayerID(self)
# check that the client protocol version is new enough to play with us
clientversion = data.get('version', -1)
if clientversion < VERSION:
self.Send({"action": "badversion", "message": "You are running version %d of the client protocol, but the server is %d." % (clientversion, VERSION), "version": VERSION})
#self.close_when_done()
self._server.Log("VERSION MISMATCH: %d / server %d" % (clientversion, VERSION))
else:
self._server.Log("VERSION: Player %d has ID %s" % (self.ID, self.playerID))
self.Send({"action": "playerid", "id": self.playerID, "version": VERSION})
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