ENABLE_LOG = False d = dict() from flask import Flask from flask import request import ctypes # Define necessary structures class XINPUT_VIBRATION(ctypes.Structure): _fields_ = [("wLeftMotorSpeed", ctypes.c_ushort), ("wRightMotorSpeed", ctypes.c_ushort)] xinput = ctypes.windll.xinput1_3 # Load Xinput.dll # Set up function argument types and return type XInputSetState = xinput.XInputSetState XInputSetState.argtypes = [ctypes.c_uint, ctypes.POINTER(XINPUT_VIBRATION)] XInputSetState.restype = ctypes.c_uint # You can also create a helper function like this: def set_vibration(controller, left_motor, right_motor): vibration = XINPUT_VIBRATION(int(left_motor * 65535), int(right_motor * 65535)) XInputSetState(controller, ctypes.byref(vibration)) if not ENABLE_LOG: import logging log = logging.getLogger('werkzeug') log.setLevel(logging.ERROR) app = Flask(__name__) @app.route('/connect') def connect(): print 'Connection checked - Ok.' return 'True' @app.route('/loadEffectFromFile') def loadEffectFromFile(): effectHandle = request.args.get('effectHandle') fileName = request.args.get('fileName') #print #print 'loadEffectFromFile' #print 'effectHandle =', request.args.get('effectHandle') #print 'fileName =', request.args.get('fileName') if not effectHandle in d: d[effectHandle] = fileName return '' @app.route('/getEffectLength') def getEffectLength(): #print #print 'getEffectLength' #print 'effectHandle =', request.args.get('effectHandle') #print 'returnedLength =', request.args.get('returnedLength') return '' import threading, time def shot_main(): set_vibration(0, 1.0, 1.0) time.sleep(0.15) set_vibration(0, 0, 0) time.sleep(0.25) set_vibration(0, 0.5, 0) time.sleep(0.25) set_vibration(0, 0.0, 0.0) def shot_large(): set_vibration(0, 0.5, 0.6) time.sleep(0.1) set_vibration(0, 0.3, 0) time.sleep(0.1) set_vibration(0, 0.1, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.5) time.sleep(0.1) set_vibration(0, 0.0, 0.0) def shot_medium(): set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.6, 0.6) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.1) set_vibration(0, 0.2, 0) time.sleep(0.1) set_vibration(0, 0, 0.6) time.sleep(0.2) set_vibration(0, 0.0, 0.0) def shot_small(): set_vibration(0, 0.6, 0.8) time.sleep(0.1) set_vibration(0, 0, 0.4) time.sleep(0.1) set_vibration(0, 0.0, 0.0) def hit_nonpenetration(): set_vibration(0, 0.5, 0.5) time.sleep(0.1) set_vibration(0, 0.0, 0.0) def hit_ricochet(): set_vibration(0, 0.8, 0.8) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.2) set_vibration(0, 0.0, 0.5) time.sleep(0.05) set_vibration(0, 0, 0) def hit_splash(): set_vibration(0, 0.8, 0) time.sleep(0.1) set_vibration(0, 0.4, 0.8) time.sleep(0.1) set_vibration(0, 0, 0.4) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.05) set_vibration(0, 0, 0.4) time.sleep(0.15) set_vibration(0, 0, 0) def hit(): set_vibration(0, 1, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.05) set_vibration(0, 0, 1) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.05) set_vibration(0, 0.6, 0.6) time.sleep(0.1) set_vibration(0, 0.5, 0.5) time.sleep(0.05) set_vibration(0, 0.25, 0.25) time.sleep(0.05) set_vibration(0, 0, 0) def crit_contusion(): set_vibration(0, 1, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.2) set_vibration(0, 0, 0.4) time.sleep(0.2) set_vibration(0, 0, 0) time.sleep(0.3) set_vibration(0, 0, 0.3) time.sleep(0.2) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0, 0.25) time.sleep(0.2) set_vibration(0, 0, 0) def crit_death(): set_vibration(0, 1, 1) time.sleep(0.1) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 1) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.8) time.sleep(0.1) set_vibration(0, 0.8, 0) time.sleep(0.1) set_vibration(0, 0, 0.8) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.5, 0.5) time.sleep(0.1) set_vibration(0, 0.4, 0.3) time.sleep(0.1) set_vibration(0, 0.3, 0.1) time.sleep(0.1) set_vibration(0, 0.2, 0) time.sleep(0.1) set_vibration(0, 0.1, 0) time.sleep(0.1) set_vibration(0, 0, 0) def crit_engine(): set_vibration(0, 1, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.1) set_vibration(0, 0.4, 0.6) time.sleep(0.3) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.6) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.4, 0.6) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.1) set_vibration(0, 0.4, 0.6) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.6) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.4, 0.6) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.2) set_vibration(0, 0, 0) def crit_fire(): set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0) time.sleep(0.1) set_vibration(0, 0, 0.3) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.5) set_vibration(0, 0.5, 0.5) time.sleep(2) set_vibration(0, 0, 0) def crit_run(): set_vibration(0, 1, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.2) set_vibration(0, 0, 0.8) time.sleep(0.3) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.5) time.sleep(0.3) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.8, 0) time.sleep(0.1) set_vibration(0, 0.6, 0) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.1) set_vibration(0, 0.2, 0) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.4, 0) time.sleep(0.1) set_vibration(0, 0.2, 0) time.sleep(0.1) set_vibration(0, 0.1, 0) time.sleep(0.1) set_vibration(0, 0, 0) def crit_track_move(): set_vibration(0, 0.6, 0.2) time.sleep(0.1) set_vibration(0, 0, 0.1) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.4) set_vibration(0, 0, 0.1) time.sleep(0.1) set_vibration(0, 0, 0.05) time.sleep(0.1) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.1) time.sleep(0.1) set_vibration(0, 0, 0.05) time.sleep(0.1) set_vibration(0, 0, 0) def crit_track(): set_vibration(0, 0.8, 0) time.sleep(0.05) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0, 0.8) time.sleep(0.05) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.5, 0.5) time.sleep(0.05) set_vibration(0, 0, 0) time.sleep(0.1) set_vibration(0, 0.5, 0.5) time.sleep(0.05) set_vibration(0, 0, 0) @app.route('/startEffect') def startEffect(): handle = request.args.get('handle') count = request.args.get('count') if handle in d: print 'startEffect: '+ d[handle] if 'shot_main' in d[handle]: print 'shot_main' # init thread t1 = threading.Thread(target=shot_main) # start threads t1.start() if 'shot_large' in d[handle]: print 'shot_large' # init thread t1 = threading.Thread(target=shot_large) # start threads t1.start() if 'shot_medium' in d[handle]: print 'shot_medium' # init thread t1 = threading.Thread(target=shot_medium) # start threads t1.start() if 'shot_small' in d[handle]: print 'shot_small' # init thread t1 = threading.Thread(target=shot_small) # start threads t1.start() if 'hit_nonpenetration' in d[handle]: print 'hit_nonpenetration' # init thread t1 = threading.Thread(target=hit_nonpenetration) # start threads t1.start() if 'hit_ricochet' in d[handle]: print 'hit_ricochet' # init thread t1 = threading.Thread(target=hit_ricochet) # start threads t1.start() if 'hit_splash' in d[handle]: print 'hit_splash' # init thread t1 = threading.Thread(target=hit_splash) # start threads t1.start() if 'hit' in d[handle]: print 'hit' # init thread t1 = threading.Thread(target=hit) # start threads t1.start() if 'crit_contusion' in d[handle]: print 'crit_contusion' # init thread t1 = threading.Thread(target=crit_contusion) # start threads t1.start() if 'crit_death' in d[handle]: print 'crit_death' # init thread t1 = threading.Thread(target=crit_death) # start threads t1.start() if 'crit_engine' in d[handle]: print 'crit_engine' # init thread t1 = threading.Thread(target=crit_engine) # start threads t1.start() if 'crit_fire' in d[handle]: print 'crit_fire' # init thread t1 = threading.Thread(target=crit_fire) # start threads t1.start() if 'crit_run' in d[handle]: print 'crit_run' # init thread t1 = threading.Thread(target=crit_run) # start threads t1.start() if 'crit_track_move' in d[handle]: print 'crit_track_move' # init thread t1 = threading.Thread(target=crit_track_move) # start threads t1.start() if 'crit_track' in d[handle]: print 'crit_track' # init thread t1 = threading.Thread(target=crit_track) # start threads t1.start() # print # print 'startEffect' # print 'handle =', handle # print 'count =', count return '' if __name__ == "__main__": app.debug = True app.run()
Source: https://habr.com/ru/post/208478/
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