Everything on the admin GameScript channel so far has been request/reply. This adds the other direction: subscribe_events() opens a push stream so a bot can react to the game instead of polling it, consumed either by awaiting wait_for_event() or via an on_event callback. Both see every event; an event goes to at most one waiter, and unclaimed ones sit in a bounded buffer. Sixteen kinds, from two sources. The engine raises no GameScript event for a vehicle reaching a stop or cargo arriving, so vehicle_arrive, vehicle_depart and cargo_waiting are synthesised by the bridge sampling state every `interval` ticks and diffing against the previous sample -- which means a stop shorter than the interval is never reported, and the first sample only establishes a baseline. The rest (crashes, industries, towns, companies, subsidies) are engine events forwarded verbatim. vehicle_lost, vehicle_waiting_in_depot and vehicle_unprofitable are deliberately absent: the engine raises those only for AI companies, so a GameScript can never observe them. The server-side half lives in the AdminBridge GameScript, which is not in this repo -- docker/config is gitignored -- so it has to be updated separately for any of this to work. Also repoints the scheduled-dispatch E2E test at a dedicated vehicle (DISPATCH_VEHICLE_ID). It had been silently skipping because vehicle 7 carries a hand-built annual dispatch schedule, which left eight dispatch methods unverified end to end while check_public_calls.py reported them green off static analysis of the call sites. Co-Authored-By: Claude <[email protected]>
Internal Package: openttd
This directory contains the core implementation of the OpenTTD network client.
Modules
__init__.py: Exposes the high-levelOpenTTDClientAPI.client.py: Implementation of theOpenTTDClientclass. Manages the connection lifecycle, PAKE state, map synchronization, and keep-alive.protocol.py: Implementation of theOpenTTDProtocolclass. Handles low-level binary packet serialization, AEAD stream encryption, and static packet parsing.
Design Goals
- Encapsulation: The user should never need to manually handle bytes or encryption keys.
- Robustness: Gracefully handle server errors and unknown packet types.
- Efficiency: Use
asynciofor non-blocking I/O andmonocypherfor fast cryptographic operations.