Mercurial > traipse_dev
view orpg/mapper/base_msg.py @ 154:316661c3ec3f beta
Traipse Beta 'OpenRPG' {091125-01}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go.
Traipse also makes it easy for developers to work on code without fear of
sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the
code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the
productivity of the user.
Update Summary (Beta)
Added Bookmarks
Fix to Remote Admin Commands
Minor fix to text based Server
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
default_manifest.xml renamed to default_upmana.xml
Cleaner clode for saved repositories
New TrueDebug Class in orpg_log (See documentation for usage)
Mercurial's hgweb folder is ported to upmana
Pretty important update that can help remove thousands of dead children from your
gametree.
Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height
/>, etc... are all tags now. Check your gametree and look for dead children!!
New Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Wed, 25 Nov 2009 06:51:50 -0600 |
parents | 6081bdc2b8d5 |
children | dcae32e219f1 |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: mapper/base_msg.py # Author: Chris Davis # Maintainer: # Version: # $Id: base_msg.py,v 1.9 2007/03/09 14:11:55 digitalxero Exp $ # # Description: # __version__ = "$Id: base_msg.py,v 1.9 2007/03/09 14:11:55 digitalxero Exp $" from threading import RLock from orpg.networking.mplay_client import * from xml.etree.ElementTree import ElementTree, Element class map_element_msg_base: # This is a base class def __init__(self,reentrant_lock_object = None): if not hasattr(self,"tagname"): raise Exception, "This is a virtual class that cannot be directly instantiated. Set self.tagname in derived class." self._props = {} # This is a dictionary that holds (value,changed) 2-tuples, indexed by attribute # Avoid manipulating these values directly. Instead, use the provided accessor methods. # If there is not one that suits your needs, please add one to this class and # use it instead. self.children = {} # This next clause will set self.p_lock to a passed-in RLock object, if present. # Otherwise, it will create it's very own for this instance. # Using a passed in object is useful to protect an entire <map/> element from # being changed by another thread when any part of it is being change by another # thread. Just pass the map_msg's p_lock object in to it's descendents. if reentrant_lock_object: self.p_lock = reentrant_lock_object else: self.p_lock = RLock() def clear(self): self.p_lock.acquire() for child in self.children.keys(): self.children[child].clear() self.children[child] = None del self.children[child] for p in self._props.keys(): self._props[p] = None self.p_lock.release() ######################################### # Accessor functions begin # Access single property def init_prop(self,prop,value): # set's the changed flag to False and assigns self.p_lock.acquire() self._props[prop] = (value, 0) self.p_lock.release() def set_prop(self,prop,value): # set's the changed flag to True and assigns self.p_lock.acquire() self._props[prop] = (value, 1) self.p_lock.release() def get_prop(self,prop): # returns None if prop not found self.p_lock.acquire() if prop in self._props.keys(): (p,c) = self._props[prop] self.p_lock.release() return p else: self.p_lock.release(); return None def is_prop_changed(self,prop): # returns None if prop not found self.p_lock_acquire() if prop in self._props.keys(): (p,c) = self._props[prop] self.p_lock.release() return c else: self.p_lock.release(); return None def get_child(self,key): # returns None if key not found in children list self.p_lock_acquire() if self.children.has_key(key): self.p_lock.release() return self.children[key] else: self.p_lock.release() return None # Access multiple properties def init_props(self,props): # same as init_prop(), but takes dictionary of props self.p_lock.acquire() for k in props.keys(): self._props[k] = (props[k],0) self.p_lock.release() def set_props(self,props): # same as set_prop(), but takes dictionary of props self.p_lock.acquire() for k in props.keys(): self._props[k] = (props[k],1) self.p_lock.release() def get_all_props(self): # returns dictionary of all properties, regardless of change self.p_lock.acquire() result = {} for k in self._props.keys(): (p,c) = self._props[k] result[k] = p self.p_lock.release() return result def get_changed_props(self): # returns dictionary of all properties that have been changed self.p_lock.acquire() result = {} for k in self._props.keys(): (p,c) = self._props[k] if c: result[k] = p self.p_lock.release() return result def get_children(self): # returns dictionary of children return self.children # Accessor functions end ######################################### ######################################### # XML emitters begin def get_all_xml(self,action="new",output_action = 0): # outputs a tag with all attributes it contains self.p_lock.acquire() xml_str = "<" + self.tagname if action and output_action: xml_str += " action='" + action + "'" for k in self._props.keys(): (p,c) = self._props[k] if k != "action" or not action: xml_str += " " + k + "='" + p + "'" if self.children: xml_str += ">" for child in self.children.keys(): xml_str += self.children[child].get_all_xml(action) xml_str += "</" + self.tagname + ">" else: xml_str += "/>" self.p_lock.release() return xml_str def get_changed_xml(self,action="update",output_action = 0): # outputs a tag with all changed attributes self.p_lock.acquire() xml_str = "<" + self.tagname if action and output_action: xml_str += " action='" + action + "'" # if present, always send the id, even if it didn't change if self._props.has_key("id"): (p,c) = self._props["id"] xml_str += " id='" + p + "'" for k in self._props.keys(): (p,c) = self._props[k] if (k != "id" or k != "action") and c == 1: xml_str += " " + k + "='" + p + "'" if self.children: xml_str += ">" for child in self.children.keys(): xml_str += self.children[child].get_changed_xml(action) xml_str += "</" + self.tagname + ">" else: xml_str += "/>" self.p_lock.release() return xml_str # convenience method to use if only this tag is modified # outputs a <map/> element containing only the changes to this tag def standalone_update_text(self,update_id_string): buffer = "<map id='" + update_id_string + "'>" buffer += self.get_changed_xml("update") buffer += "<map/>" return buffer # XML emitters end ######################################### ######################################### # XML importers begin def _from_dom(self,xml_dom,prop_func): self.p_lock.acquire() if iselement(xml_dom): ## Uses new Element Tree style if xml_dom.tag == self.tagname: if xml_dom.attrib: for k in xml_dom.attrib: prop_func(k,xml_dom.get(k)) elif not iselement(xml_dom): ## Uses old DOM style (deprecated!!) if xml_dom.tagName == self.tagname: if xml_dom.getAttributeKeys(): for k in xml_dom.getAttributeKeys(): prop_func(k,xml_dom.getAttribute(k)) else: self.p_lock.release() raise Exception, "Error attempting to modify a " + self.tagname + " from a non-<" + self.tagname + "/> element" self.p_lock.release() def init_from_dom(self,xml_dom): # xml_dom must be pointing to an empty tag. Override in a derived class for <map/> and other similar tags. self._from_dom(xml_dom,self.init_prop) def set_from_dom(self,xml_dom): # xml_dom must be pointing to an empty tag. Override in a derived class for <map/> and other similar tags self._from_dom(xml_dom,self.set_prop) def init_from_xml(self,xml): xml_dom = parseXml(xml) node_list = xml_dom.getElementsByTagName(self.tagname) if len(node_list) < 1: print "Warning: no <" + self.tagname + "/> elements found in DOM." else: while len(node_list): self.init_from_dom(node_list.pop()) if xml_dom: xml_dom.unlink() def set_from_xml(self,xml): xml_dom = parseXml(xml) node_list = xml_dom.getElementsByTagName(self.tagname) if len(node_list) < 1: print "Warning: no <" + self.tagname + "/> elements found in DOM." else: while len(node_list): self.set_from_dom(node_list.pop()) if xml_dom: xml_dom.unlink() # XML importers end #########################################