Mercurial > traipse_dev
view orpg/networking/mplay_client.py @ 16:4a73543b8b01 traipse_dev
Added recent build number.
author | sirebral |
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date | Tue, 21 Jul 2009 02:35:07 -0500 |
parents | d5e81dac98ff |
children | c54768cffbd4 |
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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: mplay_client.py # Author: Chris Davis # Maintainer: # Version: # $Id: mplay_client.py,v 1.71 2007/05/12 20:41:54 digitalxero Exp $ # # Description: This file contains the code for the client stubs of the multiplayer # features in the orpg project. # __version__ = "$Id: mplay_client.py,v 1.71 2007/05/12 20:41:54 digitalxero Exp $" import orpg.minidom import socket import Queue import thread import traceback from threading import Event, Lock from xml.sax.saxutils import escape from struct import pack, unpack, calcsize from string import * from orpg.orpg_version import * import errno import os import time try: import bz2 cmpBZ2 = True except: cmpBZ2 = False try: import zlib cmpZLIB = True except: cmpZLIB = False # This should be configurable OPENRPG_PORT = 9557 # We should be sending a length for each packet MPLAY_LENSIZE = calcsize( 'i' ) MPLAY_DISCONNECTED = 0 MPLAY_CONNECTED = 1 MPLAY_DISCONNECTING = 3 MPLAY_GROUP_CHANGE = 4 MPLAY_GROUP_CHANGE_F = 5 PLAYER_NEW = 1 PLAYER_DEL = 2 PLAYER_GROUP = 3 # The next two messages are used to inform others that a player is typing PLAYER_TYPING = 4 PLAYER_NOT_TYPING = 5 PLAYER_UPDATE = 6 GROUP_JOIN = 1 GROUP_NEW = 2 GROUP_DEL = 3 GROUP_UPDATE = 4 STATUS_SET_URL = 1 def parseXml(data): "parse and return doc" #print data doc = orpg.minidom.parseString(data) doc.normalize() return doc def myescape(data): return escape(data,{"\"":""}) class mplay_event: def __init__(self,id,data=None): self.id = id self.data = data def get_id(self): return self.id def get_data(self): return self.data BOOT_MSG = "YoU ArE ThE WeAkEsT LiNk. GoOdByE." class client_base: # Player role definitions def __init__(self): self.outbox = Queue.Queue(0) self.inbox = Queue.Queue(0) self.startedEvent = Event() self.exitEvent = Event() self.sendThreadExitEvent = Event() self.recvThreadExitEvent = Event() self.id = "0" self.group_id = "0" self.name = "" self.role = "GM" self.ROLE_GM = "GM" self.ROLE_PLAYER = "Player" self.ROLE_LURKER = "Lurker" self.ip = socket.gethostbyname(socket.gethostname()) self.remote_ip = None self.version = VERSION self.protocol_version = PROTOCOL_VERSION self.client_string = CLIENT_STRING self.status = MPLAY_DISCONNECTED self.useCompression = False self.compressionType = 'Undefined' self.log_console = None self.sock = None self.text_status = "Idle" self.statLock = Lock() self.useroles = 0 self.ROLE_GM = "GM" self.ROLE_PLAYER = "Player" self.ROLE_LURKER = "Lurker" self.lastmessagetime = time.time() self.connecttime = time.time() def sendThread( self, arg ): "Sending thread. This thread reads from the data queue and writes to the socket." # Wait to be told it's okay to start running self.startedEvent.wait() # Loop as long as we have a connection while( self.get_status() == MPLAY_CONNECTED ): try: readMsg = self.outbox.get( block=1 ) except Exception, text: self.log_msg( ("outbox.get() got an exception: ", text) ) # If we are here, it's because we have data to send, no doubt! if self.status == MPLAY_CONNECTED: try: # Send the entire message, properly formated/encoded sent = self.sendMsg( self.sock, readMsg ) except Exception, e: self.log_msg( e ) else: # If we are not connected, purge the data queue self.log_msg( "Data queued without a connection, purging data from queue..." ) self.sendThreadExitEvent.set() self.log_msg( "sendThread has terminated..." ) def recvThread( self, arg ): "Receiving thread. This thread reads from the socket and writes to the data queue." # Wait to be told it's okay to start running self.startedEvent.wait() while( self.get_status() == MPLAY_CONNECTED ): readMsg = self.recvMsg( self.sock ) try: if self.useCompression and self.compressionType != None: readMsg = self.compressionType.decompress(readMsg) except: pass # Check the length of the message bytes = len( readMsg ) # Make sure we are still connected if bytes == 0: break else: # Pass along the message so it can be processed self.inbox.put( readMsg ) self.update_idle_time() #update the last message time if bytes == 0: self.log_msg( "Remote has disconnected!" ) self.set_status( MPLAY_DISCONNECTING ) self.outbox.put( "" ) # Make sure the other thread is woken up! self.sendThreadExitEvent.set() self.log_msg( "recvThread has terminated..." ) def sendMsg( self, sock, msg ): """Very simple function that will properly encode and send a message to te remote on the specified socket.""" if self.useCompression and self.compressionType != None: mpacket = self.compressionType.compress(msg) lpacket = pack('!i', len(mpacket)) sock.send(lpacket) offset = 0 while offset < len(mpacket): slice = buffer(mpacket, offset, len(mpacket)-offset) sent = sock.send(slice) offset += sent sentm = offset else: # Calculate our message length length = len(msg) # Encode the message length into network byte order lp = pack('!i', length) try: # Send the encoded length sentl = sock.send( lp ) # Now, send the message the the length was describing sentm = sock.send( msg ) if self.isServer(): self.log_msg(("data_sent", sentl+sentm)) except socket.error, e: self.log_msg( e ) except Exception, e: self.log_msg( e ) return sentm def recvData( self, sock, readSize ): """Simple socket receive method. This method will only return when the exact byte count has been read from the connection, if remote terminates our connection or we get some other socket exception.""" data = "" offset = 0 try: while offset != readSize: frag = sock.recv( readSize - offset ) # See if we've been disconnected rs = len( frag ) if rs <= 0: # Loudly raise an exception because we've been disconnected! raise IOError, "Remote closed the connection!" else: # Continue to build complete message offset += rs data += frag except socket.error, e: self.log_msg( e ) data = "" return data def recvMsg( self, sock ): """This method now expects to receive a message having a 4-byte prefix length. It will ONLY read completed messages. In the event that the remote's connection is terminated, it will throw an exception which should allow for the caller to more gracefully handle this exception event. Because we use strictly reading ONLY based on the length that is told to use, we no longer have to worry about partially adjusting for fragmented buffers starting somewhere within a buffer that we've read. Rather, it will get ONLY a whole message and nothing more. Everything else will remain buffered with the OS until we attempt to read the next complete message.""" msgData = "" try: lenData = self.recvData( sock, MPLAY_LENSIZE ) # Now, convert to a usable form (length,) = unpack('!i', lenData) # Read exactly the remaining amount of data msgData = self.recvData( sock, length ) if self.isServer(): self.log_msg(("data_recv", length+4)) # Make the peer IP address available for reference later if self.remote_ip is None: self.remote_ip = self.sock.getpeername() except IOError, e: self.log_msg( e ) except Exception, e: self.log_msg( e ) return msgData def initialize_threads(self): "Starts up our threads (2) and waits for them to make sure they are running!" self.status = MPLAY_CONNECTED self.sock.setblocking(1) # Confirm that our threads have started thread.start_new_thread( self.sendThread,(0,) ) thread.start_new_thread( self.recvThread,(0,) ) self.startedEvent.set() def disconnect(self): self.set_status(MPLAY_DISCONNECTING) self.log_msg("client stub " + self.ip +" disconnecting...") self.log_msg("closing sockets...") try: self.sock.shutdown( 2 ) except Exception, e: print "Caught exception: " + str(e) print print "Continuing" self.set_status(MPLAY_DISCONNECTED) def reset(self,sock): self.disconnect() self.sock = sock self.initialize_threads() def update_role(self,role): self.useroles = 1 self.role = role def use_roles(self): if self.useroles: return 1 else: return 0 def update_self_from_player(self, player): try: (self.name, self.ip, self.id, self.text_status, self.version, self.protocol_version, self.client_string,role) = player except Exception, e: print e # The IP field should really be deprecated as too many systems are NAT'd and/or behind firewalls for a # client provided IP address to have much value. As such, we now label it as deprecated. def toxml(self,action): xml_data = '<player name="' + myescape(self.name) + '"' xml_data += ' action="' + action + '" id="' + self.id + '"' xml_data += ' group_id="' + self.group_id + '" ip="' + self.ip + '"' xml_data += ' status="' + self.text_status + '"' xml_data += ' version="' + self.version + '"' xml_data += ' protocol_version="' + self.protocol_version + '"' xml_data += ' client_string="' + self.client_string + '"' xml_data += ' useCompression="' + str(self.useCompression) + '"' if cmpBZ2 and (self.compressionType == 'Undefined' or self.compressionType == bz2): xml_data += ' cmpType="bz2"' elif cmpZLIB and (self.compressionType == 'Undefined' or self.compressionType == zlib): xml_data += ' cmpType="zlib"' else: xml_data += ' cmpType="None"' xml_data += ' />' return xml_data def log_msg(self,msg): if self.log_console: self.log_console(msg) # else: # print "message", msg def get_status(self): self.statLock.acquire() status = self.status self.statLock.release() return status def my_role(self): #Why create the three different objects? Why not just assign a value to self.role and use that? Prof_Ebral ponders. if self.role == "GM": return self.ROLE_GM elif self.role == "Player": return self.ROLE_PLAYER elif self.role == "Lurker": return self.ROLE_LURKER return -1 def set_status(self,status): self.statLock.acquire() self.status = status self.statLock.release() def isServer( self ): # Return 1 if we are running as a server, else, return 0. # This method must be overloaded by whomever derives from us pass def __str__(self): return "%s(%s)\nIP:%s\ngroup_id:%s\n" % (self.name, self.id, self.ip, self.group_id) # idle time functions added by snowdog 3/31/04 def update_idle_time(self): self.lastmessagetime = time.time() def idle_time(self): curtime = time.time() idletime = curtime - self.lastmessagetime return idletime def idle_status(self): idletime = self.idle_time() idlemins = idletime / 60 status = "Unknown" if idlemins < 3: status = "Active" elif idlemins < 10: status = "Idle ("+str(int(idlemins))+" mins)" else: status = "Inactive ("+str(int(idlemins))+" mins)" return status def connected_time(self): curtime = time.time() timeoffset = curtime - self.connecttime return timeoffset def connected_time_string(self): "returns the time client has been connected as a formated time string" ct = self.connected_time() d = int(ct/86400) h = int( (ct-(86400*d))/3600 ) m = int( (ct-(86400*d)-(3600*h))/60) s = int( (ct-(86400*d)-(3600*h)-(60*m)) ) cts = zfill(d,2)+":"+zfill(h,2)+":"+zfill(m,2)+":"+zfill(s,2) return cts #======================================================================== # # # MPLAY CLIENT # # #======================================================================== class mplay_client(client_base): "mplay client" def __init__(self,name,callbacks): client_base.__init__(self) self.set_name(name) self.on_receive = callbacks['on_receive'] self.on_mplay_event = callbacks['on_mplay_event'] self.on_group_event = callbacks['on_group_event'] self.on_player_event = callbacks['on_player_event'] self.on_status_event = callbacks['on_status_event'] self.on_password_signal = callbacks['on_password_signal'] # I know this is a bad thing to do but it has to be # be done to use the unified password manager. # Should really find a better solution. -- SD 8/03 self.orpgFrame_callback = callbacks['orpgFrame'] self.settings = self.orpgFrame_callback.settings #self.version = VERSION #self.protocol_version = PROTOCOL_VERSION #self.client_string = CLIENT_STRING self.ignore_id = [] self.ignore_name = [] self.players = {} self.groups = {} self.unique_cookie = 0 self.msg_handlers = {} self.core_msg_handlers = [] self.load_core_msg_handlers() # implement from our base class def isServer(self): return 0 def get_chat(self): return self.orpgFrame_callback.chat def set_name(self,name): self.name = name self.update() def set_text_status(self, status): if self.text_status != status: self.text_status = status self.update() def set_status_url(self, url="None"): self.on_status_event(mplay_event(STATUS_SET_URL,url)) def update(self, evt=None): if self.status == MPLAY_CONNECTED: self.outbox.put(self.toxml('update')) self.inbox.put(self.toxml('update')) def get_group_info(self, id=0): self.statLock.acquire() id = self.groups[id] self.statLock.release() return id def get_my_group(self): self.statLock.acquire() id = self.groups[self.group_id] self.statLock.release() return id def get_groups(self): self.statLock.acquire() groups = self.groups.values() self.statLock.release() return groups def get_players(self): self.statLock.acquire() players = self.players.values() self.statLock.release() return players def get_player_info(self,id): self.statLock.acquire() player = self.players[id] self.statLock.release() return player def get_player_by_player_id(self,player): players = self.get_players() if self.players.has_key(player): for m in players: if player == m[2]: return m return -1 def get_id(self): return self.id def get_my_info(self): return (self.name, self.ip, self.id, self.text_status, self.version, self.protocol_version, self.client_string, self.role) def is_valid_id(self,id): self.statLock.acquire() value = self.players.has_key( id ) self.statLock.release() return value def clear_players(self,save_self=0): self.statLock.acquire() keys = self.players.keys() for k in keys: del self.players[k] self.statLock.release() def clear_groups(self): self.statLock.acquire() keys = self.groups.keys() for k in keys: del self.groups[k] self.statLock.release() def find_role(self,id): return self.players[id].role def get_ignore_list(self): try: return (self.ignore_id, self.ignore_name) except: return (None, None) def toggle_ignore(self, id): for m in self.ignore_id: if `self.ignore_id[self.ignore_id.index(m)]` == `id`: name = self.ignore_name[self.ignore_id.index(m)] self.ignore_id.remove(m) self.ignore_name.remove(name) return (0,id,name) self.ignore_name.append(self.players[id][0]) self.ignore_id.append(self.players[id][2]) return (1,self.players[id][2],self.players[id][0]) def boot_player(self,id,boot_pwd = ""): #self.send(BOOT_MSG,id) msg = '<boot boot_pwd="' + boot_pwd + '"/>' self.send(msg,id) #--------------------------------------------------------- # [START] Snowdog Password/Room Name altering code 12/02 #--------------------------------------------------------- def set_room_pass(self,npwd,pwd=""): self.outbox.put("<alter key=\"pwd\" val=\"" +npwd+ "\" bpw=\"" + pwd + "\" plr=\"" + self.id +"\" gid=\"" + self.group_id + "\" />") self.update() def set_room_name(self,name,pwd=""): loc = name.find("&") oldloc=0 while loc > -1: loc = name.find("&",oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + "&" + e oldloc = loc+1 loc = name.find('"') oldloc=0 while loc > -1: loc = name.find('"',oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + """ + e oldloc = loc+1 loc = name.find("'") oldloc=0 while loc > -1: loc = name.find("'",oldloc) if loc > -1: b = name[:loc] e = name[loc+1:] name = b + "'" + e oldloc = loc+1 self.outbox.put("<alter key=\"name\" val=\"" + name + "\" bpw=\"" + pwd + "\" plr=\"" + self.id +"\" gid=\"" + self.group_id + "\" />") self.update() #--------------------------------------------------------- # [END] Snowdog Password/Room Name altering code 12/02 #--------------------------------------------------------- def display_roles(self): self.outbox.put("<role action=\"display\" player=\"" + self.id +"\" group_id=\""+self.group_id + "\" />") def get_role(self): self.outbox.put("<role action=\"get\" player=\"" + self.id +"\" group_id=\""+self.group_id + "\" />") def set_role(self,player,role,pwd=""): self.outbox.put("<role action=\"set\" player=\"" + player + "\" role=\"" +role+ "\" boot_pwd=\"" + pwd + "\" group_id=\"" + self.group_id + "\" />") self.update() def send(self,msg,player="all"): if self.status == MPLAY_CONNECTED and player != self.id: self.outbox.put("<msg to='"+player+"' from='"+self.id+"' group_id='"+self.group_id+"' />"+msg) self.check_my_status() def send_sound(self, snd_xml): if self.status == MPLAY_CONNECTED: self.outbox.put(snd_xml) self.check_my_status() def send_create_group(self,name,pwd,boot_pwd,minversion): self.outbox.put("<create_group from=\""+self.id+"\" pwd=\""+pwd+"\" name=\""+ name+"\" boot_pwd=\""+boot_pwd+"\" min_version=\"" + minversion +"\" />") def send_join_group(self,group_id,pwd): if (group_id != 0): self.update_role("Lurker") self.outbox.put("<join_group from=\""+self.id+"\" pwd=\""+pwd+"\" group_id=\""+str(group_id)+"\" />") def poll(self, evt=None): try: msg = self.inbox.get_nowait() except: if self.get_status() != MPLAY_CONNECTED: self.check_my_status() else: try: self.pretranslate(msg) except Exception, e: print "The following message: " + str(msg) print "created the following exception: " traceback.print_exc() def add_msg_handler(self, tag, function, core=False): if not self.msg_handlers.has_key(tag): self.msg_handlers[tag] = function if core: self.core_msg_handlers.append(tag) else: print 'XML Messages ' + tag + ' already has a handler' def remove_msg_handler(self, tag): if self.msg_handlers.has_key(tag) and not tag in self.core_msg_handlers: del self.msg_handlers[tag] else: print 'XML Messages ' + tag + ' already deleted' def load_core_msg_handlers(self): self.add_msg_handler('msg', self.on_msg, True) self.add_msg_handler('ping', self.on_ping, True) self.add_msg_handler('group', self.on_group, True) self.add_msg_handler('role', self.on_role, True) self.add_msg_handler('player', self.on_player, True) self.add_msg_handler('password', self.on_password, True) self.add_msg_handler('sound', self.on_sound, True) def pretranslate(self,data): # Pre-qualify our data. If we don't have atleast 5-bytes, then there is # no way we even have a valid message! if len(data) < 5: return end = data.find(">") head = data[:end+1] msg = data[end+1:] xml_dom = parseXml(head) xml_dom = xml_dom._get_documentElement() tag_name = xml_dom._get_tagName() id = xml_dom.getAttribute("from") if id == '': id = xml_dom.getAttribute("id") if self.msg_handlers.has_key(tag_name): self.msg_handlers[tag_name](id, data, xml_dom) else: #Unknown messages recived ignoring #using pass insted or printing an error message #because plugins should now be able to send and proccess messages #if someone is using a plugin to send messages and this user does not #have the plugin they would be getting errors pass if xml_dom: xml_dom.unlink() def on_sound(self, id, data, xml_dom): (ignore_id,ignore_name) = self.get_ignore_list() for m in ignore_id: if m == id: # yes we are print "ignoring sound from player:" return chat = self.get_chat() snd = xml_dom.getAttribute("url") loop_sound = xml_dom.getAttribute("loop") chat.sound_player.play(snd, "remote", loop_sound) def on_msg(self, id, data, xml_dom): end = data.find(">") head = data[:end+1] msg = data[end+1:] if id == "0": self.on_receive(msg,None) # None get's interpreted in on_receive as the sys admin. # Doing it this way makes it harder to impersonate the admin else: if self.is_valid_id(id): self.on_receive(msg,self.players[id]) if xml_dom: xml_dom.unlink() def on_ping(self, id, msg, xml_dom): #a REAL ping time implementation by Snowdog 8/03 # recieves special server <ping time="###" /> command # where ### is a returning time from the clients ping command #get current time, pull old time from object and compare them # the difference is the latency between server and client * 2 ct = time.clock() ot = xml_dom.getAttribute("time") latency = float(float(ct) - float(ot)) latency = int( latency * 10000.0 ) latency = float( latency) / 10.0 ping_msg = "Ping Results: " + str(latency) + " ms (parsed message, round trip)" self.on_receive(ping_msg,None) if xml_dom: xml_dom.unlink() def on_group(self, id, msg, xml_dom): name = xml_dom.getAttribute("name") players = xml_dom.getAttribute("players") act = xml_dom.getAttribute("action") pwd = xml_dom.getAttribute("pwd") group_data = (id, name, pwd, players) if act == 'new': self.groups[id] = group_data self.on_group_event(mplay_event(GROUP_NEW, group_data)) elif act == 'del': del self.groups[id] self.on_group_event(mplay_event(GROUP_DEL, group_data)) elif act == 'update': self.groups[id] = group_data self.on_group_event(mplay_event(GROUP_UPDATE, group_data)) if xml_dom: xml_dom.unlink() def on_role(self, id, msg, xml_dom): act = xml_dom.getAttribute("action") role = xml_dom.getAttribute("role") if (act == "set") or (act == "update"): try: (a,b,c,d,e,f,g,h) = self.players[id] if id == self.id: self.players[id] = (a,b,c,d,e,f,g,role) self.update_role(role) else: self.players[id] = (a,b,c,d,e,f,g,role) self.on_player_event(mplay_event(PLAYER_UPDATE,self.players[id])) except: pass if xml_dom: xml_dom.unlink() def on_player(self, id, msg, xml_dom): act = xml_dom.getAttribute("action") ip = xml_dom.getAttribute("ip") name = xml_dom.getAttribute("name") status = xml_dom.getAttribute("status") version = xml_dom.getAttribute("version") protocol_version = xml_dom.getAttribute("protocol_version") client_string = xml_dom.getAttribute("client_string") try: player = (name,ip,id,status,version,protocol_version,client_string,self.players[id][7]) except Exception, e: player = (name,ip,id,status,version,protocol_version,client_string,"Player") if act == "new": self.players[id] = player self.on_player_event(mplay_event(PLAYER_NEW,self.players[id])) elif act == "group": self.group_id = xml_dom.getAttribute("group_id") self.clear_players() self.on_mplay_event(mplay_event(MPLAY_GROUP_CHANGE,self.groups[self.group_id])) self.players[self.id] = self.get_my_info() #(self.name,self.ip,self.id,self.text_status) self.on_player_event(mplay_event(PLAYER_NEW,self.players[self.id])) elif act == "failed": self.on_mplay_event(mplay_event(MPLAY_GROUP_CHANGE_F)) elif act == "del": self.on_player_event(mplay_event(PLAYER_DEL,self.players[id])) if self.players.has_key(id): del self.players[id] if id == self.id: self.do_disconnect() # the next two cases handle the events that are used to let you know when others are typing elif act == "update": if id == self.id: self.players[id] = player self.update_self_from_player(player) else: self.players[id] = player dont_send = 0 for m in self.ignore_id: if m == id: dont_send=1 if dont_send != 1: self.on_player_event(mplay_event(PLAYER_UPDATE,self.players[id])) if xml_dom: xml_dom.unlink() def on_password(self, id, msg, xml_dom): signal = type = id = data = None id = xml_dom.getAttribute("id") type = xml_dom.getAttribute("type") signal = xml_dom.getAttribute("signal") data = xml_dom.getAttribute("data") self.on_password_signal( signal,type,id,data ) if xml_dom: xml_dom.unlink() def check_my_status(self): status = self.get_status() if status == MPLAY_DISCONNECTING: self.do_disconnect() def connect(self, addressport): """Establish a connection to a server while still using sendThread & recvThread for its communication.""" if self.is_connected(): self.log_msg( "Client is already connected to a server?!? Need to disconnect first." ) return 0 xml_dom = None self.inbox = Queue.Queue(0) self.outbox = Queue.Queue(0) addressport_ar = addressport.split(":") if len(addressport_ar) == 1: address = addressport_ar[0] port = OPENRPG_PORT else: address = addressport_ar[0] port = int(addressport_ar[1]) self.host_server = addressport self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) try: self.sock.connect((address,port)) # send client into with id=0 self.sendMsg( self.sock, self.toxml("new") ) data = self.recvMsg( self.sock ) # get new id and group_id xml_dom = parseXml(data) xml_dom = xml_dom._get_documentElement() self.id = xml_dom.getAttribute("id") self.group_id = xml_dom.getAttribute("group_id") if xml_dom.hasAttribute('useCompression') and xml_dom.getAttribute('useCompression') == 'True': self.useCompression = True if xml_dom.hasAttribute('cmpType'): if cmpBZ2 and xml_dom.getAttribute('cmpType') == 'bz2': self.compressionType = bz2 elif cmpZLIB and xml_dom.getAttribute('cmpType') == 'zlib': self.compressionType = zlib else: self.compressionType = None else: self.compressionType = bz2 #send confirmation self.sendMsg( self.sock, self.toxml("new") ) except Exception, e: self.log_msg(e) if xml_dom: xml_dom.unlink() return 0 # Start things rollings along self.initialize_threads() self.on_mplay_event(mplay_event(MPLAY_CONNECTED)) self.players[self.id] = (self.name,self.ip,self.id,self.text_status,self.version,self.protocol_version,self.client_string,self.role) self.on_player_event(mplay_event(PLAYER_NEW,self.players[self.id])) if xml_dom: xml_dom.unlink() return 1 def start_disconnect(self): self.on_mplay_event(mplay_event(MPLAY_DISCONNECTING)) self.outbox.put( self.toxml("del") ) ## Client Side Disconect Forced -- Snowdog 10-09-2003 #pause to allow GUI events time to sync. time.sleep(1) self.do_disconnect() def do_disconnect(self): client_base.disconnect(self) self.clear_players() self.clear_groups() self.useroles = 0 self.on_mplay_event(mplay_event(MPLAY_DISCONNECTED)) self.useCompression = False def is_connected(self): return (self.status == MPLAY_CONNECTED) def get_next_id(self): self.unique_cookie += 1 return_str = self.id + "-" + str(self.unique_cookie) return return_str