view orpg/networking/server_plugins.py @ 215:50af54dbd6a6 alpha

Traipse Alpha 'OpenRPG' {100430-0} 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 (Patch-2) Moved to Beta!! New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lin node, change title in design mode Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected
author sirebral
date Fri, 30 Apr 2010 05:36:11 -0500
parents 06f10429eedc
children
line wrap: on
line source

import sys, os
from orpg.dirpath import dir_struct

class _SingletonKey(object):
    def __new__(cls, *args, **kwargs):
        if not hasattr(cls, '_inst'):
            cls._inst = super(_SingletonKey, cls).__new__(cls, *args, **kwargs)
        return cls._inst

class PluginData(object):
    """A holder class for inactive plugins"""
    def __init__(self, Name, File, Author="", Help=""):
        self.File = File
        self.Name = Name
        self.Author = Author
        self.Help = Help
        self.Activated = False

class BasePluginsClass(object):
    def __init__(self, ptype):
        self.__ptype = ptype
        self.__plugins = {}

    def initBase(self):
        self._startPlugins()

    #Methods
    def _startPlugins(self):
        autoload = []
        #Fill autoload from some file with the Plugin Names

        plugins = []
        for root, dirs, files in os.walk(dir_struct['plugins'] + self.__ptype):
            if '__init__.py' in files:
                files.remove('__init__.py')
            if 'base_plugin.py' in files:
                files.remove('base_plugin.py')

            for pfile in files:
                if pfile[-3:] == '.py':
                    plugins.append(PluginData('New Plugin', root + os.sep + pfile))

        for plugin in plugins:
            pdata = self._load(plugin)
            if pdata != None:
                if pdata.Name not in autoload:
                    self._unload(plugin)

    def activatePlugin(self, pluginName):
        if not self.__plugins.has_key(pluginName):
            #Print some error about invalid plugin
            return
        pluginData = self.__plugins[pluginName]
        #Unload it first, just incase it is already loaded
        self._unload(pluginData)

        #Now Load it
        self._load(pluginData)

        #Write to the autoload file for this plugin
        self.__plugins[pluginName].Activated = True
        self.__plugins[pluginName].start()

    def deactivatePugin(self, pluginData):
        if not self.__plugins.has_key(pluginName):
            #Print some error about invalid plugin
            return

        pluginData = self.__plugins[pluginName]
        self.__plugins[pluginName].stop()

        #Unload it
        self._unload(pluginData)
        #Remove this plugin from the autoload file

    #Private Methods
    def _findModule(self, pluginFile):
        s1 = pluginFile.split(os.sep)
        s2 = s1[-1].split('.')
        return ('plugins.' + self.__ptype + '.' + s2[0], s2[0])

    def _unload(self, pluginData):
        self.__plugins[pluginData.Name] = PluginData(pluginData.Name, 
                                                    pluginData.File, 
                                                    pluginData.Author, 
                                                    pluginData.Help)
        unload = []
        mod = self._findModule(pluginData.File)[0]
        for key, module in sys.modules.iteritems():
            if str(module).find(mod) > -1:
                unload.append(key)

        for plugin in unload:
            del sys.modules[plugin]

    def _load(self, pluginData):
        modinfo = self._findModule(pluginData.File)
        try:
            mod = __import__(modinfo[0])
            mod = getattr(mod,self.__ptype)
            tmp = getattr(mod, modinfo[1])
            self.__plugins[pluginData.Name] = tmp.Plugin()
            print "Loaded Module " + pluginData.File
            return self.__plugins[pluginData.Name]
        except Exception, e:
            print e
            print "Unable to load module" + pluginData.File

        return None

    #Property Methods
    def _getPlugins(self):
        return self.__plugins

    def _getType(self):
        return self.__ptype
    #Properties
    Plugins = property(_getPlugins, None)
    Type = property(_getType, None)

class ServerPluginsClass(BasePluginsClass):
    def __init__(self, singletonKey):
        if not isinstance(singletonKey, _SingletonKey):
            raise invalid_argument(_("Use ServerPlugins to get access to singleton"))

        BasePluginsClass.__init__(self, 'server')
        self.initBase()

    def preParseIncoming(self, xml_dom, data):
        sent = True
        errmsg = ""
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                xml_dom, data = pluginData.preParseIncoming(xml_dom, data)
        return xml_dom, data

    def postParseIncoming(self, data):
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                data = pluginData.postParseIncoming(data)
        return data

    def getPlayer(self):
        players = []
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                playerName = pluginData.addPlayer(data)
                players.append(playerName)
        return players

    def setPlayer(self, playerData):
        players = []
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                playerName = pluginData.addPlayer(data)
                players.append(playerName)
        return

    def preParseOutgoing(self):
        data = []
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                xml = pluginData.preParseOutgoing()
                for msg in xml:
                    data.append(msg)
        return data

    def postParseOutgoing(self):
        data = []
        for pluginName, pluginData in self.Plugins.iteritems():
            if pluginData.Activated:
                xml = pluginData.postParseOutgoing()
                for msg in xml:
                    data.append(msg)
        return data

__key = _SingletonKey()
ServerPlugins = ServerPluginsClass(__key)