Mercurial > traipse_dev
view orpg/networking/mplay_messaging.py @ 57:9014d7861bb3 traipse_dev
Removed some extra print messages from the server. Cleaned up the Manifest
that was causing problems on linux. Might have been an errouneous push.
Testing on WinXP
author | sirebral |
---|---|
date | Fri, 07 Aug 2009 23:21:37 -0500 |
parents | 4385a7d0efd1 |
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_messaging.py # Author: Dj Gilcrease # Maintainer: # Version: # $Id: mplay_messaging.py,v 1.5 2007/05/06 16:42:59 digitalxero Exp $ # # Description: This file contains the code for the client / server messaging # __version__ = "$Id: mplay_messaging.py,v 1.5 2007/05/06 16:42:59 digitalxero Exp $" 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 os import time from orpg.orpgCore import * def myescape(data): return escape(data,{"\"":""}) class messenger: def __init__(self, *args, **kwargs): self.log = open_rpg.get_component("log") self.xml = open_rpg.get_component("xml") self.dir_struct = open_rpg.get_component("dir_struct") self.validate = open_rpg.get_component("validate") self.settings = open_rpg.get_component("settings") if kwargs.has_key('isServer'): self.isServer = kwargs['isServer'] else: self.isServer = False self.listen_event = Event() self.outbox = Queue.Queue(0) self.inbox_event = Event() self.inbox = Queue.Queue(0) self.startedEvent = Event() self.exitEvent = Event() self.sendThreadExitEvent = Event() self.recvThreadExitEvent = Event() self.port = int(self.settings.get_setting("port")) self.ip = socket.gethostbyname(socket.gethostname()) self.lensize = calcsize('i') self.mplay_type = ('disconnected', 'connected', 'disconnecting', 'group change', 'group change failed') self.status = self.mplay_type[0] self.alive = False self.sock = None self.version = VERSION self.protocol_version = PROTOCOL_VERSION self.client_string = CLIENT_STRING self.minClientVersion = SERVER_MIN_CLIENT_VERSION 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.text_status = "Idle" self.statLock = Lock() self.useroles = 0 self.lastmessagetime = time.time() self.connecttime = time.time() self.timeout_time = None self.ignorelist = {} self.players = {} self.groups = {} #Setup Stuff from the Server if kwargs.has_key('inbox'): self.inbox = kwargs['inbox'] if kwargs.has_key('sock'): self.sock = kwargs['sock'] if kwargs.has_key('ip'): self.ip = kwargs['ip'] if kwargs.has_key('role'): self.role = kwargs['role'] if kwargs.has_key('id'): self.id = kwargs['id'] if kwargs.has_key('group_id'): self.group_id = kwargs['group_id'] if kwargs.has_key('name'): self.name = kwargs['name'] if kwargs.has_key('version'): self.version = kwargs['version'] if kwargs.has_key('protocol_version'): self.protocol_version = kwargs['protocol_version'] if kwargs.has_key('client_string'): self.client_string = kwargs['client_string'] def build_message(self, *args, **kwargs): #print args message = '<' + args[0] #Setup the attributes of the message if len(kwargs) > 0: for attrib in kwargs.keys(): message += ' ' + attrib + '="' + str(kwargs[attrib]) + '"' #Add the actual message if there is one if len(args) > 1: #Close the first part message += '>' message += escape(args[1]) #Close the whole thing message += '</' + args[0] + '>' else: message += ' />' return message def disconnect(self): self.set_status(2) self.log.log("client stub " + self.ip +" disconnecting...", ORPG_DEBUG) self.log.log("closing sockets...", ORPG_DEBUG) try: self.sock.shutdown( 2 ) except: self.log.log("Caught exception:\n" + traceback.format_exc(), ORPG_GENERAL) self.set_status(0) 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): return self.useroles 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: self.log.log("Exception: messenger->update_self_from_player():\n" + traceback.format_exc(), ORPG_GENERAL) def toxml(self, act): self.log.log("DEPRECIATED! messenger->toxml()", ORPG_CRITICAL) xml_data = self.build_message('player', name=myescape(self.name), action=act, id=self.id, group_id=self.group_id, ip=self.ip, status=self.text_status, version=self.version, protocol_version=self.protocol_version, client_string=self.client_string ) return xml_data def get_status(self): self.statLock.acquire() status = self.status self.statLock.release() return status def my_role(self): return self.role def set_status(self, status): self.statLock.acquire() self.status = status self.statLock.release() def initialize_threads(self): "Starts up our threads (2) and waits for them to make sure they are running!" self.status = '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 __str__(self): return "%s(%s)\nIP:%s\ngroup_id:%s\n%s (%s)" % (self.name, self.id, self.ip, self.group_id, self.idle_time(), self.connected_time()) # 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 def clear_timeout(self): self.timeout_time = None def check_time_out(self): if self.timeout_time==None: self.timeout_time = time.time() curtime = time.time() diff = curtime - self.timeout_time if diff > 1800: return 1 else: return 0 def send(self, msg): if self.get_status() == 'connected': self.outbox.put(msg) def change_group(self, group_id, groups): old_group_id = str(self.group_id) groups[group_id].add_player(self.id) groups[old_group_id].remove_player(self.id) self.group_id = group_id self.outbox.put(self.toxml('group')) msg = groups[group_id].game_map.get_all_xml() self.send(msg) return old_group_id def take_dom(self, xml_dom): self.name = xml_dom.getAttribute("name") self.text_status = xml_dom.getAttribute("status") 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' #Message Handaling def message_handler(self, arg): xml_dom = None self.log.log("message handler thread running...", ORPG_NOTE) while self.alive or self.status == 'connected': data = None try: data = self.inbox.get(0) except Queue.Empty: time.sleep(0.25) #sleep 1/4 second continue bytes = len(data) if bytes < 5: continue try: thread.start_new_thread(self.parse_incoming_dom,(str(data),)) #data has been passed... unlink from the variable references #so data in passed objects doesn't change (python passes by reference) del data data = None except Exception, e: self.log.log(traceback.format_exc(), ORPG_GENERAL) if xml_dom: xml_dom.unlink() if xml_dom: xml_dom.unlink() self.log.log("message handler thread exiting...", ORPG_NOTE) self.inbox_event.set() def parse_incoming_dom(self, data): #print data xml_dom = None try: xml_dom = self.xml.parseXml(data) xml_dom = xml_dom._get_documentElement() self.message_action(xml_dom, data) except Exception, e: self.log.log("Error in parse of inbound message. Ignoring message.", ORPG_GENERAL) self.log.log("\tOffending data(" + str(len(data)) + "bytes)=" + data, ORPG_GENERAL) self.log.log("Exception=" + traceback.format_exc(), ORPG_GENERAL) if xml_dom: xml_dom.unlink() def message_action(self, xml_dom, data): tag_name = xml_dom._get_tagName() if self.msg_handlers.has_key(tag_name): self.msg_handlers[tag_name](xml_dom, data) else: self.log.log("Unknown Message Type", ORPG_GENERAL) self.log.log(data, ORPG_GENERAL) #Message Action thread expires and closes here. return #Privet functions 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() == 'connected' ): try: readMsg = self.outbox.get( block=1 ) except Exception, text: self.log.log("Exception: messenger->sendThread(): " + str(text), ORPG_CRITICAL) # If we are here, it's because we have data to send, no doubt! if self.status == 'connected': try: # Send the entire message, properly formated/encoded sent = self.sendMsg( self.sock, readMsg ) except: self.log.log("Exception: messenger->sendThread():\n" + traceback.format_exc(), ORPG_CRITICAL) else: # If we are not connected, purge the data queue self.log.log("Data queued without a connection, purging data from queue...", ORPG_NOTE) self.sendThreadExitEvent.set() self.log.log( "sendThread has terminated...", ORPG_NOTE) def sendMsg( self, sock, msg ): """Very simple function that will properly encode and send a message to te remote on the specified socket.""" # Calculate our message length length = len( msg ) # Encode the message length into network byte order lp = pack( 'i', socket.htonl( 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.log("('data_sent', " + str(sentl+sentm) + ")", ORPG_DEBUG) return sentm except socket.error, e: self.log.log("Socket Error: messenger->sendMsg(): " + traceback.format_exc(), ORPG_CRITICAL) except: self.log.log("Exception: messenger->sendMsg(): " + traceback.format_exc(), ORPG_CRITICAL) 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() == 'connected' ): readMsg = self.recvMsg( self.sock ) # Make sure we didn't get disconnected bytes = len( readMsg ) if bytes == 0: break # 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.log("Remote has disconnected!", ORPG_NOTE) self.set_status(2) self.outbox.put( "" ) # Make sure the other thread is woken up! self.sendThreadExitEvent.set() self.log.log("messenger->recvThread() has terminated...", ORPG_NOTE) 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.log("Socket Error: messenger->recvData(): " + str(e), ORPG_CRITICAL) 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 handles 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, self.lensize ) # Now, convert to a usable form (length,) = unpack( 'i', lenData ) length = socket.ntohl( length ) # Read exactly the remaining amount of data msgData = self.recvData( sock, length ) if self.isServer: self.log.log("('data_recv', " + str(length+4) + ")", ORPG_DEBUG) except: self.log.log("Exception: messenger->recvMsg():\n" + traceback.format_exc(), ORPG_CRITICAL) return msgData if __name__ == "__main__": test = messenger(None) print test.build_message('hello', "This is a test message", attrib1="hello world", attrib2="hello world2", attrib3="hello world3")