Mercurial > traipse_dev
view orpg/networking/mplay_messaging.py @ 220:9611ba80cf99 alpha
Traipse Alpha 'OpenRPG' {100501-01}
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 (Patch-2)
Moving 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
New to Game Tree, never lose a node, appends a number to the end of corrupted trees
New to Server GUI, Traipse Suite's Debug Console
Updates:
Update to White Board layer, uses a pencil image for color button
Update to Grid Layer, uses a grid image for color button
Update to Chat Window, size of drop down menus
Update to default lobby message
Update to template Text node
Update to 4e PC Sheet node
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Fix to Servers parse_incoming_dom which was outdated and did not respect XML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
Fix to Game Tree, corrupted error message was not showing
Fix to Update Manager, checks for internet connection
Fix to Update Manager, Auto Update corrections
author | sirebral |
---|---|
date | Sat, 01 May 2010 03:21:26 -0500 |
parents | b633f4c64aae |
children |
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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 Traipse 'Ornery-Orc' prof.ebral Exp $ # # Description: This file contains the code for the client / server messaging # __version__ = "$Id: mplay_messaging.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" import socket, Queue, thread, traceback, os, time 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 VERSION, PROTOCOL_VERSION, CLIENT_STRING, SERVER_MIN_CLIENT_VERSION from orpg.tools.orpg_log import logger from orpg.orpgCore import component def myescape(data): return escape(data,{"\"":""}) class messenger: def __init__(self, *args, **kwargs): self.dir_struct = component.get("dir_struct") #used? self.validate = component.get("validate") #used?? 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(component.get("settings").get_setting("port")) ##used even? 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 = {} ### Alpha ### self.inbox = kwargs['inbox'] or pass self.sock = kwargs['sock'] or pass self.ip = kwargs['ip'] or pass self.role = kwargs['role'] or pass self.id = kwargs['id'] or pass self.group_id = kwargs['group_id'] or pass self.name = kwargs['name'] or pass self.version = kwargs['version'] or pass self.protocol_version = kwargs['protocol_version'] or pass self.client_string = kwargs['client_string'] or pass def build_message(self, *args, **kwargs): 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) logger.debug("client stub " + self.ip +" disconnecting...") logger.debug("closing sockets...") try: self.sock.shutdown( 2 ) except: logger.general("Caught exception:\n" + traceback.format_exc()) 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: logger.general("Exception: messenger->update_self_from_player():\n" + traceback.format_exc()) def toxml(self, act): logger.exception("DEPRECIATED! messenger->toxml()") 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()) 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 logger.note("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: logger.general(traceback.format_exc()) if xml_dom: xml_dom.unlink() if xml_dom: xml_dom.unlink() logger.note("message handler thread exiting...") self.inbox_event.set() def parse_incoming_dom(self, data): xml_dom = None try: xml_dom = component.get("xml").parseXml(data) xml_dom = xml_dom._get_documentElement() self.message_action(xml_dom, data) except Exception, e: logger.general("Error in parse of inbound message. Ignoring message.") logger.general("\tOffending data(" + str(len(data)) + "bytes)=" + data) logger.general("Exception=" + traceback.format_exc()) 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: logger.general("Unknown Message Type") logger.general(data) #Message Action thread expires and closes here. return 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: logger.exception("Exception: messenger->sendThread(): " + str(text) # 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: logger.exception("Exception: messenger->sendThread():\n" + traceback.format_exc() else: # If we are not connected, purge the data queue logger.note("Data queued without a connection, purging data from queue...") self.sendThreadExitEvent.set() logger.note( "sendThread 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.""" length = len( msg ) 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: logger.debug("('data_sent', " + str(sentl+sentm) + ")") return sentm except socket.error, e: logger.exception("Socket Error: messenger->sendMsg(): " + traceback.format_exc()) except: logger.exception("Exception: messenger->sendMsg(): " + traceback.format_exc()) 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: logger.note("Remote has disconnected!") self.set_status(2) self.outbox.put( "" ) # Make sure the other thread is woken up! self.sendThreadExitEvent.set() logger.note("messenger->recvThread() has terminated...") 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: logger.exception("Socket Error: messenger->recvData(): " + str(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 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: logger.debug("('data_recv', " + str(length+4) + ")") except: logger.exception("Exception: messenger->recvMsg():\n" + traceback.format_exc()) 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")