Mercurial > traipse_dev
view orpg/networking/mplay_client.py @ 209:9bae652aa2b7 alpha
Traipse Alpha 'OpenRPG' {100428-02}
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)
Getting Ready for 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
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Fix to Servers parse_incoming_dom which was outdated and did not respect XML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
author | sirebral |
---|---|
date | Wed, 28 Apr 2010 06:32:43 -0500 |
parents | b633f4c64aae |
children | 24769389a7ba |
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line source
# 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 Traipse 'Ornery-Orc' prof.ebral 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 Traipse 'Ornery-Orc' prof.ebral Exp $" import socket, Queue, thread, traceback, errno, 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 CLIENT_STRING, PROTOCOL_VERSION, VERSION from orpg.orpgCore import component from orpg.orpg_xml import xml from orpg.tools.orpg_log import debug from orpg.tools.settings import settings from xml.etree.ElementTree import ElementTree, Element, iselement from xml.etree.ElementTree import fromstring, tostring from xml.parsers.expat import ExpatError try: import bz2 cmpBZ2 = True except: cmpBZ2 = False try: import zlib cmpZLIB = True except: cmpZLIB = False # Default, is 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" doc = xml.parseXml(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" ## Soon to be removed self.ROLE_GM = "GM" self.ROLE_PLAYER = "Player" self.ROLE_LURKER = "Lurker" ## --TaS try: self.ip = socket.gethostbyname(socket.gethostname()) except: self.ip = socket.gethostbyname('localhost') 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.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: length = len(msg) # Calculate our message length lp = pack('!i', length) # Encode the message length into network byte order try: sentl = sock.send( lp ) # Send the encoded length # 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 ) (length,) = unpack('!i', lenData) # Now, convert to a usable form msgData = self.recvData( sock, length ) # Read exactly the remaining amount of data if self.isServer(): self.log_msg(("data_recv", length+4)) if self.remote_ip is None: # Make the peer IP address available for reference later 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): el = Element('player') el.set('name', self.name) el.set('action', action) el.set('role', self.role) el.set('id', self.id) el.set('group_id', self.group_id) el.set('ip', self.ip) el.set('status', self.text_status) el.set('version', self.version) el.set('protocol_version', self.protocol_version) el.set('client_string', self.client_string) el.set('useCompression', str(self.useCompression)) cmpType = 'None' if cmpBZ2 and (self.compressionType == 'Undefined' or self.compressionType == bz2): cmpType = 'bz2' elif cmpZLIB and (self.compressionType == 'Undefined' or self.compressionType == zlib): cmpType = 'zlib' el.set('cmpType', cmpType) return tostring(el) def log_msg(self,msg): if self.log_console: self.log_console(msg) 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 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) component.add('mp_client', self) self.xml = component.get('xml') 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.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 = ""): el = Element('boot') el.set('boot_pwd', boot_pwd) self.send(tostring(el), id) def set_room_pass(self, npwd, pwd=""): el = Element('alter') el.set('key', 'pwd') el.set('val', npwd) el.set('bpw', pwd) el.set('plr', self.id) el.set('gid', self.group_id) self.outbox.put(tostring(el)) 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 el = Element('alter') el.set('key', 'pwd') #el.set('val', npwd) el.set('bpw', str(pwd)) el.set('plr', self.id) el.set('gid', self.group_id) self.outbox.put(tostring(el)) self.update() def display_roles(self): el = Element('role') el.set('action', 'display') el.set('player', self.id) el.set('group_id', self.group_id) self.outbox.put(tostring(el)) def get_role(self): el = Element('role') el.set('action', 'get') el.set('player', self.id) el.set('group_id', self.group_id) self.outbox.put(tostring(el)) def set_role(self, player, role, pwd=""): el = Element('role') el.set('action', 'set') el.set('player', player) el.set('role', role) el.set('boot_pwd', pwd) el.set('group_id', self.group_id) self.outbox.put(tostring(el)) self.update() def send(self, msg, player="all"): if self.status == MPLAY_CONNECTED and player != self.id: ### Pre Alpha ### #el = Element('msg') #el.set('to', player) #el.set('from', self.id) #el.set('group_id', self.group_id) #el.append(fromstring(msg)) #self.outbox.put(tostring(el)) ### Current chat is not ready for Element Tree ### 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, min_version): el = Element('create_group') el.set('from', self.id) el.set('pwd', pwd) el.set('name', name) el.set('boot_pwd', boot_pwd) el.set('min_version', min_version) self.outbox.put(tostring(el)) def send_join_group(self, group_id, pwd): if (group_id != 0): self.update_role("Lurker") el = Element('join_group') el.set('from', self.id) el.set('pwd', pwd) el.set('group_id', str(group_id)) self.outbox.put(tostring(el)) 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 try: el = fromstring(data) except ExpatError: end = data.find(">") head = data[:end+1] msg = data[end+1:] ### This if statement should help close invalid messages. ### if head[end:] != '/': if head[end:] != '>': head = head[:end] + '/>' try: el = fromstring(head) except: el = fromstring(head[:end] +'/>') ########### try: el1 = fromstring(msg) el.append(el1) except ExpatError: el.text = msg id = el.get('from') or el.get('id') if el.tag in self.msg_handlers: self.msg_handlers[el.tag](id, data, el) def on_sound(self, id, data, etreeEl): (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() chat.sound_player.play(etreeEl.get('url'), 'remote', etreeEl.get('loop')) def on_msg(self, id, data, etreeEl): end = data.find(">") head = data[:end+1] msg = data[end+1:] if msg[-6:] == '</msg>': msg = msg[:-6] 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 elif self.is_valid_id(id): self.on_receive(msg, self.players[id]) def on_ping(self, id, msg, etreeEl): # 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 = etreeEl.get("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) def on_group(self, id, msg, etreeEl): act = etreeEl.get("action") group_data = (id, etreeEl.get("name"), etreeEl.get("pwd"), etreeEl.get("players")) if act == 'new' or act == 'update': self.groups[id] = group_data if act == 'update': self.on_group_event(mplay_event(GROUP_UPDATE, group_data)) elif act == 'new': 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)) def on_role(self, id, msg, etreeEl): act = etreeEl.get("action") 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,etreeEl.get("role")) self.update_role(etreeEl.get("role")) else: self.players[id] = (a,b,c,d,e,f,g,etreeEl.get("role")) self.on_player_event(mplay_event(PLAYER_UPDATE, self.players[id])) except: pass def on_player(self, id, msg, etreeEl): act = etreeEl.get("action") try: player = (etreeEl.get("name"), etreeEl.get("ip"), id, etreeEl.get("status"), etreeEl.get("version"), etreeEl.get("protocol_version"), etreeEl.get("client_string"), self.players[id][7]) except Exception, e: player = (etreeEl.get("name"), etreeEl.get("ip"), id, etreeEl.get("status"), etreeEl.get("version"), etreeEl.get("protocol_version"), etreeEl.get("client_string"), "Player") print e if act == "new": self.players[id] = player self.on_player_event(mplay_event(PLAYER_NEW, self.players[id])) elif act == "group": self.group_id = etreeEl.get('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.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() 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])) def on_password(self, id, msg, etreeEl): self.on_password_signal(etreeEl.get("signal"), etreeEl.get("type"), etreeEl.get("id"), etreeEl.get("data")) 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 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 outgoing = self.toxml('new') if iselement(outgoing): outgoing = tostring(outgoing) self.sendMsg(self.sock, outgoing) data = self.recvMsg(self.sock) # get new id and group_id el = fromstring(data) self.id = el.get('id') self.group_id = el.get('group_id') if el.get('useCompression') == 'True': self.useCompression = True if cmpBZ2 and el.get('cmpType') == 'bz2': self.compressionType = bz2 elif cmpZLIB and el.get('cmpType') == 'zlib': self.compressionType = zlib else: self.compressionType = None #send confirmation outgoing = self.toxml('new') if iselement(outgoing): outgoing = tostring(outgoing) self.sendMsg(self.sock, outgoing) except Exception, e: print e self.log_msg(e) 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])) return 1 def start_disconnect(self): self.on_mplay_event(mplay_event(MPLAY_DISCONNECTING)) outgoing = self.toxml('del') if iselement(outgoing): outgoing = tostring(outgoing) self.outbox.put(outgoing) ## Client Side Disconnect 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