view orpg/mapper/base_msg.py @ 184:dcae32e219f1 beta

Traipse Beta 'OpenRPG' {100117-00} 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 (Beta) New Features: Added Bookmarks Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Parent Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Dieroller structure from Core New DieRoller portability for odd Dice Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos roller also New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support) New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Beta!) Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fix to Whiteboard ID to prevent random line or text deleting. Fixes to Server, Remote Server, and Server GUI Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and now reactive settings when Ok is pressed Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice Fix to Use panel of Forms and Tabbers. Now longer enters design mode Fix made Image Fetching. New fetching image and new failed image Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Sun, 17 Jan 2010 21:37:34 -0600
parents 6081bdc2b8d5
children 9230a33defd9
line wrap: on
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: mapper/base_msg.py
# Author: Chris Davis
# Maintainer:
# Version:
#   $Id: base_msg.py,v Traipse 'Ornery-Orc' prof.ebral Exp $
#
# Description:
#
__version__ = "$Id: base_msg.py,v Traipse 'Ornery-Orc' prof.ebral Exp $"

from threading import RLock
from orpg.networking.mplay_client import *
from xml.etree.ElementTree import ElementTree, Element

class map_element_msg_base:
#  This is a base class

    def __init__(self,reentrant_lock_object = None):

        if not hasattr(self,"tagname"):
            raise Exception, "This is a virtual class that cannot be directly instantiated.  Set self.tagname in derived class."
        self._props = {}
        #  This is a dictionary that holds (value,changed) 2-tuples, indexed by attribute
        #  Avoid manipulating these values directly.  Instead, use the provided accessor methods.
        #  If there is not one that suits your needs, please add one to this class and
        #  use it instead.

        self.children = {}
        # This next clause will set self.p_lock to a passed-in RLock object, if present.
        #    Otherwise, it will create it's very own for this instance.
        #    Using a passed in object is useful to protect an entire <map/> element from
        #    being changed by another thread when any part of it is being change by another
        #    thread.  Just pass the map_msg's p_lock object in to it's descendents.
        if reentrant_lock_object: self.p_lock = reentrant_lock_object
        else: self.p_lock = RLock()

    def clear(self):
        self.p_lock.acquire()

        for child in self.children.keys():
            self.children[child].clear()
            self.children[child] = None
            del self.children[child]

        for p in self._props.keys(): self._props[p] = None

        self.p_lock.release()

    #########################################
    #  Accessor functions begin

    #  Access single property

    def init_prop(self,prop,value):  # set's the changed flag to False and assigns
        self.p_lock.acquire()
        self._props[prop] = (value, 0)
        self.p_lock.release()

    def set_prop(self,prop,value):  # set's the changed flag to True and assigns
        self.p_lock.acquire()
        self._props[prop] = (value, 1)
        self.p_lock.release()

    def get_prop(self,prop):  # returns None if prop not found
        self.p_lock.acquire()
        if prop in self._props.keys():
            (p,c) = self._props[prop]
            self.p_lock.release()
            return p
        else: self.p_lock.release(); return None

    def is_prop_changed(self,prop):  # returns None if prop not found
        self.p_lock_acquire()
        if prop in self._props.keys():
            (p,c) = self._props[prop]
            self.p_lock.release()
            return c
        else: self.p_lock.release(); return None

    def get_child(self,key):         # returns None if key not found in children list
        self.p_lock_acquire()
        if self.children.has_key(key):
            self.p_lock.release()
            return self.children[key]
        else:
            self.p_lock.release()
            return None

    #  Access multiple properties
    def init_props(self,props):               # same as init_prop(), but takes dictionary of props
        self.p_lock.acquire()
        for k in props.keys(): self._props[k] = (props[k],0)
        self.p_lock.release()

    def set_props(self,props):                # same as set_prop(), but takes dictionary of props
        self.p_lock.acquire()
        for k in props.keys(): self._props[k] = (props[k],1)
        self.p_lock.release()

    def get_all_props(self):                  # returns dictionary of all properties, regardless of change
        self.p_lock.acquire()
        result = {}
        for k in self._props.keys():
            (p,c) = self._props[k]
            result[k] = p
        self.p_lock.release()
        return result

    def get_changed_props(self):              # returns dictionary of all properties that have been changed
        self.p_lock.acquire()
        result = {}
        for k in self._props.keys():
            (p,c) = self._props[k]
            if c: result[k] = p
        self.p_lock.release()
        return result

    def get_children(self):                 # returns dictionary of children
        return self.children

    #  Accessor functions end
    #########################################

    #########################################
    #  XML emitters begin
    def get_all_xml(self,action="new",output_action = 0):    # outputs a tag with all attributes it contains
        self.p_lock.acquire()
        xml_str = "<" + self.tagname
        if action and output_action: xml_str += " action='" + action + "'"
        for k in self._props.keys():
            (p,c) = self._props[k]
            if k != "action" or not action: xml_str += " " + k + "='" + p + "'"
        if self.children:
            xml_str += ">"
            for child in self.children.keys(): xml_str += self.children[child].get_all_xml(action)
            xml_str += "</" + self.tagname + ">"
        else: xml_str += "/>"
        self.p_lock.release()
        return xml_str

    def get_changed_xml(self,action="update",output_action = 0):    # outputs a tag with all changed attributes
        self.p_lock.acquire()
        xml_str = "<" + self.tagname
        if action and output_action:
            xml_str += " action='" + action + "'"

        # if present, always send the id, even if it didn't change
        if self._props.has_key("id"):
            (p,c) = self._props["id"]
            xml_str += " id='" + p + "'"
        for k in self._props.keys():
            (p,c) = self._props[k]
            if (k != "id" or k != "action") and c == 1: xml_str += " " + k + "='" + p + "'"
        if self.children:
            xml_str += ">"
            for child in self.children.keys(): xml_str += self.children[child].get_changed_xml(action)
            xml_str += "</" + self.tagname + ">"
        else: xml_str += "/>"
        self.p_lock.release()
        return xml_str

    # convenience method to use if only this tag is modified
    #   outputs a <map/> element containing only the changes to this tag
    def standalone_update_text(self,update_id_string):
        buffer = "<map id='" + update_id_string + "'>"
        buffer += self.get_changed_xml("update")
        buffer += "<map/>"
        return buffer

    # XML emitters end
    #########################################

    #########################################
    #  XML importers begin

    def _from_dom(self,xml_dom,prop_func):
        self.p_lock.acquire()
        if iselement(xml_dom): ## Uses new Element Tree style
            if xml_dom.tag == self.tagname:
                if xml_dom.attrib:
                    for k in xml_dom.attrib: prop_func(k,xml_dom.get(k))
        elif not iselement(xml_dom): ## Uses old DOM style (deprecated!!)
            if xml_dom.tagName == self.tagname:
                if xml_dom.getAttributeKeys():
                    for k in xml_dom.getAttributeKeys(): prop_func(k,xml_dom.getAttribute(k))
        else:
            self.p_lock.release()
            raise Exception, "Error attempting to modify a " + self.tagname + " from a non-<" + self.tagname + "/> element"
        self.p_lock.release()

    def init_from_dom(self,xml_dom):
    #  xml_dom must be pointing to an empty tag.  Override in a derived class for <map/> and other similar tags.
        self._from_dom(xml_dom,self.init_prop)

    def set_from_dom(self,xml_dom):
    #  xml_dom must be pointing to an empty tag.  Override in a derived class for <map/> and other similar tags
        self._from_dom(xml_dom,self.set_prop)

    def init_from_xml(self,xml):
        xml_dom = parseXml(xml)
        node_list = xml_dom.getElementsByTagName(self.tagname)
        if len(node_list) < 1: print "Warning: no <" + self.tagname + "/> elements found in DOM."
        else:
            while len(node_list): self.init_from_dom(node_list.pop())
        if xml_dom: xml_dom.unlink()

    def set_from_xml(self,xml):
        xml_dom = parseXml(xml)
        node_list = xml_dom.getElementsByTagName(self.tagname)
        if len(node_list) < 1: print "Warning: no <" + self.tagname + "/> elements found in DOM."
        else:
            while len(node_list): self.set_from_dom(node_list.pop())
        if xml_dom: xml_dom.unlink()

    # XML importers end
    #########################################