view orpg/networking/mplay_messaging.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
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: 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")