evennia/src/server/msdp.py

265 lines
9 KiB
Python
Raw Normal View History

"""
MSDP (Mud Server Data Protocol)
This implements the MSDP protocol as per
http://tintin.sourceforge.net/msdp/. MSDP manages out-of-band
communication between the client and server, for updating health bars
etc.
!TODO - this is just a partial implementation and not used by telnet yet.
"""
import re
from src.utils.utils import make_iter
# variables
MSDP = chr(69)
MSDP_VAR = chr(1)
MSDP_VAL = chr(2)
MSDP_TABLE_OPEN = chr(3)
MSDP_TABLE_CLOSE = chr(4)
MSDP_ARRAY_OPEN = chr(5)
MSDP_ARRAY_CLOSE = chr(6)
regex_array = re.compile(r"%s(.*?)%s%s(.*?)%s" % (MSDP_VAR, MSDP_VAL, MSDP_ARRAY_OPEN, MSDP_ARRAY_CLOSE)) # return 2-tuple
regex_table = re.compile(r"%s(.*?)%s%s(.*?)%s" % (MSDP_VAR, MSDP_VAL, MSDP_TABLE_OPEN, MSDP_TABLE_CLOSE)) # return 2-tuple (may be nested)
regex_varval = re.compile(r"%s(.*?)%s(.*?)[%s]" % (MSDP_VAR, MSDP_VAL, ENDING)) # return 2-tuple
class Msdp(object):
"""
Implements the MSDP protocol.
"""
def __init__(self, protocol):
"""
Initiates by storing the protocol
on itself and trying to determine
if the client supports MSDP.
"""
self.protocol = protocol
self.protocol.protocol_FLAGS['MSDP'] = False
self.protocol.negotiationMap['MSDP'] = self.parse_msdp
self.protocol.will(MSDP).addCallbacks(self.do_msdp, self.no_msdp)
def no_msdp(self, option):
"No msdp"
pass
def do_msdp(self, option):
"""
Called when client confirms that it can do MSDP.
"""
self.protocol.protocol_flags['MSDP'] = True
def func_to_msdp(self, cmdname, data):
"""
handle return data from cmdname by converting it to
a proper msdp structure. data can either be a single value (will be
converted to a string), a list (will be converted to an MSDP_ARRAY),
or a dictionary (will be converted to MSDP_TABLE).
OBS - this supports nested tables and even arrays nested
inside tables, as opposed to the receive method. Arrays
cannot hold tables by definition (the table must be named
with MSDP_VAR, and an array can only contain MSDP_VALs).
"""
def make_table(name, datadict, string):
"build a table that may be nested with other tables or arrays."
string += MSDP_VAR + name + MSDP_VAL + MSDP_TABLE_OPEN
for key, val in datadict.items():
if type(val) == type({}):
string += make_table(key, val, string)
elif hasattr(val, '__iter__'):
string += make_array(key, val, string)
else:
string += MSDP_VAR + key + MSDP_VAL + val
string += MSDP_TABLE_CLOSE
return string
def make_array(name, string, datalist):
"build a simple array. Arrays may not nest tables by definition."
string += MSDP_VAR + name + MSDP_ARRAY_OPEN
for val in datalist:
string += MSDP_VAL + val
string += MSDP_ARRAY_CLOSE
return string
if type(data) == type({}):
msdp_string = make_table(cmdname, data, "")
elif hasattr(data, '__iter__'):
msdp_string = make_array(cmdname, data, "")
else:
msdp_string = MSDP_VAR + cmdname + MSDP_VAL + data
return msdp_string
def msdp_to_func(self, data):
"""
Handle a client's requested negotiation, converting
it into a function mapping
OBS-this does not support receiving nested tables
from the client at this point!
"""
tables = {}
arrays = {}
variables = {}
for table in regex_table.findall(data):
tables[table[0]] = dict(regex_varval(table[1]))
for array in regex_array.findall(data):
arrays[array[0]] = dict(regex_varval(array[1]))
variables = dict(regex._varval(regex_array.sub("", regex_table.sub("", data))))
# MSDP Commands
# Some given MSDP (varname, value) pairs can also be treated as command + argument.
# Generic msdp command map. The argument will be sent to the given command.
# See http://tintin.sourceforge.net/msdp/ for definitions of each command.
# These are client->server commands.
def msdp_cmd_list(self, arg):
"""
The List command allows for retrieving various info about the server/client
"""
if arg == 'COMMANDS':
return self.func_to_msdp(arg, MSDP_COMMANDS.keys())
elif arg == 'LISTS':
return self.func_to_msdp(arg, ("COMMANDS", "LISTS",
"CONFIGURABLE_VARIABLES",
"REPORTED_VARIABLES", "SENDABLE_VARIABLES"))
elif arg == 'CONFIGURABLE_VARIABLES':
return self.func_to_msdp(arg, ("CLIENT_NAME", "CLIENT_VERSION", "PLUGIN_ID"))
elif arg == 'REPORTABLE_VARIABLES':
return self.func_to_msdp(arg, MSDP_REPORTABLE.keys())
elif arg == 'REPORTED_VARIABLES':
return self.func_to_msdp(arg, MSDP_REPORTED.keys())
elif arg == 'SENDABLE_VARIABLES':
return self.func_to_msdp(arg, MSDP_SEND.keys())
else:
return self.func_to_msdp("LIST", arg)
def msdp_cmd_report(self, arg):
"""
The report command instructs the server to start reporting a
reportable variable to the client.
"""
try:
MSDP_REPORTABLE[arg](report=True)
except Exception:
logger.log_trace()
def msdp_cmd_unreport(self, arg):
"""
Unreport a previously reported variable
"""
try:
MSDP_REPORTABLE[arg](eport=False)
except Exception:
logger.log_trace()
def msdp_cmd_reset(self, arg):
"""
The reset command resets a variable to its initial state.
"""
try:
MSDP_REPORTABLE[arg](reset=True)
except Exception:
logger.log_trace()
def msdp_cmd_send(self, arg):
"""
Request the server to send a particular variable
to the client.
arg - this is a list of variables the client wants.
"""
ret = []
for var in makeiter(arg):
try:
ret.append(MSDP_REPORTABLE[arg](send=True))
except Exception:
logger.log_trace()
return ret
MSDP_COMMANDS = {
"LIST": self.msdp_list,
"REPORT":"mspd_report",
"RESET":"mspd_reset",
"SEND":"mspd_send",
"UNREPORT":"mspd_unreport"
}
# MSDP_MAP is a standard suggestions for making it easy to create generic guis.
# this maps MSDP command names to Evennia commands found in OOB_FUNC_MODULE. It
# is up to these commands to return data on proper form.
MSDP_REPORTABLE = {
# General
"CHARACTER_NAME": "get_character_name",
"SERVER_ID": "get_server_id",
"SERVER_TIME": "get_server_time",
# Character
"AFFECTS": "char_affects",
"ALIGNMENT": "char_alignment",
"EXPERIENCE": "char_experience",
"EXPERIENCE_MAX": "char_experience_max",
"EXPERIENCE_TNL": "char_experience_tnl",
"HEALTH": "char_health",
"HEALTH_MAX": "char_health_max",
"LEVEL": "char_level",
"RACE": "char_race",
"CLASS": "char_class",
"MANA": "char_mana",
"MANA_MAX": "char_mana_max",
"WIMPY": "char_wimpy",
"PRACTICE": "char_practice",
"MONEY": "char_money",
"MOVEMENT": "char_movement",
"MOVEMENT_MAX": "char_movement_max",
"HITROLL": "char_hitroll",
"DAMROLL": "char_damroll",
"AC": "char_ac",
"STR": "char_str",
"INT": "char_int",
"WIS": "char_wis",
"DEX": "char_dex",
"CON": "char_con",
# Combat
"OPPONENT_HEALTH": "opponent_health",
"OPPONENT_HEALTH_MAX":"opponent_health_max",
"OPPONENT_LEVEL": "opponent_level",
"OPPONENT_NAME": "opponent_name",
# World
"AREA_NAME": "area_name",
"ROOM_EXITS": "area_room_exits",
"ROOM_NAME": "room_name",
"ROOM_VNUM": "room_dbref",
"WORLD_TIME": "world_time",
# Configurable variables
"CLIENT_ID": "client_id",
"CLIENT_VERSION": "client_version",
"PLUGIN_ID": "plugin_id",
"ANSI_COLORS": "ansi_colours",
"XTERM_256_COLORS": "xterm_256_colors",
"UTF_8": "utf_8",
"SOUND": "sound",
"MXP": "mxp",
# GUI variables
"BUTTON_1": "button1",
"BUTTON_2": "button2",
"BUTTON_3": "button3",
"BUTTON_4": "button4",
"BUTTON_5": "button5",
"GAUGE_1": "gauge1",
"GAUGE_2": "gauge2",
"GAUGE_3": "gauge3",
"GAUGE_4": "gauge4",
"GAUGE_5": "gauge5"}