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Converted the game configuration stuff to its own module.
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6 changed files with 171 additions and 65 deletions
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@ -1 +1,2 @@
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* Since we now have support for GARBAGE, we need to handle creating over a garbage object gracefully.
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Add any things that need work here:
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* We're going to need a delayed event queue in addition to the scheduler.
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15
evennia/trunk/events.py
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15
evennia/trunk/events.py
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@ -0,0 +1,15 @@
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"""
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Holds the events scheduled in scheduler.py.
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"""
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schedule = {
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'event_example': 60,
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}
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lastrun = {}
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def event_example():
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"""
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This is where the example event would be placed.
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"""
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pass
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10
evennia/trunk/gameconf.py
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10
evennia/trunk/gameconf.py
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@ -0,0 +1,10 @@
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from apps.config.models import ConfigValue
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"""
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Handle the setting/retrieving of server config directives.
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"""
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def get_configvalue(configname):
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"""
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Retrieve a configuration value.
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"""
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return ConfigValue.objects.get(conf_key=configname).conf_value
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@ -1,4 +1,5 @@
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import time
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import events
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"""
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A really simple scheduler. We can probably get a lot fancier with this
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in the future, but it'll do for now.
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@ -8,24 +9,6 @@ ADDING AN EVENT:
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* Add the proper event_ function here.
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* Profit.
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"""
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schedule = {
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'event_example': 60,
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}
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lastrun = {}
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"""
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BEGIN EVENTS
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"""
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def event_example():
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"""
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This is where the example event would be placed.
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"""
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pass
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"""
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END EVENTS
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"""
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# The timer method to be triggered by the main server loop.
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def heartbeat():
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@ -33,19 +16,19 @@ def heartbeat():
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Handle one tic/heartbeat.
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"""
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tictime = time.time()
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for event in schedule:
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for event in events.schedule:
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try:
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lastrun[event]
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events.lastrun[event]
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except:
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lastrun[event] = time.time()
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events.lastrun[event] = time.time()
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diff = tictime - lastrun[event]
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diff = tictime - events.lastrun[event]
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if diff >= schedule[event]:
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event_func = getattr(self, event)
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if diff >= events.schedule[event]:
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event_func = getattr(events, event)
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if callable(event_func):
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event_func()
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# We'll get a new reading for time for accuracy.
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lastrun[event] = time.time()
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events.lastrun[event] = time.time()
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@ -4,12 +4,13 @@ import socket, asyncore, time, sys
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from django.db import models
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from django.db import connection
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from apps.config.models import ConfigValue, CommandAlias
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from apps.config.models import CommandAlias
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import scheduler
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import functions_db
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import functions_general
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import global_defines
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import session_mgr
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import gameconf
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class Server(dispatcher):
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"""
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@ -17,7 +18,6 @@ class Server(dispatcher):
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"""
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def __init__(self):
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self.cmd_alias_list = {}
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self.configvalue = {}
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self.game_running = True
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# Wipe our temporary flags on all of the objects.
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@ -26,35 +26,24 @@ class Server(dispatcher):
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print '-'*50
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# Load stuff up into memory for easy/quick access.
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self.load_configvalues()
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self.load_cmd_aliases()
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self.port = gameconf.get_configvalue('site_port')
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# Start accepting connections.
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dispatcher.__init__(self)
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self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
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self.set_reuse_addr()
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self.bind(('', int(self.configvalue['site_port'])))
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self.bind(('', int(self.port)))
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self.listen(100)
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self.start_time = time.time()
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print ' %s started on port %s.' % (self.configvalue['site_name'], self.configvalue['site_port'],)
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print ' %s started on port %s.' % (gameconf.get_configvalue('site_name'), self.port,)
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print '-'*50
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"""
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BEGIN SERVER STARTUP METHODS
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"""
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def load_configvalues(self):
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"""
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Loads our site's configuration up for easy access.
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"""
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configs = ConfigValue.objects.all()
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for conf in configs:
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self.configvalue[conf.conf_key] = conf.conf_value
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print ' Configuration Loaded.'
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def load_cmd_aliases(self):
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"""
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Load up our command aliases.
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@ -62,7 +51,7 @@ class Server(dispatcher):
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alias_list = CommandAlias.objects.all()
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for alias in alias_list:
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self.cmd_alias_list[alias.user_input] = alias.equiv_command
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print ' Aliases Loaded: %i' % (len(self.cmd_alias_list),)
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print ' Command Aliases Loaded: %i' % (len(self.cmd_alias_list),)
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def handle_accept(self):
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"""
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@ -76,28 +65,7 @@ class Server(dispatcher):
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"""
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BEGIN GENERAL METHODS
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"""
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def add_object_to_cache(self, object):
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"""
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Adds an object to the cached object list.
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"""
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self.object_list[object.id] = object
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def remove_object_from_cache(self, object):
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"""
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Removes an object from the cache.
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"""
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if self.object_list.has_key(object.id):
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del self.object_list[object.id]
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else:
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print 'ERROR: Trying to remove non-cached object: %s' % (object,)
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def get_configvalue(self, configname):
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"""
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Retrieve a configuration value.
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"""
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return self.configvalue[configname]
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"""
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def shutdown(self, message='The server has been shutdown. Please check back soon.'):
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functions_general.announce_all(message)
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self.game_running = False
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129
evennia/trunk/sessions.py
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129
evennia/trunk/sessions.py
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@ -0,0 +1,129 @@
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from asyncore import dispatcher
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from asynchat import async_chat
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import socket, asyncore, time, sys
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import cmdhandler
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from apps.objects.models import Object
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from django.contrib.auth.models import User
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import commands_general
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import functions_db
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import session_mgr
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class PlayerSession(async_chat):
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"""
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This class represents a player's sesssion. From here we branch down into
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other various classes, please try to keep this one tidy!
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"""
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def __init__(self, server, sock, addr):
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async_chat.__init__(self, sock)
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self.server = server
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self.address = addr
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self.set_terminator("\n")
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self.name = None
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self.data = []
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self.uid = None
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self.sock = sock
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self.logged_in = False
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# The time the user last issued a command.
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self.cmd_last = time.time()
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# Total number of commands issued.
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self.cmd_total = 0
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# The time when the user connected.
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self.conn_time = time.time()
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def collect_incoming_data(self, data):
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"""
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Stuff any incoming data into our buffer, self.data
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"""
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self.data.append(data)
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def found_terminator(self):
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"""
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Any line return indicates a command for the purpose of a MUD. So we take
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the user input and pass it to our command handler.
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"""
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line = (''.join(self.data))
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line = line.strip('\r')
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uinput = line
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self.data = []
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# Increment our user's command counter.
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self.cmd_total += 1
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# Store the timestamp of the user's last command.
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self.cmd_last = time.time()
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# Stuff anything we need to pass in this dictionary.
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cdat = {"server": self.server, "uinput": uinput, "session": self}
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cmdhandler.handle(cdat)
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def handle_close(self):
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"""
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Break the connection and do some accounting.
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"""
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self.get_pobject().set_flag("CONNECTED", False)
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async_chat.handle_close(self)
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self.logged_in = False
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session_mgr.remove_session(self)
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print 'Sessions active:', len(session_mgr.get_session_list())
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def get_pobject(self):
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"""
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Returns the object associated with a session.
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"""
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result = Object.objects.get(id=self.uid)
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#print 'RES', result
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return result
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def game_connect_screen(self, session):
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"""
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Show our banner screen.
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"""
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buffer = '-'*50
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buffer += ' \n\rWelcome to Evennia!\n\r'
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buffer += '-'*50 + '\n\r'
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buffer += """Please type one of the following to begin:\n\r
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connect <username> <password>\n\r
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create <username> <email> <password>\n\r"""
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buffer += '-'*50
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session.msg(buffer)
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def login(self, user):
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"""
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After the user has authenticated, handle logging him in.
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"""
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self.uid = user.id
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self.name = user.username
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self.logged_in = True
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self.conn_time = time.time()
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self.get_pobject().set_flag("CONNECTED", True)
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self.msg("You are now logged in as %s." % (self.name,))
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cdat = {"session": self, "uinput":'look', "server": self.server}
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cmdhandler.handle(cdat)
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print "Login: %s" % (self,)
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def msg(self, message):
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"""
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Sends a message with the newline/return included. Use this instead of
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directly calling push().
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"""
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self.push("%s\n\r" % (message,))
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def msg_no_nl(self, message):
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"""
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Sends a message without the newline/return included. Use this instead of
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directly calling push().
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"""
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self.push("%s" % (message,))
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def __str__(self):
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"""
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String representation of the user session class. We use
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this a lot in the server logs and stuff.
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"""
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if self.logged_in:
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symbol = '#'
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else:
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symbol = '?'
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return "<%s> %s@%s" % (symbol, self.name, self.address,)
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# def handle_error(self):
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# self.handle_close()
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