evennia/docs/sphinx/source/wiki/SessionProtocols.rst
2011-09-14 21:17:50 +02:00

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Portal Sessions and Protocols
=============================
*Note: This is considered an advanced topic and is mostly of interest to
users planning to implement their own custom client protocol.*
A *Portal Session* is the basic data object representing an external
connection to the Evennia `Portal <PortalAndServer.html>`_ -- usually a
human player running a mud client of some kind. The way they connect -
the language the player's client and Evennia use to talk to each other -
is called the connection *Protocol*. The most common such protocol for
MUD:s is the *Telnet* protocol. All Portal Sessions are stored and
managed by the Portal's *sessionhandler*.
It's technically sometimes hard to separate the concept of *Session*
from the concept of *Protocol* since both depend heavily on the other.
Protocols and Sessions both belong in ``src/server/``, so adding new
protocols is one of the rare situations where development needs to
happen in ``src/`` (in fact, if you do add a new useful protocol,
consider contacting Evennia devs so we can include it in the main
Evennia distribution!).
Protocols
---------
Writing a stable communication protocol from scratch is not something
we'll cover here, it's no trivial task. The good news is that Twisted
offers implementations of many common protocols, ready for adapting.
Writing a protocol implementation in Twisted usually involves creating a
class inheriting from a suitable Twisted parent, then overloading the
methods that particular protocol requires so that it talks to Evennia.
Whenever a new connection is made via this protocol, an instance of this
class will be called. As various states change, specific-named methods
on the class will be called (what they are named depends on the Twisted
implementation).
A straight-forward protocol (like Telnet) is assumed to at least have
the following components (although the actual method names might vary):
- ``connectionMade`` - called when a new connection is made. This must
call ``self.init_session()`` with three arguments: an *identifier*
for the protocol type (e.g. the string 'telnet' or 'ssh'), the *IP
address* of the client connecting, and a reference to the
*sessionhandler*. The sessionhandler is by convention made available
by storing it on the protocol's *Factory* in
``src/server/portal.py``, see that file for examples. Doing it this
way avoids many possible recursive import issues.
- ``connectionLost`` - called when connection is dropped for whatever
reason. This must call ``self.sessionhandler.disconnect(self)`` so
the handler can make sure the disconnect is reported to the rest of
the system.
- ``getData`` - data arriving from the player to Evennia. This should
apply whatever custom formatting this protocol needs, then relay the
data to ``self.sessionhandler.data_in(self, msg, data)``.
- ``sendLine`` - data from Server to Player. This is called by hook
``data_out()`` below.
See an example of this in
`server/telnet.py <http://code.google.com/p/evennia/source/browse/trunk/src/server/telnet.py>`_.
These might not be as clear-cut in all protocols, but the principle is
there. These four basic components - however they are accessed - links
to the *Portal Session*, which is the actual common interface between
the different low-level protocols and Evennia.
Portal Sessions
---------------
A *Portal Session* is an Evennia-specific thing. It must be a class
inheriting from ``src.server.session.Session``. If you read the Telnet
example above, the Protocol and Session are infact sometimes
conveniently implemented in the same class through multiple inheritance.
At startup the Portal creates and adds the Portal Session to its
*sessionhandler*. While doing so, the session also gets assigned a
property ``sessionhandler`` that refers to that very handler. This is
important since the handler holds all methods relevant for sending and
receiving data to and from the Server.
Whereas we don't know the method names of a Twisted Protocol (this can
vary from protocol to protocol), the Session has a strict naming scheme
that may not change; it is the glue that connects the Protocol to
Evennia (along with some other convenient features).
The Session class must implement the following method hooks (which must
be named exactly like this):
- ``disconnect()`` - called when manually disconnecting. Must call the
protocol-specific disconnect method (e.g. ``connectionLost`` above)
- ``data_out(string="", data=None)`` - data from Evennia to player.
This method should handle any protocol-specific processing before
relaying data on to a send-method like ``self.sendLine()`` mentioned
above. ``string`` is normally a raw text string with formatting.
``data`` can be a collection of any extra information the server want
to give to the protocol- it's completely up to the Protocol to handle
this. To take an example, telnet assumes ``data`` to be either
``None`` or a dictionary with flags for how the text should be
parsed. From inside Evennia, ``data_out`` is often called with the
alias ``msg`` instead.
Assorted notes
--------------
To take two examples, Evennia supports the *telnet* protocol as well as
*webclient*, a custom ajax protocol. You'll find that whereas telnet is
a textbook example of a Twisted protocol as seen above, the ajax client
protocol looks quite different due to how it interacts with the
webserver through long-polling (comet) style requests. All the necessary
parts mentioned above are still there, but implemented in very different
ways.