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https://github.com/evennia/evennia.git
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NOTE: This update adds a field, delete your evennia.db3 or manually add a NOT NULL 'script_link' charfield(255).
193 lines
6 KiB
Python
Executable file
193 lines
6 KiB
Python
Executable file
"""
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This module contains classes related to Sessions. session_mgr has the things
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needed to manage them.
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"""
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import time
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import sys
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from datetime import datetime
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from twisted.conch.telnet import StatefulTelnetProtocol
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from django.contrib.auth.models import User
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from src.objects.models import Object
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from src.config.models import ConnectScreen, ConfigValue
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import cmdhandler
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import logger
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import session_mgr
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import ansi
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from util import functions_general
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class SessionProtocol(StatefulTelnetProtocol):
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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 connectionMade(self):
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"""
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What to do when we get a connection.
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"""
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self.prep_session()
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logger.log_infomsg('Connection: %s' % (self,))
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session_mgr.add_session(self)
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self.game_connect_screen()
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def getClientAddress(self):
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"""
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Returns the client's address and port in a tuple. For example
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('127.0.0.1', 41917)
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"""
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return self.transport.client
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def prep_session(self):
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self.server = self.factory.server
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self.address = self.getClientAddress()
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self.name = None
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self.uid = None
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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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# Player-visible idle time, excluding the IDLE command.
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self.cmd_last_visible = 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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self.channels_subscribed = {}
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def disconnectClient(self):
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"""
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Manually disconnect the client.
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"""
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self.transport.loseConnection()
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def connectionLost(self, reason):
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"""
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Execute this when a client abruplty loses their connection.
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"""
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logger.log_infomsg('Disconnect: %s' % (self,))
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self.handle_close()
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def lineReceived(self, data):
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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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# Clean up the input.
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line = (''.join(data))
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line = line.strip('\r')
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uinput = line
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# The Command object has all of the methods for parsing and preparing
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# for searching and execution.
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command = cmdhandler.Command(uinput,
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server=self.factory.server,
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session=self)
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# Send the command object to the command handler for parsing
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# and eventual execution.
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cmdhandler.handle(command)
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def execute_cmd(self, cmdstr):
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"""
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Executes a command as this session.
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"""
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self.lineReceived(data=cmdstr)
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def count_command(self, silently=False):
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"""
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Hit this when the user enters a command in order to update idle timers
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and command counters. If silently is True, the public-facing idle time
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is not updated.
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"""
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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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# Increment the user's command counter.
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self.cmd_total += 1
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if not silently:
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# Player-visible idle time, not used in idle timeout calcs.
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self.cmd_last_visible = time.time()
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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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pobject = self.get_pobject()
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if pobject:
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pobject.set_flag("CONNECTED", False)
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pobject.get_location().emit_to_contents("%s has disconnected." % (pobject.get_name(show_dbref=False),), exclude=pobject)
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uaccount = pobject.get_user_account()
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uaccount.last_login = datetime.now()
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uaccount.save()
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self.disconnectClient()
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self.logged_in = False
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session_mgr.remove_session(self)
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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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try:
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result = Object.objects.get(id=self.uid)
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return result
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except:
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logger.log_errmsg("No session match for object: #%s" % self.uid)
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return None
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def game_connect_screen(self):
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"""
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Show the banner screen. Grab from the 'connect_screen' config directive.
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"""
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screen = ConnectScreen.objects.get_random_connect_screen()
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buffer = ansi.parse_ansi(screen.connect_screen_text)
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self.msg(buffer)
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def is_loggedin(self):
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"""
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Returns a boolean True if the session is logged in.
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"""
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try:
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return self.logged_in
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except:
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return False
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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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pobject = self.get_pobject()
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session_mgr.disconnect_duplicate_session(self)
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pobject.scriptlink.at_pre_login()
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pobject.scriptlink.at_post_login()
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logger.log_infomsg("Login: %s" % (self,))
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# Update their account's last login time.
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user.last_login = datetime.now()
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user.save()
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def msg(self, message):
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"""
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Sends a message to the session.
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"""
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if isinstance(message, unicode):
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message = message.encode("utf-8")
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self.sendLine("%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.is_loggedin():
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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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