evennia/lib/server/session.py

129 lines
4.4 KiB
Python

"""
This defines a generic session class. All connection instances (both
on Portal and Server side) should inherit from this class.
"""
import time
#------------------------------------------------------------
# Server Session
#------------------------------------------------------------
class Session(object):
"""
This class represents a player's session and is a template for
both portal- and server-side sessions.
Each connection will see two session instances created:
1) A Portal session. This is customized for the respective connection
protocols that Evennia supports, like Telnet, SSH etc. The Portal
session must call init_session() as part of its initialization. The
respective hook methods should be connected to the methods unique
for the respective protocol so that there is a unified interface
to Evennia.
2) A Server session. This is the same for all connected players,
regardless of how they connect.
The Portal and Server have their own respective sessionhandlers. These
are synced whenever new connections happen or the Server restarts etc,
which means much of the same information must be stored in both places
e.g. the portal can re-sync with the server when the server reboots.
"""
# names of attributes that should be affected by syncing.
_attrs_to_sync = ('protocol_key', 'address', 'suid', 'sessid', 'uid',
'uname', 'logged_in', 'puid', 'encoding',
'conn_time', 'cmd_last', 'cmd_last_visible', 'cmd_total',
'protocol_flags', 'server_data', "cmdset_storage_string")
def init_session(self, protocol_key, address, sessionhandler):
"""
Initialize the Session. This should be called by the protocol when
a new session is established.
protocol_key - telnet, ssh, ssl or web
address - client address
sessionhandler - reference to the sessionhandler instance
"""
# This is currently 'telnet', 'ssh', 'ssl' or 'web'
self.protocol_key = protocol_key
# Protocol address tied to this session
self.address = address
# suid is used by some protocols, it's a hex key.
self.suid = None
# unique id for this session
self.sessid = 0 # no sessid yet
# database id for the user connected to this session
self.uid = None
# user name, for easier tracking of sessions
self.uname = None
# if user has authenticated already or not
self.logged_in = False
# database id of puppeted object (if any)
self.puid = None
# session time statistics
self.conn_time = time.time()
self.cmd_last_visible = self.conn_time
self.cmd_last = self.conn_time
self.cmd_total = 0
self.encoding = "utf-8"
self.protocol_flags = {}
self.server_data = {}
# a back-reference to the relevant sessionhandler this
# session is stored in.
self.sessionhandler = sessionhandler
def get_sync_data(self):
"""
Return all data relevant to sync the session
"""
return dict((key, value) for key, value in self.__dict__.items()
if key in self._attrs_to_sync)
def load_sync_data(self, sessdata):
"""
Takes a session dictionary, as created by get_sync_data,
and loads it into the correct properties of the session.
"""
for propname, value in sessdata.items():
setattr(self, propname, value)
def at_sync(self):
"""
Called after a session has been fully synced (including
secondary operations such as setting self.player based
on uid etc).
"""
pass
# access hooks
def disconnect(self, reason=None):
"""
generic hook called from the outside to disconnect this session
should be connected to the protocols actual disconnect mechanism.
"""
pass
def data_out(self, text=None, **kwargs):
"""
generic hook for sending data out through the protocol. Server
protocols can use this right away. Portal sessions
should overload this to format/handle the outgoing data as needed.
"""
pass
def data_in(self, text=None, **kwargs):
"""
hook for protocols to send incoming data to the engine.
"""
pass