Added SSH support, based on patch by hagna (issue 166).
This commit is contained in:
parent
d2400a8a6b
commit
7c56c69cea
7 changed files with 445 additions and 102 deletions
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@ -1,7 +1,7 @@
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"""
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This defines the cmdset for the red_button. Here we have defined
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the commands and the cmdset in the same module, but if you
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have many different commands to merge it if often better
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have many different commands to merge it is often better
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to define the cmdset separately, picking and choosing from
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among the available commands as to what should be included in the
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cmdset - this way you can often re-use the commands too.
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@ -10,11 +10,13 @@ cmdset - this way you can often re-use the commands too.
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import random
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from src.commands.cmdset import CmdSet
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from game.gamesrc.commands.basecommand import Command
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from game.gamesrc.scripts.examples import red_button_scripts as scriptexamples
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# Some simple commands for the red button
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#------------------------------------------------------------
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# Commands defined for the red button
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# Commands defined on the red button
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#------------------------------------------------------------
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class CmdNudge(Command):
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@ -33,24 +35,17 @@ class CmdNudge(Command):
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def func(self):
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"""
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nudge the lid.
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nudge the lid. Random chance of success to open it.
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"""
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rand = random.random()
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open_ok = False
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if rand < 0.5:
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string = "You nudge at the lid. It seems stuck."
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self.caller.msg("You nudge at the lid. It seems stuck.")
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elif 0.5 <= rand < 0.7:
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string = "You move the lid back and forth. It won't budge."
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self.caller.msg("You move the lid back and forth. It won't budge.")
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else:
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string = "You manage to get a nail under the lid. It pops open."
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open_ok = True
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self.caller.msg(string)
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if open_ok:
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"""open_lid() does its own emits, so defer it until we speak"""
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self.obj.open_lid()
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self.caller.msg("You manage to get a nail under the lid.")
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self.caller.execute_cmd("open lid")
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class CmdPush(Command):
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"""
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Push the red button
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@ -66,7 +61,7 @@ class CmdPush(Command):
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"""
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Note that we choose to implement this with checking for
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if the lid is open/closed. This is because this command
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is likely to be tries regardless of the state of the lid.
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is likely to be tried regardless of the state of the lid.
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An alternative would be to make two versions of this command
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and tuck them into the cmdset linked to the Open and Closed
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@ -75,11 +70,17 @@ class CmdPush(Command):
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"""
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if self.obj.db.lid_open:
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# assign the blind state script to the caller.
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# this will assign the restricted BlindCmdset to
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# the caller at startup, and remove it again
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# once the time has run out
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self.caller.scripts.add(scriptexamples.BlindedState)
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string = "You reach out to press the big red button ..."
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string += "\n\nA BOOM! A bright light blinds you!"
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string += "\nThe world goes dark ..."
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self.caller.msg(string)
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self.obj.press_button(self.caller)
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self.caller.msg(string)
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self.caller.location.msg_contents("%s presses the button. BOOM! %s is blinded by a flash!" %
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(self.caller.name, self.caller.name), exclude=self.caller)
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else:
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@ -111,10 +112,8 @@ class CmdSmashGlass(Command):
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string = "You smash your hand against the glass"
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string += " with all your might. The lid won't budge"
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string += " but you cause quite the tremor through the button's mount."
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self.caller.msg(string) # have to be called before breakage since that
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# also gives a return feedback to the room.
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self.obj.break_lamp()
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return
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string += "\nIt looks like the button's lamp stopped working for the time being."
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self.obj.lamp_works = False
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elif rand < 0.6:
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string = "You hit the lid hard. It doesn't move an inch."
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else:
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@ -143,7 +142,20 @@ class CmdOpenLid(Command):
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if self.obj.db.lid_locked:
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self.caller.msg("This lid seems locked in place for the moment.")
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return
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string += "\nA ticking sound is heard, like a winding mechanism. Seems "
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string += "the lid will soon close again."
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self.db.lid_open = False
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# add the relevant cmdsets to button
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self.obj.cmdset.add(LidClosedCmdsSet)
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# add the lid-close ticker script
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self.obj.scripts.add(scriptexamples.LidCloseTimer)
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# add more info to the button description
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desc = self.obj.db.closed_desc
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self.obj.db.temp_desc = desc
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self.obj.db.desc = "%s\n%s" % (desc, "Its glass cover is open and the button exposed.")
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self.caller.msg(string)
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self.caller.location.msg_contents("%s opens the lid of the button." %
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(self.caller.name), exclude=self.caller)
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self.obj.open_lid()
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@ -163,10 +175,17 @@ class CmdCloseLid(Command):
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def func(self):
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"Close the lid"
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self.obj.close_lid()
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if self.db.closed_desc:
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self.obj.desc = self.db.closed_desc
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self.obj.db.lid_open = False
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# this will clean out scripts dependent on lid being open.
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self.obj.scripts.validate()
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self.caller.msg("You close the button's lid. It clicks back into place.")
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self.caller.location.msg_contents("%s closes the button's lid." %
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(self.caller.name), exclude=self.caller)
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class CmdBlindLook(Command):
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"""
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Looking around in darkness
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@ -253,7 +272,7 @@ class LidClosedCmdSet(CmdSet):
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"""
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key = "LidClosedCmdSet"
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# default Union is used *except* if we are adding to a
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# cmdset named RedButtonOpen - this one we replace
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# cmdset named LidOpenCmdSet - this one we replace
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# completely.
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key_mergetype = {"LidOpenCmdSet": "Replace"}
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@ -269,7 +288,7 @@ class LidOpenCmdSet(CmdSet):
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"""
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key = "LidOpenCmdSet"
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# default Union is used *except* if we are adding to a
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# cmdset named RedButtonClose - this one we replace
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# cmdset named LidClosedCmdSet - this one we replace
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# completely.
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key_mergetype = {"LidClosedCmdSet": "Replace"}
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@ -1,21 +1,14 @@
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"""
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An example script parent for a nice red button object. It has
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custom commands defined on itself that are only useful in relation to this
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particular object. See example.py in gamesrc/commands for more info
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on the pluggable command system.
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Assuming this script remains in gamesrc/parents/examples, create an object
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of this type using @create button:examples.red_button
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This is a more advanced example object. It combines functions from
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script.examples as well as commands.examples to make an interactive
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button typeclass.
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This file also shows the use of the Event system to make the button
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send a message to the players at regular intervals. To show the use of
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Events, we are tying two types of events to the red button, one which cause ALL
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red buttons in the game to blink in sync (gamesrc/events/example.py) and one
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event which cause the protective glass lid over the button to close
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again some time after it was opened.
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Create this button with
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Note that if you create a test button you must drop it before you can
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see its messages!
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@create/drop examples.red_button.RedButton
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Note that if you must drop the button before you can see its messages!
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"""
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import random
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from game.gamesrc.objects.baseobjects import Object
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@ -28,19 +21,17 @@ from game.gamesrc.commands.examples import cmdset_red_button as cmdsetexamples
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class RedButton(Object):
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"""
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This class describes an evil red button.
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It will use the script definition in
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game/gamesrc/events/example.py to blink
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at regular intervals until the lightbulb
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breaks. It also use the EventCloselid script to
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close the lid and do nasty stuff when pressed.
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This class describes an evil red button. It will use the script
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definition in game/gamesrc/events/example.py to blink at regular
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intervals. It also uses a series of script and commands to handle
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pushing the button and causing effects when doing so.
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"""
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def at_object_creation(self):
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"""
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This function is called when object is created. Use this
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instead of e.g. __init__.
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"""
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# store desc
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# store desc (default, you can change this at creation time)
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desc = "This is a large red button, inviting yet evil-looking. "
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desc += "A closed glass lid protects it."
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self.db.desc = desc
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@ -52,9 +43,9 @@ class RedButton(Object):
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self.db.lamp_works = True
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self.db.lid_locked = False
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# set the default cmdset to the object, permanent=True means a
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# script will automatically be created to always add this.
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self.cmdset.add_default(cmdsetexamples.DefaultCmdSet, permanent=True)
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# set the default cmdset to the object. This will by default surivive
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# a server reboot (otherwise we could have used permanent=False).
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self.cmdset.add_default(cmdsetexamples.DefaultCmdSet)
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# since the other cmdsets relevant to the button are added 'on the fly',
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# we need to setup custom scripts to do this for us (also, these scripts
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@ -68,7 +59,7 @@ class RedButton(Object):
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def open_lid(self, feedback=True):
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"""
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Open the glass lid and start the timer so it will soon close
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Opens the glass lid and start the timer so it will soon close
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again.
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"""
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@ -5,99 +5,80 @@ with Evennia's permissions system.
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To call these locks, make sure this module is included in the
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settings tuple PERMISSION_FUNC_MODULES then define a lock on the form
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'<access_type>:func(args)' and add it to the object's lockhandler.
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Run the check method of the handler to execute the lock check.
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Run the access() method of the handler to execute the lock check.
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Note that accessing_obj and accessed_obj can be any object type
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with a lock variable/field, so be careful to not expect
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a certain object type.
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Appendix: MUX locks
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Below is a list nicked from the MUX help file on the locks available
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in standard MUX. Most of these are not relevant to core Evennia since
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locks in Evennia are considerably more flexible and can be implemented
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on an individual command/typeclass basis rather than as globally
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available like the MUX ones. So many of these are not available in
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basic Evennia, but could all be implemented easily if needed for the
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individual game.
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MUX locks
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Below is a list nicked from the MUX docs on the locks available
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in MUX. These are not all necessarily relevant to an Evennia game
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but to show they are all possible with Evennia, each entry is a
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suggestion on how one could implement similar functionality in Evennia.
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Name: Affects: Effect:
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-------------------------------------------------------------------------
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MUX Name: Affects: Effect:
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-------------------------------------------------------------------------------
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DefaultLock: Exits: controls who may traverse the exit to
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its destination.
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Evennia: specialized permission key
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'traverse' checked in move method
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Evennia: "traverse:<lockfunc()>"
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Rooms: controls whether the player sees the SUCC
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or FAIL message for the room following the
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room description when looking at the room.
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Evennia: This is better done by implementing
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a clever room class ...
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Evennia: Custom typeclass
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Players/Things: controls who may GET the object.
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Evennia: specialized permission key 'get'
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defined on object, checked by get command
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Evennia: "get:<lockfunc()"
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EnterLock: Players/Things: controls who may ENTER the object
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Evennia: specialized permission key 'enter'
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defined on object, checked by move command
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Evennia:
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GetFromLock: All but Exits: controls who may gets things from a given
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location.
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Evennia: Probably done best with a lock function
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that searches the database for permitted users
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Evennia:
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GiveLock: Players/Things: controls who may give the object.
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Evennia: specialized permission key 'give'
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checked by the give command
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Evennia:
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LeaveLock: Players/Things: controls who may LEAVE the object.
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Evennia: specialized permission key 'leave'
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checked by move command
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Evennia:
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LinkLock: All but Exits: controls who may link to the location if the
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location is LINK_OK (for linking exits or
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setting drop-tos) or ABODE (for setting
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homes)
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Evennia: specialized permission key 'link'
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set on obj and checked by link command
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Evennia:
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MailLock: Players: controls who may @mail the player.
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Evennia: Lock function that pulls the
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config from the player to see if the
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calling player is on the blacklist/whitelist
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Evennia:
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OpenLock: All but Exits: controls who may open an exit.
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Evennia: specialized permission key 'open'
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set on exit, checked by open command
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Evennia:
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PageLock: Players: controls who may page the player.
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Evennia: see Maillock
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Evennia: "send:<lockfunc()>"
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ParentLock: All: controls who may make @parent links to the
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object.
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Evennia: This is handled with typeclasses
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and typeclass switching instead.
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Evennia: Typeclasses and "puppet:<lockstring()>"
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ReceiveLock: Players/Things: controls who may give things to the object.
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Evennia: See GiveLock
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Evennia:
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SpeechLock: All but Exits: controls who may speak in that location
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Evennia: Lock function checking if there
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is some special restrictions on the room
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(game dependent)
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Evennia:
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TeloutLock: All but Exits: controls who may teleport out of the
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location.
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Evennia: See LeaveLock
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Evennia:
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TportLock: Rooms/Things: controls who may teleport there
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Evennia: See EnterLock
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Evennia:
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UseLock: All but Exits: controls who may USE the object, GIVE the
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object money and have the PAY attributes
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run, have their messages heard and possibly
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acted on by LISTEN and AxHEAR, and invoke
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$-commands stored on the object.
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Evennia: Implemented per game
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Evennia: Commands and Cmdsets.
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DropLock: All but rooms: controls who may drop that object.
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Evennia: specialized permission key 'drop'
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set on room, checked by drop command.
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Evennia:
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VisibleLock: All: Controls object visibility when the object
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is not dark and the looker passes the lock.
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In DARK locations, the object must also be
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set LIGHT and the viewer must pass the
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VisibleLock.
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Evennia: Better done with Scripts implementing
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a dark state/cmdset. For a single object,
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use a specialized permission key 'visible'
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set on object and checked by look command.
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Evennia: Room typeclass with Dark/light script
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"""
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from django.conf import settings
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@ -39,9 +39,11 @@ SERVERNAME = settings.SERVERNAME
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VERSION = get_evennia_version()
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TELNET_PORTS = settings.TELNET_PORTS
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SSH_PORTS = settings.SSH_PORTS
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WEBSERVER_PORTS = settings.WEBSERVER_PORTS
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TELNET_ENABLED = settings.TELNET_ENABLED and TELNET_PORTS
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SSH_ENABLED = settings.SSH_ENABLED and SSH_PORTS
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WEBSERVER_ENABLED = settings.WEBSERVER_ENABLED and WEBSERVER_PORTS
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WEBCLIENT_ENABLED = settings.WEBCLIENT_ENABLED
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IMC2_ENABLED = settings.IMC2_ENABLED
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@ -149,6 +151,8 @@ class Evennia(object):
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print ' %s (%s) started on port(s):' % (SERVERNAME, VERSION)
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if TELNET_ENABLED:
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print " telnet: " + ", ".join([str(port) for port in TELNET_PORTS])
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if SSH_ENABLED:
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print " ssh: " + ", ".join([str(port) for port in SSH_PORTS])
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if WEBSERVER_ENABLED:
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clientstring = ""
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if WEBCLIENT_ENABLED:
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@ -203,6 +207,18 @@ if TELNET_ENABLED:
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telnet_service.setName('EvenniaTelnet%s' % port)
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EVENNIA.services.addService(telnet_service)
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if SSH_ENABLED:
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from src.server import ssh
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for port in SSH_PORTS:
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factory = ssh.makeFactory({'protocolFactory':ssh.SshProtocol,
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'protocolArgs':()})
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ssh_service = internet.TCPServer(port, factory)
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ssh_service.setName('EvenniaSSH%s' % port)
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EVENNIA.services.addService(ssh_service)
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if WEBSERVER_ENABLED:
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# a django-compatible webserver.
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332
src/server/ssh.py
Normal file
332
src/server/ssh.py
Normal file
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@ -0,0 +1,332 @@
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"""
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This module implements the ssh (Secure SHell) protocol for encrypted
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connections.
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This depends on a generic session module that implements
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the actual login procedure of the game, tracks
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sessions etc.
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"""
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import os
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from twisted.cred.checkers import credentials
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from twisted.cred.portal import Portal
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from twisted.conch.ssh.keys import Key
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from twisted.conch.interfaces import IConchUser
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from twisted.conch.ssh.userauth import SSHUserAuthServer
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from twisted.conch.ssh import common
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from twisted.conch.insults import insults
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from twisted.conch.manhole_ssh import TerminalRealm, _Glue, ConchFactory
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from twisted.conch.manhole import Manhole, recvline
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from twisted.internet import defer
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from django.conf import settings
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from src.server import session
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from src.utils import ansi, utils, logger
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ENCODINGS = settings.ENCODINGS
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CTRL_C = '\x03'
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CTRL_D = '\x04'
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CTRL_BACKSLASH = '\x1c'
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CTRL_L = '\x0c'
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class SshProtocol(Manhole, session.Session):
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"""
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Each player connecting over ssh gets this protocol assigned to
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them. All communication between game and player goes through
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here.
|
||||
"""
|
||||
|
||||
def terminalSize(self, width, height):
|
||||
"""
|
||||
Initialize the terminal and connect to the new session.
|
||||
"""
|
||||
# Clear the previous input line, redraw it at the new
|
||||
# cursor position
|
||||
self.terminal.eraseDisplay()
|
||||
self.terminal.cursorHome()
|
||||
self.width = width
|
||||
self.height = height
|
||||
# initialize the session
|
||||
self.session_connect(self.getClientAddress())
|
||||
|
||||
|
||||
def connectionMade(self):
|
||||
"""
|
||||
This is called when the connection is first
|
||||
established.
|
||||
"""
|
||||
recvline.HistoricRecvLine.connectionMade(self)
|
||||
self.keyHandlers[CTRL_C] = self.handle_INT
|
||||
self.keyHandlers[CTRL_D] = self.handle_EOF
|
||||
self.keyHandlers[CTRL_L] = self.handle_FF
|
||||
self.keyHandlers[CTRL_BACKSLASH] = self.handle_QUIT
|
||||
|
||||
|
||||
def handle_INT(self):
|
||||
"""
|
||||
Handle ^C as an interrupt keystroke by resetting the current input
|
||||
variables to their initial state.
|
||||
"""
|
||||
self.lineBuffer = []
|
||||
self.lineBufferIndex = 0
|
||||
|
||||
self.terminal.nextLine()
|
||||
self.terminal.write("KeyboardInterrupt")
|
||||
self.terminal.nextLine()
|
||||
|
||||
|
||||
def handle_EOF(self):
|
||||
"""
|
||||
Handles EOF generally used to exit.
|
||||
"""
|
||||
if self.lineBuffer:
|
||||
self.terminal.write('\a')
|
||||
else:
|
||||
self.handle_QUIT()
|
||||
|
||||
|
||||
def handle_FF(self):
|
||||
"""
|
||||
Handle a 'form feed' byte - generally used to request a screen
|
||||
refresh/redraw.
|
||||
"""
|
||||
self.terminal.eraseDisplay()
|
||||
self.terminal.cursorHome()
|
||||
|
||||
|
||||
def handle_QUIT(self):
|
||||
"""
|
||||
Quit, end, and lose the connection.
|
||||
"""
|
||||
self.terminal.loseConnection()
|
||||
|
||||
|
||||
def connectionLost(self, reason=None, step=1):
|
||||
"""
|
||||
This is executed when the connection is lost for
|
||||
whatever reason.
|
||||
|
||||
Closing the connection takes two steps
|
||||
|
||||
step 1 - is the default and is used when this method is
|
||||
called automatically. The method should then call self.session_disconnect().
|
||||
Step 2 - means this method is called from at_disconnect(). At this point
|
||||
the sessions are assumed to have been handled, and so the transport can close
|
||||
without further ado.
|
||||
"""
|
||||
insults.TerminalProtocol.connectionLost(self, reason)
|
||||
if step == 1:
|
||||
self.session_disconnect()
|
||||
else:
|
||||
self.terminal.loseConnection()
|
||||
|
||||
|
||||
def getClientAddress(self):
|
||||
"""
|
||||
Returns the client's address and port in a tuple. For example
|
||||
('127.0.0.1', 41917)
|
||||
"""
|
||||
|
||||
return self.terminal.transport.getPeer()
|
||||
|
||||
|
||||
def lineReceived(self, string):
|
||||
|
||||
"""
|
||||
Communication Player -> Evennia. Any line return indicates a
|
||||
command for the purpose of the MUD. So we take the user input
|
||||
and pass it on to the game engine.
|
||||
"""
|
||||
self.at_data_in(string)
|
||||
|
||||
def lineSend(self, string):
|
||||
"""
|
||||
Communication Evennia -> Player
|
||||
Any string sent should already have been
|
||||
properly formatted and processed
|
||||
before reaching this point.
|
||||
|
||||
"""
|
||||
for line in string.split('\n'):
|
||||
self.terminal.write(line) #this is the telnet-specific method for sending
|
||||
self.terminal.nextLine()
|
||||
|
||||
# session-general method hooks
|
||||
|
||||
def at_connect(self):
|
||||
"""
|
||||
Show the banner screen.
|
||||
"""
|
||||
self.telnet_markup = True
|
||||
# show connection screen
|
||||
self.execute_cmd('look')
|
||||
|
||||
def at_login(self, player):
|
||||
"""
|
||||
Called after authentication. self.logged_in=True at this point.
|
||||
"""
|
||||
if player.has_attribute('telnet_markup'):
|
||||
self.telnet_markup = player.get_attribute("telnet_markup")
|
||||
else:
|
||||
self.telnet_markup = True
|
||||
|
||||
def at_disconnect(self, reason="Connection closed. Goodbye for now."):
|
||||
"""
|
||||
Disconnect from server
|
||||
"""
|
||||
char = self.get_character()
|
||||
if char:
|
||||
char.at_disconnect()
|
||||
self.at_data_out(reason)
|
||||
self.connectionLost(step=2)
|
||||
|
||||
def at_data_out(self, string, data=None):
|
||||
"""
|
||||
Data Evennia -> Player access hook. 'data' argument is ignored.
|
||||
"""
|
||||
try:
|
||||
string = utils.to_str(string, encoding=self.encoding)
|
||||
except Exception, e:
|
||||
self.lineSend(str(e))
|
||||
return
|
||||
nomarkup = not self.telnet_markup
|
||||
raw = False
|
||||
if type(data) == dict:
|
||||
# check if we want escape codes to go through unparsed.
|
||||
raw = data.get("raw", self.telnet_markup)
|
||||
# check if we want to remove all markup
|
||||
nomarkup = data.get("nomarkup", not self.telnet_markup)
|
||||
if raw:
|
||||
self.lineSend(string)
|
||||
else:
|
||||
self.lineSend(ansi.parse_ansi(string, strip_ansi=nomarkup))
|
||||
|
||||
def at_data_in(self, string, data=None):
|
||||
"""
|
||||
Line from Player -> Evennia. 'data' argument is not used.
|
||||
|
||||
"""
|
||||
try:
|
||||
string = utils.to_unicode(string, encoding=self.encoding)
|
||||
self.execute_cmd(string)
|
||||
return
|
||||
except Exception, e:
|
||||
logger.log_errmsg(str(e))
|
||||
|
||||
|
||||
class ExtraInfoAuthServer(SSHUserAuthServer):
|
||||
def auth_password(self, packet):
|
||||
"""
|
||||
Password authentication.
|
||||
|
||||
Used mostly for setting up the transport so we can query
|
||||
username and password later.
|
||||
"""
|
||||
password = common.getNS(packet[1:])[0]
|
||||
c = credentials.UsernamePassword(self.user, password)
|
||||
c.transport = self.transport
|
||||
return self.portal.login(c, None, IConchUser).addErrback(
|
||||
self._ebPassword)
|
||||
|
||||
|
||||
class AnyAuth(object):
|
||||
"""
|
||||
Special auth method that accepts any credentials.
|
||||
"""
|
||||
credentialInterfaces = (credentials.IUsernamePassword,)
|
||||
|
||||
def requestAvatarId(self, c):
|
||||
"Generic credentials"
|
||||
up = credentials.IUsernamePassword(c, None)
|
||||
username = up.username
|
||||
password = up.password
|
||||
src_ip = str(up.transport.transport.getPeer().host)
|
||||
return defer.succeed(username)
|
||||
|
||||
|
||||
class TerminalSessionTransport_getPeer:
|
||||
"""
|
||||
Taken from twisted's TerminalSessionTransport which doesn't
|
||||
provide getPeer to the transport. This one does.
|
||||
"""
|
||||
def __init__(self, proto, chainedProtocol, avatar, width, height):
|
||||
self.proto = proto
|
||||
self.avatar = avatar
|
||||
self.chainedProtocol = chainedProtocol
|
||||
|
||||
session = self.proto.session
|
||||
|
||||
self.proto.makeConnection(
|
||||
_Glue(write=self.chainedProtocol.dataReceived,
|
||||
loseConnection=lambda: avatar.conn.sendClose(session),
|
||||
name="SSH Proto Transport"))
|
||||
|
||||
def loseConnection():
|
||||
self.proto.loseConnection()
|
||||
|
||||
def getPeer():
|
||||
session.conn.transport.transport.getPeer()
|
||||
|
||||
self.chainedProtocol.makeConnection(
|
||||
_Glue(getPeer=getPeer, write=self.proto.write,
|
||||
loseConnection=loseConnection,
|
||||
name="Chained Proto Transport"))
|
||||
|
||||
self.chainedProtocol.terminalProtocol.terminalSize(width, height)
|
||||
|
||||
def getKeyPair():
|
||||
"""
|
||||
This function looks for RSA keypair files in the current directory. If they
|
||||
do not exist, the keypair is created.
|
||||
"""
|
||||
|
||||
if not (os.path.exists('ssh-public.key') and os.path.exists('ssh-private.key')):
|
||||
# No keypair exists. Generate a new RSA keypair
|
||||
print " Generating SSH RSA keypair (only done once) ...",
|
||||
from Crypto.PublicKey import RSA
|
||||
|
||||
KEY_LENGTH = 1024
|
||||
rsaKey = Key(RSA.generate(KEY_LENGTH))
|
||||
publicKeyString = rsaKey.public().toString(type="OPENSSH")
|
||||
privateKeyString = rsaKey.toString(type="OPENSSH")
|
||||
|
||||
# save keys for the future.
|
||||
file('ssh-public.key', 'w+b').write(publicKeyString)
|
||||
file('ssh-private.key', 'w+b').write(privateKeyString)
|
||||
print " done."
|
||||
else:
|
||||
publicKeyString = file('ssh-public.key').read()
|
||||
privateKeyString = file('ssh-private.key').read()
|
||||
|
||||
return Key.fromString(publicKeyString), Key.fromString(privateKeyString)
|
||||
|
||||
def makeFactory(configdict):
|
||||
"""
|
||||
Creates the ssh server factory.
|
||||
"""
|
||||
|
||||
def chainProtocolFactory():
|
||||
return insults.ServerProtocol(
|
||||
configdict['protocolFactory'],
|
||||
*configdict.get('protocolConfigdict', ()),
|
||||
**configdict.get('protocolKwArgs', {}))
|
||||
|
||||
rlm = TerminalRealm()
|
||||
rlm.transportFactory = TerminalSessionTransport_getPeer
|
||||
rlm.chainedProtocolFactory = chainProtocolFactory
|
||||
factory = ConchFactory(Portal(rlm))
|
||||
|
||||
# create/get RSA keypair
|
||||
publicKey, privateKey = getKeyPair()
|
||||
|
||||
factory.publicKeys = {'ssh-rsa': publicKey}
|
||||
factory.privateKeys = {'ssh-rsa': privateKey}
|
||||
|
||||
factory.services = factory.services.copy()
|
||||
factory.services['ssh-userauth'] = ExtraInfoAuthServer
|
||||
|
||||
factory.portal.registerChecker(AnyAuth())
|
||||
|
||||
return factory
|
||||
|
|
@ -36,6 +36,10 @@ WEBSERVER_PORTS = [8000]
|
|||
# Start the evennia ajax client on /webclient
|
||||
# (the webserver must also be running)
|
||||
WEBCLIENT_ENABLED = True
|
||||
# Activate SSH protocol
|
||||
SSH_ENABLED = False
|
||||
# Ports to use for SSH
|
||||
SSH_PORTS = [8022]
|
||||
# Activate full persistence if you want everything in-game to be
|
||||
# stored to the database. With it set, you can do typeclass.attr=value
|
||||
# and value will be saved to the database under the name 'attr'.
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
<link rel='stylesheet' type="text/css" media="screen" href="/media/css/webclient.css">
|
||||
|
||||
<!-- Importing the online jQuery javascript library -->
|
||||
<script src="http://code.jquery.com/jquery-1.4.4.js" type="text/javascript" charset="utf-8"></script>
|
||||
<script src="http://code.jquery.com/jquery-1.6.1.js" type="text/javascript" charset="utf-8"></script>
|
||||
|
||||
<!--for offline testing, download the jquery library from jquery.com-->
|
||||
<!--script src="/media/javascript/jquery-1.4.4.js" type="text/javascript" charset="utf-8"></script-->
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue