Implemented working MCCP (data compression) and MSSP (mud-listing crawler support). Moved all user-level customization modules from gamesrc/world to gamesrc/conf to reduce clutter.

This commit is contained in:
Griatch 2011-11-20 11:52:01 +01:00
parent a4f8019c4a
commit fb78758356
15 changed files with 465 additions and 48 deletions

View file

@ -237,13 +237,13 @@ class CmdUnconnectedLook(MuxCommand):
string = ansi.parse_ansi(screen)
self.caller.msg(string)
except Exception, e:
self.caller.msg(e)
self.caller.msg("Error in CONNECTION_SCREEN MODULE: " + str(e))
self.caller.msg("Connect screen not found. Enter 'help' for aid.")
class CmdUnconnectedHelp(MuxCommand):
"""
This is an unconnected version of the help command,
for simplicity. It shows a pane or info.
for simplicity. It shows a pane of info.
"""
key = "help"
aliases = ["h", "?"]

View file

@ -210,14 +210,14 @@ class AMPProtocol(amp.AMP):
"""
if hasattr(self.factory, "portal"):
sessdata = self.factory.portal.sessions.get_all_sync_data()
print sessdata
#print sessdata
self.call_remote_ServerAdmin(0,
"PSYNC",
data=sessdata)
if get_restart_mode(SERVER_RESTART):
msg = _(" ... Server restarted.")
self.factory.portal.sessions.announce_all(msg)
self.factory.portal.sessions.at_server_connection()
# Error handling

View file

@ -7,10 +7,12 @@ http://tintin.sourceforge.net/mccp/. MCCP allows for the server to
compress data when sending to supporting clients, reducing bandwidth
by 70-90%.. The compression is done using Python's builtin zlib
library. If the client doesn't support MCCP, server sends uncompressed
instead. Note: On modern hardware you are not likely to notice the
as normal. Note: On modern hardware you are not likely to notice the
effect of MCCP unless you have extremely heavy traffic or sits on a
terribly slow connection.
This protocol is implemented by the telnet protocol importing
mccp_compress and calling it from its write methods.
"""
import zlib
@ -21,8 +23,7 @@ FLUSH = zlib.Z_SYNC_FLUSH
def mccp_compress(protocol, data):
"Handles zlib compression, if applicable"
if hasattr(protocol, 'zlib'):
data = protocol.zlib.compress(data)
data += protocol.zlib.flush(FLUSH)
return protocol.zlib.compress(data) + protocol.zlib.flush(FLUSH)
return data
class Mccp(object):
@ -47,8 +48,7 @@ class Mccp(object):
def no_mccp(self, option):
"""
If client doesn't support mccp, don't do anything.
"""
print "deactivating mccp ..."
"""
if hasattr(self.protocol, 'zlib'):
del self.protocol.zlib
self.protocol.protocol_flags['MCCP'] = False
@ -58,7 +58,6 @@ class Mccp(object):
The client supports MCCP. Set things up by
creating a zlib compression stream.
"""
print "activating mccp ..."
self.protocol.protocol_flags['MCCP'] = True
self.protocol.requestNegotiation(MCCP, '')
self.protocol.zlib = zlib.compressobj(9)

187
src/server/mssp.py Normal file
View file

@ -0,0 +1,187 @@
"""
MSSP - Mud Server Status Protocol
This implements the MSSP telnet protocol as per
http://tintin.sourceforge.net/mssp/. MSSP allows web portals and
listings to have their crawlers find the mud and automatically
extract relevant information about it, such as genre, how many
active players and so on.
Most of these settings are de
"""
from src.utils import utils
MSSP = chr(70)
MSSP_VAR = chr(1)
MSSP_VAL = chr(2)
# try to get the customized mssp info, if it exists.
MSSPTable_CUSTOM = utils.variable_from_module("game.gamesrc.conf.mssp", "MSSPTable", default={})
class Mssp(object):
"""
Implements the MSSP protocol. Add this to a
variable on the telnet protocol to set it up.
"""
def __init__(self, protocol):
"""
initialize MSSP by storing protocol on ourselves
and calling the client to see if it supports
MSSP.
"""
self.protocol = protocol
self.protocol.will(MSSP).addCallbacks(self.do_mssp, self.no_mssp)
def get_player_count(self):
"Get number of logged-in players"
return str(self.protocol.sessionhandler.count_loggedin())
def get_uptime(self):
"Get how long the portal has been online (reloads are not counted)"
return str(self.protocol.sessionhandler.uptime)
def no_mssp(self, option):
"""
This is the normal operation.
"""
print "no mssp"
pass
def do_mssp(self, option):
"""
Negotiate all the information.
"""
self.mssp_table = {
# Required fields
"NAME": "Evennia",
"PLAYERS": self.get_player_count,
"UPTIME" : self.get_uptime,
# Generic
"CRAWL DELAY": "-1",
"HOSTNAME": "", # current or new hostname
"PORT": ["4000"], # most important port should be last in list
"CODEBASE": "Evennia",
"CONTACT": "", # email for contacting the mud
"CREATED": "", # year MUD was created
"ICON": "", # url to icon 32x32 or larger; <32kb.
"IP": "", # current or new IP address
"LANGUAGE": "", # name of language used, e.g. English
"LOCATION": "", # full English name of server country
"MINIMUM AGE": "0", # set to 0 if not applicable
"WEBSITE": "www.evennia.com",
# Categorisation
"FAMILY": "Custom", # evennia goes under 'Custom'
"GENRE": "None", # Adult, Fantasy, Historical, Horror, Modern, None, or Science Fiction
"GAMEPLAY": "None", # Adventure, Educational, Hack and Slash, None,
# Player versus Player, Player versus Environment,
# Roleplaying, Simulation, Social or Strategy
"STATUS": "Open Beta", # Alpha, Closed Beta, Open Beta, Live
"GAMESYSTEM": "Custom", # D&D, d20 System, World of Darkness, etc. Use Custom if homebrew
"INTERMUD": "IMC2", # evennia supports IMC2.
"SUBGENRE": "None", # LASG, Medieval Fantasy, World War II, Frankenstein,
# Cyberpunk, Dragonlance, etc. Or None if not available.
# World
"AREAS": "0",
"HELPFILES": "0",
"MOBILES": "0",
"OBJECTS": "0",
"ROOMS": "0", # use 0 if room-less
"CLASSES": "0", # use 0 if class-less
"LEVELS": "0", # use 0 if level-less
"RACES": "0", # use 0 if race-less
"SKILLS": "0", # use 0 if skill-less
# Protocols set to 1 or 0)
"ANSI": "1",
"GMCP": "0",
"MCCP": "0",
"MCP": "0",
"MSDP": "0",
"MSP": "0",
"MXP": "0",
"PUEBLO": "0",
"UTF-8": "1",
"VT100": "0",
"XTERM 256 COLORS": "0",
# Commercial set to 1 or 0)
"PAY TO PLAY": "0",
"PAY FOR PERKS": "0",
# Hiring set to 1 or 0)
"HIRING BUILDERS": "0",
"HIRING CODERS": "0",
# Extended variables
# World
"DBSIZE": "0",
"EXITS": "0",
"EXTRA DESCRIPTIONS": "0",
"MUDPROGS": "0",
"MUDTRIGS": "0",
"RESETS": "0",
# Game (set to 1, 0 or one of the given alternatives)
"ADULT MATERIAL": "0",
"MULTICLASSING": "0",
"NEWBIE FRIENDLY": "0",
"PLAYER CITIES": "0",
"PLAYER CLANS": "0",
"PLAYER CRAFTING": "0",
"PLAYER GUILDS": "0",
"EQUIPMENT SYSTEM": "None", # "None", "Level", "Skill", "Both"
"MULTIPLAYING": "None", # "None", "Restricted", "Full"
"PLAYERKILLING": "None", # "None", "Restricted", "Full"
"QUEST SYSTEM": "None", # "None", "Immortal Run", "Automated", "Integrated"
"ROLEPLAYING": "None", # "None", "Accepted", "Encouraged", "Enforced"
"TRAINING SYSTEM": "None", # "None", "Level", "Skill", "Both"
"WORLD ORIGINALITY": "None", # "All Stock", "Mostly Stock", "Mostly Original", "All Original"
# Protocols (only change if you added/removed something manually)
"ATCP": "0",
"MSDP": "0",
"MCCP": "1",
"SSL": "1",
"UTF-8": "1",
"ZMP": "0",
"XTERM 256 COLORS": "0"}
# update the static table with the custom one
self.mssp_table.update(MSSPTable_CUSTOM)
varlist = ''
for variable, value in self.mssp_table.items():
if callable(value):
value = value()
if utils.is_iter(value):
for partval in value:
varlist += MSSP_VAR + str(variable) + MSSP_VAL + str(partval)
else:
varlist += MSSP_VAR + str(variable) + MSSP_VAL + str(value)
# send to crawler by subnegotiation
self.protocol.requestNegotiation(MSSP, varlist)

View file

@ -35,7 +35,8 @@ class Session(object):
# names of attributes that should be affected by syncing.
_attrs_to_sync = ['protocol_key', 'address', 'suid', 'sessid', 'uid', 'uname',
'logged_in', 'cid', 'encoding',
'conn_time', 'cmd_last', 'cmd_last_visible', 'cmd_total', 'protocol_flags']
'conn_time', 'cmd_last', 'cmd_last_visible', 'cmd_total',
'protocol_flags', 'server_data']
def init_session(self, protocol_key, address, sessionhandler):
"""
@ -72,6 +73,7 @@ class Session(object):
self.cmd_total = 0
self.protocol_flags = {}
self.server_data = {}
# a back-reference to the relevant sessionhandler this
# session is stored in.

View file

@ -89,6 +89,7 @@ class ServerSessionHandler(SessionHandler):
"""
self.sessions = {}
self.server = None
self.server_data = {"servername":settings.SERVERNAME}
def portal_connect(self, sessid, session):
"""
@ -333,6 +334,16 @@ class PortalSessionHandler(SessionHandler):
self.portal = None
self.sessions = {}
self.latest_sessid = 0
self.uptime = time.time()
self.connection_time = 0
def at_server_connection(self):
"""
Called when the Portal establishes connection with the
Server. At this point, the AMP connection is already
established.
"""
self.connection_time = time.time()
def connect(self, session):
"""
@ -373,6 +384,14 @@ class PortalSessionHandler(SessionHandler):
session.disconnect(reason)
del session
def count_loggedin(self, include_unloggedin=False):
"""
Count loggedin connections, alternatively count all connections.
"""
return len(self.get_sessions(include_unloggedin=include_unloggedin))
def session_from_suid(self, suid):
"""
Given a session id, retrieve the session (this is primarily

View file

@ -9,7 +9,8 @@ sessions etc.
from twisted.conch.telnet import Telnet, StatefulTelnetProtocol, IAC, LINEMODE, DO, DONT
from src.server.session import Session
from src.server import ttype, mccp
from src.server import ttype, mssp
from src.server.mccp import Mccp, mccp_compress, MCCP
from src.utils import utils, ansi
class TelnetProtocol(Telnet, StatefulTelnetProtocol, Session):
@ -27,11 +28,14 @@ class TelnetProtocol(Telnet, StatefulTelnetProtocol, Session):
client_address = self.transport.client
self.init_session("telnet", client_address, self.factory.sessionhandler)
# setup ttype (client info)
#self.ttype = ttype.Ttype(self)
# negotiate mccp (data compression)
self.mccp = Mccp(self)
# negotiate ttype (client info)
self.ttype = ttype.Ttype(self)
# setup mccp (data compression)
# self.mccp = mccp.Mccp(self) #TODO: mccp doesn't work quite right yet.
# negotiate mssp (crawler communication)
self.mssp = mssp.Mssp(self)
# add us to sessionhandler
self.sessionhandler.connect(self)
@ -42,18 +46,17 @@ class TelnetProtocol(Telnet, StatefulTelnetProtocol, Session):
"""
return (option == LINEMODE or
option == ttype.TTYPE or
option == mccp.MCCP)
option == MCCP or
option == mssp.MSSP)
def enableLocal(self, option):
"""
Allow certain options on this protocol
"""
if option == mccp.MCCP:
#self.mccp.do_mccp(option)
return True
return option == MCCP
def disableLocal(self, option):
if option == mccp.MCCP:
if option == MCCP:
self.mccp.no_mccp(option)
return True
else:
@ -84,19 +87,26 @@ class TelnetProtocol(Telnet, StatefulTelnetProtocol, Session):
# print str(e) + ":", str(data)
if data and data[0] == IAC:
super(TelnetProtocol, self).dataReceived(data)
else:
StatefulTelnetProtocol.dataReceived(self, data)
try:
super(TelnetProtocol, self).dataReceived(data)
return
except Exception:
pass
StatefulTelnetProtocol.dataReceived(self, data)
def _write(self, byt):
def _write(self, data):
"hook overloading the one used in plain telnet"
#print "_write (%s): %s" % (self.state, " ".join(str(ord(c)) for c in byt))
super(TelnetProtocol, self)._write(mccp.mccp_compress(self, byt))
#print "_write (%s): %s" % (self.state, " ".join(str(ord(c)) for c in data))
data = data.replace('\n', '\r\n')
super(TelnetProtocol, self)._write(mccp_compress(self, data))
def sendLine(self, line):
"hook overloading the one used linereceiver"
"hook overloading the one used by linereceiver"
#print "sendLine (%s):\n%s" % (self.state, line)
super(TelnetProtocol, self).sendLine(mccp.mccp_compress(self, line))
#escape IAC in line mode, and correctly add \r\n
line += self.delimiter
line = line.replace(IAC, IAC + IAC).replace('\n', '\r\n')
return self.transport.write(mccp_compress(self, line))
def lineReceived(self, string):
"""
@ -105,6 +115,7 @@ class TelnetProtocol(Telnet, StatefulTelnetProtocol, Session):
"""
self.sessionhandler.data_in(self, string)
# Session hooks
def disconnect(self, reason=None):

View file

@ -157,12 +157,14 @@ SEARCH_AT_MULTIMATCH_INPUT = "src.commands.cmdparser.at_multimatch_input"
# The module holding text strings for the connection screen.
# This module should contain one or more variables
# with strings defining the look of the screen.
CONNECTION_SCREEN_MODULE = "game.gamesrc.world.connection_screens"
CONNECTION_SCREEN_MODULE = "game.gamesrc.conf.connection_screens"
# An option al module that, if existing, must hold a function
# named at_initial_setup(). This hook method can be used to customize
# the server's initial setup sequence (the very first startup of the system).
# The check will fail quietly if module doesn't exist or fails to load.
AT_INITIAL_SETUP_HOOK_MODULE = "game.gamesrc.world.at_initial_setup"
AT_INITIAL_SETUP_HOOK_MODULE = "game.gamesrc.conf.at_initial_setup"
# Module holding server-side functions for out-of-band protocols to call.
OOB_FUNC_MODULE = "game.gamesrc.conf.oobfuncs"
###################################################
# Default command sets
@ -211,7 +213,7 @@ BASE_SCRIPT_TYPECLASS = "src.scripts.scripts.DoNothing"
CHARACTER_DEFAULT_HOME = "2"
###################################################
# Batch processors
# Batch processors
###################################################
# Python path to a directory to be searched for batch scripts
@ -251,9 +253,7 @@ PERMISSION_HIERARCHY = ("Players","PlayerHelpers","Builders", "Wizards", "Immort
PERMISSION_PLAYER_DEFAULT = "Players"
# Tuple of modules implementing lock functions. All callable functions
# inside these modules will be available as lock functions.
LOCK_FUNC_MODULES = ("src.locks.lockfuncs",)
# Module holding server-side functions for out-of-band protocols to call.
OOB_FUNC_MODULE = ""
LOCK_FUNC_MODULES = ("src.locks.lockfuncs","game.gamesrc.conf.lockfuncs")
###################################################

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@ -604,25 +604,45 @@ def mod_import(mod_path, propname=None):
return mod_prop
return mod
def string_from_module(modpath, variable=None):
def variable_from_module(modpath, variable, default=None):
"""
This obtains a string from a given module python path.
The variable must be global within that module - that is, defined in
the outermost scope of the module. The value of the
variable will be returned. If not found (or if it's not a string),
None is returned.
Retrieve a given variable from a module. The variable must be
defined globally in the module. This can be used to implement
arbitrary plugin imports in the server.
This is useful primarily for storing various game strings
in a module and extract them by name or randomly.
If module cannot be imported or variable not found, default
is returned.
"""
try:
mod = __import__(modpath, fromlist=["None"])
return mod.__dict__.get(variable, default)
except ImportError:
return default
def string_from_module(modpath, variable=None, default=None):
"""
This is a variation used primarily to get login screens randomly
from a module.
This obtains a string from a given module python path. Using a
specific variable name will also retrieve non-strings.
The variable must be global within that module - that is, defined
in the outermost scope of the module. The value of the variable
will be returned. If not found, default is returned. If no variable is
given, a random string variable is returned.
This is useful primarily for storing various game strings in a
module and extract them by name or randomly.
"""
mod = __import__(modpath, fromlist=[None])
if variable:
return mod.__dict__.get(variable, None)
return mod.__dict__.get(variable, default)
else:
mvars = [val for key, val in mod.__dict__.items()
if not key.startswith('_') and isinstance(val, basestring)]
if not mvars:
return None
return default
return mvars[random.randint(0, len(mvars)-1)]
def init_new_player(player):