evennia/src/server/telnet.py

156 lines
5.1 KiB
Python

"""
This module implements the telnet protocol.
This depends on a generic session module that implements
the actual login procedure of the game, tracks
sessions etc.
"""
from twisted.conch.telnet import StatefulTelnetProtocol
from django.conf import settings
from src.config.models import ConnectScreen
from src.server import session
from src.utils import ansi, utils
ENCODINGS = settings.ENCODINGS
class TelnetProtocol(StatefulTelnetProtocol, session.Session):
"""
Each player connecting over telnet (ie using most traditional mud
clients) gets a telnet protocol instance assigned to them. All
communication between game and player goes through here.
"""
# telnet-specific hooks
def connectionMade(self):
"""
This is called when the connection is first
established.
"""
# initialize the session
self.session_connect(self.getClientAddress())
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.
"""
if step == 1:
self.session_disconnect()
else:
self.transport.loseConnection()
def getClientAddress(self):
"""
Returns the client's address and port in a tuple. For example
('127.0.0.1', 41917)
"""
return self.transport.client
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.
"""
self.sendLine(string) #this is the telnet-specific method for sending
# session-general method hooks
def at_connect(self):
"""
Show the banner screen. Grab from the 'connect_screen'
config directive. If more than one connect screen is
defined in the ConnectScreen attribute, it will be
random which screen is used.
"""
self.telnet_markup = True
# show screen
screen = ConnectScreen.objects.get_random_connect_screen()
string = ansi.parse_ansi(screen.text)
self.at_data_out(string)
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
"""
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.
"""
if self.encoding:
try:
string = utils.to_str(string, encoding=self.encoding)
self.lineSend(ansi.parse_ansi(string, strip_ansi=not self.telnet_markup))
return
except Exception:
pass
# malformed/wrong encoding defined on player - try some defaults
for encoding in ENCODINGS:
try:
string = utils.to_str(string, encoding=encoding)
err = None
break
except Exception, e:
err = str(e)
continue
if err:
self.lineSend(err)
else:
self.lineSend(ansi.parse_ansi(string, strip_ansi=not self.telnet_markup))
def at_data_in(self, string, data=None):
"""
Line from Player -> Evennia. 'data' argument is not used.
"""
if self.encoding:
try:
string = utils.to_unicode(string, encoding=self.encoding)
self.execute_cmd(string)
return
except Exception, e:
err = str(e)
print err
# malformed/wrong encoding defined on player - try some defaults
for encoding in ENCODINGS:
try:
string = utils.to_unicode(string, encoding=encoding)
err = None
break
except Exception, e:
err = str(e)
continue
self.execute_cmd(string)