def setUp(self): website = Website([ '--www_root', WWW_ROOT, '--project_root', PROJECT_ROOT, '--show_tracebacks', b'yes' ]) redis.flushdb() self.client = TestClient(website)
def setUp(self): website = Website([ '--www_root', WWW_ROOT , '--project_root', PROJECT_ROOT , '--show_tracebacks', b'yes' ]) redis.flushdb() self.client = TestClient(website)
def test_check_successful_run(self): redis.flushdb() self.assertEqual(0, redis.dbsize()) import_data() self.assertEqual(2, redis.dbsize()) self.assertEqual(10, len(redis.lrange('warehouse_whcorp', 0, -1))) self.assertEqual( 10, len(redis.lrange('warehouse_american_storage', 0, -1)))
def redis(): """ Redis We uses a normal(not asyncio) version of redis lib here because of some issues using asyncio version and yield fixtures. """ import redis redis = redis.StrictRedis(host='127.0.0.1', port=6379) yield redis redis.flushdb()
def exit_wss(redis): db = connectDB() log.logger.info("exit web socket server process!!!") if db: ret = db.update("Device_Status_Basic", {"dev_state": 0}, None) if ret is False: log.logger.error("set all device status to off-line failed!") else: log.logger.info("set all device status to off-line success!") db.update("System_Config_Network", {"up_ok": 0}, None) closeDB(db) APSideCommHandler.msg.db = None else: log.logger.error("db is null") if redis: redis.flushdb() else: log.logger.error("redis is null") APSideCommHandler.executor.shutdown()
def delete(redis, name, task_id): """ Function to delete entries (tasks or whole task lists) from Redis :param redis: Redis connection :param name: task name :param task_id: task id """ if task_id == 'all' and name is None: # db clear redis.flushdb() logging.info("All the database was successfully cleared") return 0 elif name and task_id == 'all': # deleting a single task list redis.delete(name) logging.info("Task list was successfully deleted") return 0 else: # deleting a single task from concrete list tasks = List.pull_from_redis(redis, name) del tasks[str(task_id)] List.push_to_redis(redis, name, tasks) logging.info("The task was successfully deleted") return 0
for url in urls: pre = whois_pre_options.get(url, None) post = whois_post_options.get(url, None) keepalive = whois_keepalive_options.get(url, None) port = whois_port_options.get(url, None) if pre: redis.set(url + pre_option_suffix, pre) if post: redis.set(url + post_option_suffix, post) if keepalive: redis.set(url + keepalive_option_suffix, keepalive) if port: redis.set(url + port_option_suffix, port) redis = redis.Redis(port = int(config.get('redis','port_master')), db=4) redis.flushdb() urls = set() regex_ipv4 = '([^#][\d./]*)' regex_ipv6 = '([^#][\d\w:/]*)' regex_dns = '([^#][\d\w.]*)' f = open('ip_del_list').read() assignations = re.findall('[\n]*' + regex_ipv4 + '\t' + regex_dns + '\s*',f) insert(assignations) f = open('ip6_del_list').read() assignations = re.findall('[\n]*' + regex_ipv6 + '\t' + regex_dns + '\s*',f) insert(assignations) # Self defined servers
def die(): redis.flushdb() return "All is dead!"
def tearDown(self): redis.flushdb()
def cache_clear(): '''cache - flush the entire cache db''' redis.flushdb()
def act(self, game): restricted_zones = [(0, 0), (1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0), (7, 0), (8, 0), (9, 0), (10, 0), (11, 0), (12, 0), (13, 0), (14, 0), (15, 0), (16, 0), (17, 0), (18, 0), (0, 1), (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (6, 1), (12, 1), (13, 1), (14, 1), (15, 1), (16, 1), (17, 1), (18, 1), (0, 2), (1, 2), (2, 2), (3, 2), (4, 2), (14, 2), (15, 2), (16, 2), (17, 2), (18, 2), (0, 3), (1, 3), (2, 3), (16, 3), (17, 3), (18, 3), (0, 4), (1, 4), (2, 4), (16, 4), (17, 4), (18, 4), (0, 5), (1, 5), (17, 5), (18, 5), (0, 6), (1, 6), (17, 6), (18, 6), (0, 7), (18, 7), (0, 8), (18, 8), (0, 9), (18, 9), (0, 10), (18, 10), (0, 11), (18, 11), (0, 12), (1, 12), (17, 12), (18, 12), (0, 13), (1, 13), (17, 13), (18, 13), (0, 14), (1, 14), (2, 14), (16, 14), (17, 14), (18, 14), (0, 15), (1, 15), (2, 15), (16, 15), (17, 15), (18, 15), (0, 16), (1, 16), (2, 16), (3, 16), (4, 16), (14, 16), (15, 16), (16, 16), (17, 16), (18, 16), (0, 17), (1, 17), (2, 17), (3, 17), (4, 17), (5, 17), (6, 17), (12, 17), (13, 17), (14, 17), (15, 17), (16, 17), (17, 17), (18, 17), (0, 18), (1, 18), (2, 18), (3, 18), (4, 18), (5, 18), (6, 18), (7, 18), (8, 18), (9, 18), (10, 18), (11, 18), (12, 18), (13, 18), (14, 18), (15, 18), (16, 18), (17, 18), (18, 18), (7, 1), (8, 1), (9, 1), (10, 1), (11, 1), (5, 2), (6, 2), (12, 2), (13, 2), (3, 3), (4, 3),(14, 3), (15, 3), (3, 4), (15, 4), (2, 5), (16, 5), (2, 6), (16, 6), (1, 7), (17, 7),(1, 8), (17, 8), (1, 9), (17, 9), (1, 10), (17, 10), (1, 11), (17, 11), (2, 12), (16, 12),(2, 13), (16, 13), (3, 14), (15, 14), (3, 15), (4, 15), (14, 15), (15, 15), (5, 16), (6, 16),(12, 16), (13, 16), (7, 17), (8, 17), (9, 17), (10, 17), (11, 17)] locs = self.close_locs() robots = game['robots'] # Calculate distance: def distance(loc1, loc2): return abs(loc1[0] - loc2[0]) + abs(loc1[1] - loc2[1]) # Check current turn and remove previous move log: if redis.exists('turn'): if int(redis.get('turn')) != game['turn']: redis.flushdb() redis.set('turn', game['turn']) else: redis.flushdb() redis.set('turn', 1) # Look up friendly robots moves and store mine: def prevent_collision(loc): if redis.exists(loc): return False else: redis.set(loc, '1') return True # Find the closest enemy for me: def find_closest_enemy(loc): distance_list = {} # Loop over enemies: for enemy in robots: if len(distance_list) > 0: if distance(loc, enemy) \ < distance_list[distance_list.keys()[0]]: distance_list[enemy] = distance(loc, enemy) else: distance_list[enemy] = distance(loc, enemy) # Return closest enemy if len(distance_list) > 0: return distance_list.keys()[0] # Look up the best available path to get to this enemy: def find_best_path(target): path_list = {} # Loop over paths: for loc in locs: if len(path_list) > 0: if path_list[path_list.keys()[0]] > distance(loc, target): if prevent_collision(loc): if loc not in restricted_zones: path_list.clear() path_list[loc] = distance(loc, target) else: path_list[loc] = distance(loc, target) # Return best path # Should be sorted.... if len(path_list) > 0: return path_list.keys()[0] for loc in locs: # Should I suicide? if self.hp < 11: print 'Got orders: suicide' return ['suicide'] elif robots.get(loc): # Can I attack? print 'Got orders: attack' return ['attack', loc] elif find_closest_enemy(loc): # Are we past turn 10? # elif game['turn'] > 10: # print "Got orders: move" # best path here # Can I move? if find_best_path: print 'Got orders: march' return ['move', find_best_path(find_closest_enemy(loc))] else: # I will guard print 'Got orders: guard' return ['guard']
def init_redis(redis, capacity, error_rate): redis.flushdb() ChatNode.zero_redis_filter(redis, capacity, error_rate, force=False) return
def startup(): redis.flushdb() redis.set('total_players', '0') redis.set('leader', '1') redis.set('next_id',0) redis.set('state', 'find')
def flushdb(): """TBD""" _flash_log('Database cleared') redis.flushdb() return redirect(url_for('logout'))
import redis import pika import time redis = redis.Redis() redis.flushdb() rabbit_conn = pika.BlockingConnection( pika.ConnectionParameters(host='localhost')) channel = rabbit_conn.channel() channel.queue_declare(queue='team6_queue', durable=True) def get_values(message): split_mes = message.split() index = int(split_mes[0][:-1]) text = split_mes[1] + ' ' + split_mes[2] mes_time = int(split_mes[3]) return index, text, mes_time def callback(ch, method, properties, body): print("Receiver_three got the message!") print(body.decode('utf-8')) index, text, mes_time = get_values(body.decode('utf-8')) time.sleep(int(mes_time)) redis.hmset(f"MESG_{index}", {"TEXT": text, "TIME": mes_time, "I": index})
def act(self, game): restricted_zones = [(0, 0), (1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0), (7, 0), (8, 0), (9, 0), (10, 0), (11, 0), (12, 0), (13, 0), (14, 0), (15, 0), (16, 0), (17, 0), (18, 0), (0, 1), (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (6, 1), (12, 1), (13, 1), (14, 1), (15, 1), (16, 1), (17, 1), (18, 1), (0, 2), (1, 2), (2, 2), (3, 2), (4, 2), (14, 2), (15, 2), (16, 2), (17, 2), (18, 2), (0, 3), (1, 3), (2, 3), (16, 3), (17, 3), (18, 3), (0, 4), (1, 4), (2, 4), (16, 4), (17, 4), (18, 4), (0, 5), (1, 5), (17, 5), (18, 5), (0, 6), (1, 6), (17, 6), (18, 6), (0, 7), (18, 7), (0, 8), (18, 8), (0, 9), (18, 9), (0, 10), (18, 10), (0, 11), (18, 11), (0, 12), (1, 12), (17, 12), (18, 12), (0, 13), (1, 13), (17, 13), (18, 13), (0, 14), (1, 14), (2, 14), (16, 14), (17, 14), (18, 14), (0, 15), (1, 15), (2, 15), (16, 15), (17, 15), (18, 15), (0, 16), (1, 16), (2, 16), (3, 16), (4, 16), (14, 16), (15, 16), (16, 16), (17, 16), (18, 16), (0, 17), (1, 17), (2, 17), (3, 17), (4, 17), (5, 17), (6, 17), (12, 17), (13, 17), (14, 17), (15, 17), (16, 17), (17, 17), (18, 17), (0, 18), (1, 18), (2, 18), (3, 18), (4, 18), (5, 18), (6, 18), (7, 18), (8, 18), (9, 18), (10, 18), (11, 18), (12, 18), (13, 18), (14, 18), (15, 18), (16, 18), (17, 18), (18, 18), (7, 1), (8, 1), (9, 1), (10, 1), (11, 1), (5, 2), (6, 2), (12, 2), (13, 2), (3, 3), (4, 3), (14, 3), (15, 3), (3, 4), (15, 4), (2, 5), (16, 5), (2, 6), (16, 6), (1, 7), (17, 7), (1, 8), (17, 8), (1, 9), (17, 9), (1, 10), (17, 10), (1, 11), (17, 11), (2, 12), (16, 12), (2, 13), (16, 13), (3, 14), (15, 14), (3, 15), (4, 15), (14, 15), (15, 15), (5, 16), (6, 16), (12, 16), (13, 16), (7, 17), (8, 17), (9, 17), (10, 17), (11, 17)] locs = self.close_locs() robots = game['robots'] # Calculate distance: def distance(loc1, loc2): return abs(loc1[0] - loc2[0]) + abs(loc1[1] - loc2[1]) # Check current turn and remove previous move log: if redis.exists('turn'): if int(redis.get('turn')) != game['turn']: redis.flushdb() redis.set('turn', game['turn']) else: redis.flushdb() redis.set('turn', 1) # Look up friendly robots moves and store mine: def prevent_collision(loc): if redis.exists(loc): return False else: redis.set(loc, '1') return True # Find the closest enemy for me: def find_closest_enemy(loc): distance_list = {} # Loop over enemies: for enemy in robots: if len(distance_list) > 0: if distance(loc, enemy) \ < distance_list[distance_list.keys()[0]]: distance_list[enemy] = distance(loc, enemy) else: distance_list[enemy] = distance(loc, enemy) # Return closest enemy if len(distance_list) > 0: return distance_list.keys()[0] # Look up the best available path to get to this enemy: def find_best_path(target): path_list = {} # Loop over paths: for loc in locs: if len(path_list) > 0: if path_list[path_list.keys()[0]] > distance(loc, target): if prevent_collision(loc): if loc not in restricted_zones: path_list.clear() path_list[loc] = distance(loc, target) else: path_list[loc] = distance(loc, target) # Return best path # Should be sorted.... if len(path_list) > 0: return path_list.keys()[0] for loc in locs: # Should I suicide? if self.hp < 11: print 'Got orders: suicide' return ['suicide'] elif robots.get(loc): # Can I attack? print 'Got orders: attack' return ['attack', loc] elif find_closest_enemy(loc): # Are we past turn 10? # elif game['turn'] > 10: # print "Got orders: move" # best path here # Can I move? if find_best_path: print 'Got orders: march' return ['move', find_best_path(find_closest_enemy(loc))] else: # I will guard print 'Got orders: guard' return ['guard']