Ejemplo n.º 1
0
Archivo: beta.py Proyecto: gwylim/bravo
    def __init__(self, name):
        """
        Create a factory and world.

        ``name`` is the string used to look up factory-specific settings from
        the configuration.

        :param str name: internal name of this factory
        """

        self.name = name
        self.config_name = "world %s" % name

        self.world = World(self.name)
        self.world.factory = self

        self.protocols = dict()
        self.connectedIPs = defaultdict(int)

        self.limitConnections = configuration.getintdefault(self.config_name,
                                                            "limitConnections",
                                                            0)
        self.limitPerIP = configuration.getintdefault(self.config_name,
                                                      "limitPerIP", 0)

        self.furnace_manager = FurnaceManager(self)
        self.vane = WeatherVane(self)
Ejemplo n.º 2
0
Archivo: beta.py Proyecto: gwylim/bravo
class BravoFactory(Factory):
    """
    A ``Factory`` that creates ``BravoProtocol`` objects when connected to.
    """

    implements(IPushProducer)

    protocol = BravoProtocol

    timestamp = None
    time = 0
    day = 0
    eid = 1

    handshake_hook = None
    login_hook = None

    interfaces = []

    def __init__(self, name):
        """
        Create a factory and world.

        ``name`` is the string used to look up factory-specific settings from
        the configuration.

        :param str name: internal name of this factory
        """

        self.name = name
        self.config_name = "world %s" % name

        self.world = World(self.name)
        self.world.factory = self

        self.protocols = dict()
        self.connectedIPs = defaultdict(int)

        self.limitConnections = configuration.getintdefault(self.config_name,
                                                            "limitConnections",
                                                            0)
        self.limitPerIP = configuration.getintdefault(self.config_name,
                                                      "limitPerIP", 0)

        self.furnace_manager = FurnaceManager(self)
        self.vane = WeatherVane(self)

    def startFactory(self):
        log.msg("Initializing factory for world '%s'..." % self.name)

        authenticator = configuration.get(self.config_name, "authenticator")
        selected = retrieve_named_plugins(IAuthenticator, [authenticator])[0]

        log.msg("Using authenticator %s" % selected.name)
        self.handshake_hook = selected.handshake
        self.login_hook = selected.login

        # Get our plugins set up.
        self.register_plugins()

        log.msg("Starting world...")
        self.world.start()

        if configuration.has_option(self.config_name, "perm_cache"):
            cache_level = configuration.getint(self.config_name, "perm_cache")
            self.world.enable_cache(cache_level)

        log.msg("Starting timekeeping...")
        self.timestamp = reactor.seconds()
        self.time = self.world.time
        self.update_season()
        self.time_loop = LoopingCall(self.update_time)
        self.time_loop.start(2)

        log.msg("Starting entity updates...")
        self.entity_loop = LoopingCall(self.update_entities)
        self.entity_loop.start(.2)

        log.msg("Starting furnaces...")
        self.furnace_manager.start()

        # Start automatons.
        for automaton in self.automatons:
            automaton.start()

        self.chat_consumers = set()

        log.msg("Factory successfully initialized for world '%s'!" % self.name)

    def stopFactory(self):
        """
        Called before factory stops listening on ports. Used to perform
        shutdown tasks.
        """

        log.msg("Shutting down world...")

        # Stop automatons. Technically, they may not actually halt until their
        # next iteration, but that is close enough for us, probably.
        # Automatons are contracted to not access the world after stop() is
        # called.
        for automaton in self.automatons:
            automaton.stop()

        self.time_loop.stop()
        self.entity_loop.stop()
        self.furnace_manager.stop()

        # Write back current world time. This must be done before stopping the
        # world.
        self.world.time = self.time

        # And now stop the world.
        self.world.stop()

        log.msg("World data saved!")

    def buildProtocol(self, addr):
        """
        Create a protocol.

        This overriden method provides early player entity registration, as a
        solution to the username/entity race that occurs on login.
        """

        banned = self.world.serializer.load_plugin_data("banned_ips")

        # Do IP bans first.
        for ip in banned.split():
            if addr.host == ip:
                # Use KickedProtocol with extreme prejudice.
                log.msg("Kicking banned IP %s" % addr.host)
                p = KickedProtocol("Sorry, but your IP address is banned.")
                p.factory = self
                return p

        # We are ignoring values less that 1, but making sure not to go over
        # the connection limit.
        if (self.limitConnections
            and len(self.protocols) >= self.limitConnections):
            log.msg("Reached maximum players, turning %s away." % addr.host)
            p = KickedProtocol("The player limit has already been reached."
                               " Please try again later.")
            p.factory = self
            return p

        # This probably a needs cleanup. We need to see if that IP has
        # connected already, check if +1 connections is ok, and ignore
        # values less than 1.
        if (self.limitPerIP and addr.host in self.connectedIPs.keys()
            and self.connectedIPs[addr.host] >= self.limitPerIP):
            log.msg("At maximum connections for %s already, dropping." % addr.host)
            p = KickedProtocol("There are too many players connected from this IP.")
            p.factory = self
            return p
        else:
            self.connectedIPs[addr.host] += 1

        # If the player wasn't kicked, let's continue!
        log.msg("Starting connection for %s" % addr)
        p = self.protocol(self.name)
        p.host = addr.host
        p.factory = self

        self.register_entity(p)

        # Copy our hooks to the protocol.
        p.register_hooks()

        return p

    def set_username(self, protocol, username):
        """
        Attempt to set a new username for a protocol.

        :returns: whether the username was changed
        """

        # If the username's already taken, refuse it.
        if username in self.protocols:
            return False

        if protocol.username in self.protocols:
            # This protocol's known under another name, so remove it.
            del self.protocols[protocol.username]

        # Set the username.
        self.protocols[username] = protocol
        protocol.username = username

        return True

    def register_plugins(self):
        """
        Setup plugin hooks.
        """

        log.msg("Registering client plugin hooks...")

        plugin_types = {
            "automatons": IAutomaton,
            "generators": ITerrainGenerator,
            "seasons": ISeason,
            "open_hooks": IWindowOpenHook,
            "click_hooks": IWindowClickHook,
            "close_hooks": IWindowCloseHook,
            "pre_build_hooks": IPreBuildHook,
            "post_build_hooks": IPostBuildHook,
            "dig_hooks": IDigHook,
            "sign_hooks": ISignHook,
            "use_hooks": IUseHook,
        }

        pp = {"factory": self,
              "furnaces": self.furnace_manager}

        for t, interface in plugin_types.iteritems():
            l = configuration.getlistdefault(self.config_name, t, [])
            if issubclass(interface, ISortedPlugin):
                plugins = retrieve_sorted_plugins(interface, l, parameters=pp)
            else:
                plugins = retrieve_named_plugins(interface, l, parameters=pp)
            log.msg("Using %s: %s" % (t.replace("_", " "),
                ", ".join(plugin.name for plugin in plugins)))
            setattr(self, t, plugins)

        # Assign generators to the world pipeline.
        self.world.pipeline = self.generators

        # Use hooks have special funkiness.
        uh = self.use_hooks
        self.use_hooks = defaultdict(list)
        for plugin in uh:
            for target in plugin.targets:
                self.use_hooks[target].append(plugin)

    def create_entity(self, x, y, z, name, **kwargs):
        """
        Spawn an entirely new entity.

        Handles entity registration as well as instantiation.
        """

        location = Location()
        location.x = x
        location.y = y
        location.z = z
        entity = entities[name](eid=0, location=location, **kwargs)

        self.register_entity(entity)

        bigx = entity.location.x // 16
        bigz = entity.location.z // 16

        d = self.world.request_chunk(bigx, bigz)
        d.addCallback(lambda chunk: chunk.entities.add(entity))
        d.addCallback(lambda none: log.msg("Created entity %s" % entity))

        return entity

    def register_entity(self, entity):
        """
        Registers an entity with this factory.

        Registration is perhaps too fancy of a name; this method merely makes
        sure that the entity has a unique and usable entity ID.
        """

        if not entity.eid:
            self.eid += 1
            entity.eid = self.eid

        log.msg("Registered entity %s" % entity)

    def destroy_entity(self, entity):
        """
        Destroy an entity.

        The factory doesn't have to know about entities, but it is a good
        place to put this logic.
        """

        bigx = entity.location.x // 16
        bigz = entity.location.z // 16

        d = self.world.request_chunk(bigx, bigz)
        d.addCallback(lambda chunk: chunk.entities.discard(entity))
        d.addCallback(lambda none: log.msg("Destroyed entity %s" % entity))


    def update_entities(self):
        """
        Update all entities covered by this factory.
        """

        # XXX this method could cause chunks to be generated :c

        points = set()

        for player in self.protocols.itervalues():
            x = player.location.x
            z = player.location.z
            bigx, chaff, bigz, chaff = split_coords(x, z)
            new = set((i + bigx, j + bigz) for i, j in circle)
            points.update(new)

        for x, y in points:
            d = self.world.request_chunk(x, y)
            d.addCallback(lambda chunk: chunk.update_entities(self))


    def update_time(self):
        """
        Update the in-game timer.

        The timer goes from 0 to 24000, both of which are high noon. The clock
        increments by 20 every second. Days are 20 minutes long.

        The day clock is incremented every in-game day, which is every 20
        minutes. The day clock goes from 0 to 360, which works out to a reset
        once every 5 days. This is a Babylonian in-game year.
        """

        t = reactor.seconds()
        self.time += 20 * (t - self.timestamp)
        self.timestamp = t

        days, self.time = divmod(self.time, 24000)

        if days:
            self.day += days
            self.day %= 360
            self.update_season()

    def broadcast_time(self):
        packet = make_packet("time", timestamp=int(self.time))
        self.broadcast(packet)

    def update_season(self):
        """
        Update the world's season.
        """

        all_seasons = sorted(self.seasons, key=lambda s: s.day)

        # Get all the seasons that we have past the start date of this year.
        # We are looking for the season which is closest to our current day,
        # without going over; I call this the Price-is-Right style of season
        # handling. :3
        past_seasons = [s for s in all_seasons if s.day <= self.day]
        if past_seasons:
            # The most recent one is the one we are in
            self.world.season = past_seasons[-1]
        elif all_seasons:
            # We haven't past any seasons yet this year, so grab the last one
            # from 'last year'
            self.world.season = all_seasons[-1]
        else:
            # No seasons enabled.
            self.world.season = None

    def chat(self, message):
        """
        Relay chat messages.

        Chat messages are sent to all connected clients, as well as to anybody
        consuming this factory.
        """

        for consumer in self.chat_consumers:
            consumer.write((self, message))

        # Prepare the message for chat packeting.
        for user in self.protocols:
            message = message.replace(user, chat_name(user))
        message = sanitize_chat(message)

        log.msg("Chat: %s" % message.encode("utf8"))

        packet = make_packet("chat", message=message)
        self.broadcast(packet)

    def broadcast(self, packet):
        """
        Broadcast a packet to all connected players.
        """

        for player in self.protocols.itervalues():
            player.transport.write(packet)

    def broadcast_for_others(self, packet, protocol):
        """
        Broadcast a packet to all players except the originating player.

        Useful for certain packets like player entity spawns which should
        never be reflexive.
        """

        for player in self.protocols.itervalues():
            if player is not protocol:
                player.transport.write(packet)

    def broadcast_for_chunk(self, packet, x, z):
        """
        Broadcast a packet to all players that have a certain chunk loaded.

        `x` and `z` are chunk coordinates, not block coordinates.
        """

        for player in self.protocols.itervalues():
            if (x, z) in player.chunks:
                player.transport.write(packet)

    def scan_chunk(self, chunk):
        """
        Tell automatons about this chunk.
        """

        for automaton in self.automatons:
            automaton.scan(chunk)

    def flush_chunk(self, chunk):
        """
        Flush a damaged chunk to all players that have it loaded.
        """

        if chunk.is_damaged():
            packet = chunk.get_damage_packet()
            for player in self.protocols.itervalues():
                if (chunk.x, chunk.z) in player.chunks:
                    player.transport.write(packet)
            chunk.clear_damage()

    def flush_all_chunks(self):
        """
        Flush any damage anywhere in this world to all players.

        This is a sledgehammer which should be used sparingly at best, and is
        only well-suited to plugins which touch multiple chunks at once.

        In other words, if I catch you using this in your plugin needlessly,
        I'm gonna have a chat with you.
        """

        for chunk in chain(self.world.chunk_cache.itervalues(),
            self.world.dirty_chunk_cache.itervalues()):
            self.flush_chunk(chunk)

    def give(self, coords, block, quantity):
        """
        Spawn a pickup at the specified coordinates.

        The coordinates need to be in pixels, not blocks.

        If the size of the stack is too big, multiple stacks will be dropped.

        :param tuple coords: coordinates, in pixels
        :param tuple block: key of block or item to drop
        :param int quantity: number of blocks to drop in the stack
        """

        x, y, z = coords

        while quantity > 0:
            entity = self.create_entity(x // 32, y // 32, z // 32, "Item",
                item=block, quantity=min(quantity, 64))

            packet = entity.save_to_packet()
            packet += make_packet("create", eid=entity.eid)
            self.broadcast(packet)

            quantity -= 64

    def players_near(self, player, radius):
        """
        Obtain other players within a radius of a given player.

        Radius is measured in blocks.
        """

        for i in (p for p in self.protocols.itervalues()
            if player.location.distance(p.location) <= radius and
            p.player != player):
            yield i.player

    def pauseProducing(self):
        pass

    def resumeProducing(self):
        pass

    def stopProducing(self):
        pass