Example #1
0
def on_i_am_request(server, request, connection_handler, game):
    """ Manage IAM request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    power_name, passcode = request.power_name, request.passcode

    # find user
    username = None
    for user in server.users.values():
        if not isinstance(user, DaideUser):
            continue
        is_passcode_valid = bool(user.passcode == passcode)
        if is_passcode_valid and game.is_controlled_by(power_name,
                                                       user.username):
            username = user.username
            break

    if username is None:
        return [responses.REJ(bytes(request))]

    try:
        server.assert_token(connection_handler.token, connection_handler)
    except exceptions.TokenException:
        connection_handler.token = None

    if not connection_handler.token:
        sign_in_request = internal_requests.SignIn(username=username,
                                                   password='******',
                                                   create_user=False)

        try:
            token_response = yield internal_request_managers.handle_request(
                server, sign_in_request, connection_handler)
            connection_handler.token = token_response.data
        except exceptions.UserException:
            return [responses.REJ(bytes(request))]

    join_game_request = internal_requests.JoinGame(
        game_id=game.game_id,
        power_name=power_name,
        registration_password=None,
        token=connection_handler.token)

    yield internal_request_managers.handle_request(server, join_game_request,
                                                   connection_handler)

    return [responses.YES(bytes(request))]
Example #2
0
def test_rej():
    """ Tests the REJ response """
    daide_str = 'REJ ( TME ( #60 ) )'
    request_daide_str = 'TME ( #60 )'
    response = responses.REJ(request_bytes=str_to_bytes(request_daide_str))
    assert isinstance(response, responses.REJ), 'Expected a REJ response'
    assert bytes(response) == str_to_bytes(daide_str)
Example #3
0
def handle_request(server, request, connection_handler):
    """ (coroutine) Find request handler function for associated request, run it and return its result.
        :param server: a Server object to pass to handler function.
        :param request: a request object to pass to handler function.
            See diplomacy.communication.requests for possible requests.
        :param connection_handler: a ConnectionHandler object to pass to handler function.
        :return: (future) either None or a response object.
            See module diplomacy.communication.responses for possible responses.
    """
    request_handler_fn = MAPPING.get(type(request), None)
    if not request_handler_fn:
        raise exceptions.RequestException()

    game = server.get_game(request.game_id)

    # Game not found
    if not game or game.is_game_completed or game.is_game_canceled:
        future = Future()
        future.set_result([responses.REJ(bytes(request))])
        return future

    if gen.is_coroutine_function(request_handler_fn):
        # Throw the future returned by this coroutine.
        return request_handler_fn(server, request, connection_handler, game)
    # Create and return a future.
    future = Future()
    try:
        result = request_handler_fn(server, request, connection_handler, game)
        future.set_result(result)
    except exceptions.DiplomacyException as exc:
        future.set_exception(exc)

    return future
Example #4
0
def on_name_request(server, request, connection_handler, game):
    """ Manage NME request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    username = connection_handler.get_name_variant() + request.client_name

    try:
        server.assert_token(connection_handler.token, connection_handler)
    except exceptions.TokenException:
        connection_handler.token = None

    if not connection_handler.token:
        user_exists = server.users.has_username(username)

        sign_in_request = internal_requests.SignIn(username=username,
                                                   password='******',
                                                   create_user=not user_exists)

        try:
            token_response = yield internal_request_managers.handle_request(
                server, sign_in_request, connection_handler)
            connection_handler.token = token_response.data
            if not isinstance(server.users.get_user(username), DaideUser):
                daide_user = DaideUser(
                    passcode=random.randint(1, 8191),
                    client_name=request.client_name,
                    client_version=request.client_version,
                    **server.users.get_user(username).to_dict())
                server.users.replace_user(username, daide_user)
                server.save_data()
        except exceptions.UserException:
            return [responses.REJ(bytes(request))]

    # find next available power
    power_name = [
        power_name for power_name, power in game.powers.items()
        if not power.is_controlled()
    ]
    if not power_name:
        return [responses.REJ(bytes(request))]

    return [responses.YES(bytes(request)), responses.MAP(game.map.name)]
Example #5
0
def on_observer_request(server, request, connection_handler, game):
    """ Manage OBS request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    del server, connection_handler, game  # Unused args
    return [responses.REJ(bytes(request))]  # No DAIDE observeres allowed
Example #6
0
def on_time_to_deadline_request(server, request, connection_handler, game):
    """ Manage TME request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    del server, connection_handler, game  # Unused args
    return [responses.REJ(bytes(request))]
Example #7
0
def on_admin_message_request(server, request, connection_handler, game):
    """ Manage ADM request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    del server, connection_handler, game  # Unused args
    if not ADM_MESSAGE_ENABLED:
        return [responses.REJ(bytes(request))]
    return None
Example #8
0
def on_missing_orders_request(server, request, connection_handler, game):
    """ Manage MIS request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    _, _, _, power_name = utils.get_user_connection(server.users, game,
                                                    connection_handler)
    if not power_name:
        return [responses.REJ(bytes(request))]
    return [
        responses.MIS(game.get_current_phase(), game.get_power(power_name))
    ]
Example #9
0
def on_hello_request(server, request, connection_handler, game):
    """ Manage HLO request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    _, daide_user, _, power_name = utils.get_user_connection(
        server.users, game, connection_handler)

    # User not in game
    if not daide_user or not power_name:
        return [responses.REJ(bytes(request))]

    passcode = daide_user.passcode
    level = DEFAULT_LEVEL
    deadline = game.deadline
    rules = game.rules

    return [responses.HLO(power_name, passcode, level, deadline, rules)]
Example #10
0
    def _on_diplomacy_message(self, in_message):
        """ Handle a diplomacy message """
        messages = []
        request = RequestBuilder.from_bytes(in_message.content)

        try:
            LOGGER.info('[%d] request:[%s]', self._socket_no,
                        bytes_to_str(in_message.content))
            request.game_id = self.game_id
            message_responses = yield request_managers.handle_request(
                self.server, request, self)
        except exceptions.ResponseException:
            message_responses = [responses.REJ(bytes(request))]

        if message_responses:
            for response in message_responses:
                response_bytes = bytes(response)
                LOGGER.info('[%d] response:[%s]', self._socket_no, bytes_to_str(response_bytes) \
                                                                   if response_bytes else None)
                message = DiplomacyMessage()
                message.content = response_bytes
                messages.append(message)

        return messages
Example #11
0
def on_not_request(server, request, connection_handler, game):
    """ Manage NOT request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    _, _, token, power_name = utils.get_user_connection(
        server.users, game, connection_handler)

    response = None
    not_request = request.request

    # Cancelling orders
    if isinstance(not_request, requests.SUB):
        if not_request.orders:  # cancel one order
            pass
        else:
            clear_orders_request = internal_requests.ClearOrders(
                power_name=power_name,
                game_id=game.game_id,
                game_role=power_name,
                phase=game.get_current_phase(),
                token=token)
            yield internal_request_managers.handle_request(
                server, clear_orders_request, connection_handler)
            response = responses.YES(bytes(request))

    # Cancel wait flag
    elif isinstance(not_request, requests.GOF):
        set_wait_flag_request = internal_requests.SetWaitFlag(
            power_name=power_name,
            wait=True,
            game_id=game.game_id,
            game_role=power_name,
            phase=game.get_current_phase(),
            token=token)
        yield internal_request_managers.handle_request(server,
                                                       set_wait_flag_request,
                                                       connection_handler)
        response = responses.YES(bytes(request))

    # Cancel get deadline request
    elif isinstance(not_request, requests.TME):
        response = responses.REJ(bytes(request))

    # Cancel vote
    elif isinstance(not_request, requests.DRW):
        vote_request = internal_requests.Vote(power_name=power_name,
                                              vote=strings.NEUTRAL,
                                              game_role=power_name,
                                              phase=game.get_current_phase(),
                                              game_id=game.game_id,
                                              token=token)
        yield internal_request_managers.handle_request(server, vote_request,
                                                       connection_handler)
        response = responses.YES(bytes(request))

    # Returning response
    return [response if response else responses.REJ(bytes(request))]
Example #12
0
def on_submit_orders_request(server, request, connection_handler, game):
    """ Manage SUB request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    _, _, token, power_name = utils.get_user_connection(
        server.users, game, connection_handler)

    if request.phase and not request.phase == game.get_current_phase():
        return [responses.REJ(bytes(request))]

    request.token = token
    request.phase = game.get_current_phase()

    power = game.get_power(power_name)
    initial_power_adjusts = power.adjust[:]
    initial_power_orders = []
    initial_game_errors = game.error[:]

    order_responses = []

    # Parsing lead token and turn
    _, request_bytes = parse_bytes(clauses.SingleToken, bytes(request))
    _, request_bytes = parse_bytes(clauses.Turn,
                                   request_bytes,
                                   on_error='ignore')

    # Validate each order individually
    while request_bytes:
        daide_order, request_bytes = parse_bytes(clauses.Order, request_bytes)
        order = str(daide_order)

        set_orders_request = internal_requests.SetOrders(
            power_name=request.power_name,
            orders=[order],
            game_id=request.game_id,
            game_role=request.power_name,
            phase=request.phase,
            token=request.token)
        yield internal_request_managers.handle_request(server,
                                                       set_orders_request,
                                                       connection_handler)

        new_power_adjusts = [
            adjust for adjust in power.adjust
            if adjust not in initial_power_adjusts
        ]
        new_power_orders = {
            id: val
            for id, val in power.orders.items()
            if id not in initial_power_orders
        }
        new_game_errors = [
            error.code for error in game.error
            if error not in initial_game_errors
        ]

        if not new_power_adjusts and not new_power_orders and not new_game_errors:
            new_game_errors.append((err.GAME_ORDER_NOT_ALLOWED % order).code)

        order_responses.append(
            responses.THX(bytes(daide_order), new_game_errors))

    # Setting orders
    set_orders_request = internal_requests.SetOrders(
        power_name=request.power_name,
        orders=request.orders,
        game_id=request.game_id,
        game_role=request.power_name,
        phase=request.phase,
        token=request.token)
    yield internal_request_managers.handle_request(server, set_orders_request,
                                                   connection_handler)

    # Returning results and missing orders
    order_responses.append(responses.MIS(game.get_current_phase(), power))
    return order_responses
Example #13
0
def on_history_request(server, request, connection_handler, game):
    """ Manage HST request
        :param server: server which receives the request
        :param request: request to manage
        :param connection_handler: connection handler from which the request was sent
        :param game: the game
        :return: the list of responses
    """
    history_responses = []

    _, _, _, power_name = utils.get_user_connection(server.users, game,
                                                    connection_handler)
    phase, current_phase = request.phase, game.get_current_phase()
    phase_order = game.order_history.get(phase, None)
    phase_result = game.result_history.get(phase, None)

    if phase_result is None:
        return [responses.REJ(bytes(request))]

    next_phase = game.map.phase_abbr(
        game.map.find_next_phase(game.map.phase_long(phase)))
    next_phase_state = game.state_history.get(next_phase, None)

    while next_phase_state is None and next_phase != current_phase:
        next_phase = game.map.phase_abbr(
            game.map.find_next_phase(game.map.phase_long(next_phase)))
        next_phase_state = game.state_history.get(next_phase, None)

    if next_phase == current_phase:
        next_phase_state = game.get_state()

    phase = splitter.PhaseSplitter(phase)
    next_phase = splitter.PhaseSplitter(next_phase)

    # ORD responses
    for order in phase_order[power_name]:
        order = splitter.OrderSplitter(order)

        # WAIVE
        if len(order) == 1:
            order.order_type = ' '.join([power_name, order.order_type])
            results = [OK]
        else:
            results = phase_result[order.unit]
            order.unit = ' '.join([power_name, order.unit])

        if order.supported_unit:
            order.supported_unit = ' '.join([power_name, order.supported_unit])

        order_bytes = parse_order_to_bytes(phase.phase_type, order)
        history_responses.append(
            notifications.ORD(phase.input_str, order_bytes,
                              [result.code for result in results]))

    # SCO response
    history_responses.append(
        responses.SCO(next_phase_state['centers'], game.map.name))

    # NOW response
    units = {
        power_name: [unit for unit in units if not unit.startswith('*')]
        for power_name, units in next_phase_state['units'].items()
    }
    retreats = next_phase_state['retreats'].copy()
    history_responses.append(
        responses.NOW(next_phase.input_str, units, retreats))

    return history_responses