Esempio n. 1
0
 def __init__(self):
     self.session = SessionMaker()
Esempio n. 2
0
class GameServerProtocol(AMP):

    def __init__(self):
        self.session = SessionMaker()

    def connectionMade(self):
        self.player = self.factory.realm.create_player()
        log.msg("player created, with identifier: %d" %(id(self.player),))
        log.msg(sys.getdefaultencoding())

    def connectionLost(self,reason):
        if self.player.room:
            self.leave_room()
        del self.factory.realm.players[id(self.player)]

    def auth_create_player(self, session, name, password): 
        """ name:unicode, password:unicode
        """
        q = session.query(User).filter_by(name=name).all()
        if q: #auth player
            b = self.auth_player(name, password)
            if b:
                return 'player authed'
            else:
                return 'auth failed'
        else: #create player
            try:
                u = User(name, password)
                session.add(u)
                session.commit()
#            except IntegrityError:
#                return 'player_name already exists'
            except InvalidRequestError:
                raise session.rollback()
                return 'null player_name or null password'
            return 'player created'


    def introduce(self, player_name, password):
        log.msg(player_name, password)
        self.player.name = player_name
        encoded_pswd = make_password(password)
        return {'message': self.auth_create_player(self.session,
                                              player_name,
                                              encoded_pswd)}
    Introduce.responder(introduce)

    def auth_player(self, name, password):
        log.msg(name, password) #unicode, unicode
        pswd = self.session.query(User.password).\
                        filter_by(name=name).scalar()
        log.msg("type of pswd(query result):", type(pswd))
        if check_password(password, pswd):
            return True
        else:
            return False
#    AuthPlayer.responder(auth_player)

    def get_realm_info(self):
        amplist = []
        for room_id,room in self.factory.realm.rooms.items():
            room_dict = {'room_id': room_id,
                         'room_name': room.name,
                         'room_size': room.size}
            amplist.append(room_dict)
        return {'realm_name':self.factory.realm.name,
                'realm_info':self.factory.realm.get_info(),
                'rooms': amplist}
    RealmInfo.responder(get_realm_info)

    def join_room(self, room_id):
        """
        random_seed: String()
        player_dict: AmpBox({'player_id':'player_name',...})
        """
        log.msg("join room:%d"%room_id)
        self.player.room = self.factory.realm.rooms[room_id]
        self.player.room.add_player(self.player)
        amplist = []
        for p in self.player.room.players:
            player_dict = {'player_id': id(p),
                           'player_name': p.name.decode('utf-8')}
            amplist.append(player_dict)
        return {'random_seed':uuid.uuid4().hex,
                'players':amplist}
    JoinRoom.responder(join_room)

    def leave_room(self):
        # XXX if player in game, should notify other players
        log.msg("leave room:%d"%id(self.player.room))
        self.player.room.remove_player(self.player)
    LeaveRoom.responder(leave_room)