def __handleDownloadMap(data, msgID, client): ''' Prepare and send requested map to client data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that tendNehis datagram came from''' # Unpack message data id = data.getUint32() resp = 0 filename = self._mapStore.getMap(id=id)['filename'] mapString = self._mapStore.loadMapAsString(filename) if (mapString == None): LOG.debug('No such map') resp = 0 mapString = '' else: LOG.debug('Sending map') resp = 1 # Send response pkg = NetDatagram() pkg.addUint16(MSG_JOINGAME_RES) pkg.addUint32(resp) pkg.addString(mapString) self._cWriter.send(pkg, client)
def reader_polling(self, taskdata): if self.cReader.dataAvailable(): datagram = NetDatagram( ) # catch the incoming data in this instance # Check the return value; if we were threaded, someone else could have # snagged this data before we did if self.cReader.getData(datagram): self.read_buffer = self.read_buffer + datagram.getMessage() while (True): if self.read_state == 0: if len(self.read_buffer) >= self.packet.header_length: bytes_consumed = self.packet.header_length self.packet.header = self.read_buffer[:bytes_consumed] self.read_body_length = self.packet.decode_header() self.read_buffer = self.read_buffer[bytes_consumed:] self.read_state = 1 else: break if self.read_state == 1: if len(self.read_buffer) >= self.read_body_length: bytes_consumed = self.read_body_length self.packet.data = self.read_buffer[:bytes_consumed] self.packet.offset = 0 self.read_body_length = 0 self.read_buffer = self.read_buffer[bytes_consumed:] self.read_state = 0 self.new_data_callback(self.packet) else: break return Task.cont
def __handleGameList(self, data, msgID, client): ''' Assemble a list of active games and send it to the requesting client. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that this datagram came from''' # Send response pkg = NetDatagram() pkg.addUint16(MSG_GAMELIST_RES) if (len(self.games) == 0): pkg.addString('EOT') # Nothing to transmit else: pkg.addString('SOT') # Start Of Transmission for i,g in enumerate(self.games): pkg.addInt32(g.id) pkg.addString(g.name) pkg.addUint32(g.numPlayers) pkg.addString(g.map.name) pkg.addString(g.mapFile) pkg.addUint32(g.startTime) pkg.addUint32(g.turnNumber) if i < len(self.games)-1: pkg.addString('T') # Still tranmitting pkg.addString('EOT') # End Of Transmission self._cWriter.send(pkg, client) self._console.printNotice('%s: Request for game list.' %(client.getAddress().getIpString()))
def __handleNewGame(self, data, msgID, client): ''' Create a new game and respond with success or failure. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that tendNehis datagram came from''' # Unpack message data gameName = data.getString() mapID = data.getString() numPlayers = data.getUint32() # If we do not have the map for the requested game tell client print("id=%s"%mapID) if(not self._mapStore.isAvailable(id=mapID)): response = 0 else: # Create the game newGame = GameStateServer(gameName, numPlayers, mapID) if newGame is not None: self.games.append(newGame) response = newGame.id else: response = -1 # Send response pkg = NetDatagram() pkg.addUint16(MSG_NEWGAME_RES) pkg.addInt32(response) self._cWriter.send(pkg, client) self._console.printNotice('%s: Request for new game: %s, %s, %d.' %(client.getAddress().getIpString(),gameName,mapID,numPlayers))
def __handleAuth(self, data, msgID, client): ''' Try to authorize the connecting user, send the result. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that this datagram came from''' # Unpack message data username = data.getString() password = data.getString() auth = 0 # Look for the username in the list of registered users for u in self.registeredUsers: if u.username == username: if u.connected: auth = 1 self._console.printNotice('%s: User %s already connected'%(client.getAddress().getIpString(),username)) break elif u.password != password: auth = 2 self._console.printNotice('%s: User %s gave invalid password'%(client.getAddress().getIpString(),username)) break else: auth = 3 u.connect(client) self.connectedUsers.append(u) self._console.printNotice('%s: User %s connected with pass %s' %(client.getAddress().getIpString(),username,password)) # Send response pkg = NetDatagram() pkg.addUint16(MSG_AUTH_RES) pkg.addUint32(auth) self._cWriter.send(pkg, client)
def __handleMapList(self, data, msgID, client): ''' Assemble a list of available maps and send it to the requesting client. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that this datagram came from''' # Assemble a list with entries in the form (filename,mapname,md5sum) mapFileList = Map.getMapFiles() responseList = [] for f in mapFileList: fh = open(Map.MAP_PATH + f,' rb') mapObj = cPickle.load(fh) responseList.append((mapObj.name, f, Map.getMapMD5(f))) # Send response pkg = NetDatagram() pkg.addUint16(MSG_MAPLIST_RES) pkg.addString('SOT') # Start Of Transmission for i, (n,f,c) in enumerate(responseList): pkg.addString(n) pkg.addString(f) pkg.addString(c) if i < len(responseList)-1: pkg.addString('T') # Still tranmitting pkg.addString('EOT') # End Of Transmission self._cWriter.send(pkg, client) self._console.printNotice('%s: Request for map list.' %(client.getAddress().getIpString()))
def __handleDisconnect(self, data, msgID, client): ''' Disconnect and send confirmation to the client. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that tendNehis datagram came from''' # Create a response pkg = NetDatagram() pkg.addUint16(MSG_DISCONNECT_RES) self._cWriter.send(pkg, client) # If user has joined a game, remove the player from that game for g in self.games: if g.isPlayerInGame(client): g.removePlayer(client) # If user is logged in disconnect username = '' for u in self.connectedUsers: if (u.connectedClient == client): username = u.username u.disconnect() self.connectedUsers.remove(u) # Delete client from list if client in self.connections: self.connections.remove(client) # Don't worry about pings any more if client in self.pingNonResponders: del(self.pingNonResponders[client]) self._console.printNotice('%s: Disconnected user %s'%(client.getAddress().getIpString(),username))
def getData(self): data = [] while self.cReader.dataAvailable(): datagram = NetDatagram() if self.cReader.getData(datagram): if datagram.getConnection() in self.tempConnections: if self.auth(datagram): self.tempConnections.remove(datagram.getConnection()) continue # Check if the data recieved is from a valid client. for client in self.activeClients: if datagram.getConnection() == client.connection: data.append( ('client', self.processData(datagram), client)) break # Check if the data recieved is from a valid server. for server in self.activeServers: if datagram.getConnection() == server.connection: data.append( ('server', self.processData(datagram), server)) break # Check if the data recieved is from a valid chat. for chat in self.activeChats: if datagram.getConnection() == chat.connection: data.append(('chat', self.processData(datagram), chat)) break return data
def __sendGameListReq(self): ''' Request a list of games on the connected server.''' # Send request if (self._connected and self._authorized): pkg = NetDatagram() pkg.addUint16(MSG_GAMELIST_REQ) self._cWriter.send(pkg, self._tcpSocket)
def getData(self): data = [] while self.cReader.dataAvailable(): datagram = NetDatagram() # catch the incoming data in this instance # Check the return value; if we were threaded, someone else could have # snagged this data before we did if self.cReader.getData(datagram): data.append(self.processData(datagram)) return data
def _debugSendMsg(msg): if not ClientMsg.myConnection: return print "DEBUG SEND MESSAGE:", msg datagram = NetDatagram() datagram.addString(pickle.dumps(msg, pickle.HIGHEST_PROTOCOL)) ClientMsg.cWriter.send(datagram, ClientMsg.myConnection) ClientMsg.notify.debug("Client posted a message: %s", msg)
def getData(self): data = [] for passed in self.passedData: data.append(passed) self.passedData.remove(passed) while self.cReader.dataAvailable(): datagram = NetDatagram() if self.cReader.getData(datagram): data.append(self.processData(datagram)) return data
def eVV_VP_ACK_FAILED(ip, port): packet = SocketPacket() packet.add_int(VV_VP_ACK_FAILED) packet.add_string(ip) packet.add_int(port) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def shutdown(self): print('Shutting down server ...') # Send disconnect to all clients pkg = NetDatagram() pkg.addUint16(MSG_DISCONNECT_REQ) for c in self.connections: self._cWriter.send(pkg, c) self._cManager.closeConnection(self._tcpSocket) print('Server done') sys.exit()
def eVV_ACK_OK(ip, port, client_id): packet = SocketPacket() packet.add_int(VV_ACK_OK) packet.add_string(ip) packet.add_int(port) packet.add_int(client_id) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def eVV_READY(ip, port, vv_id): packet = SocketPacket() packet.add_int(VV_READY) packet.add_string(ip) packet.add_int(port) packet.add_int(vv_id) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def eVV_REQ_SIGNATURE(ip, port, object_id): packet = SocketPacket() packet.add_int(VV_REQ_SIGNATURE) packet.add_string(ip) packet.add_int(port) packet.add_int(object_id) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def __handlePingReq(self, data, msgID, client): ''' Respond to a ping request. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that this datagram came from''' # Send response pkg = NetDatagram() pkg.addUint16(MSG_PING_RES) self._cWriter.send(pkg, client) self._console.printNotice('%s: Ping request'%(client.getAddress().getIpString()))
def eVV_CAM_MESSAGE(ip, port, cam_id, message): packet = SocketPacket() packet.add_int(VV_CAM_MESSAGE) packet.add_string(ip) packet.add_int(port) packet.add_int(cam_id) packet.add_packet(message) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def __recievePingReq(self, data, msgID, client): ''' Handle pings from the server. data (PyDatagramIterator): the list of data sent with this datagram msgID (Int): the message ID client (Connection): the connection that this datagram came from''' LOG.debug("Recieved a ping request") # Send response pkg = NetDatagram() pkg.addUint16(MSG_PING_RES) self._cWriter.send(pkg, self._tcpSocket)
def __sendJoinGameReq(self, id): ''' Join a game on the server. id (int): the id of the game to join''' LOG.debug('Sending join game request') # Send Request if (self._connected and self._authorized): pkg = NetDatagram() pkg.addUint16(MSG_JOINGAME_REQ) pkg.addUint32(id) self._cWriter.send(pkg, self._tcpSocket)
def eVV_CAM_LIST(ip, port, cam_list): packet = SocketPacket() packet.add_int(VV_CAM_LIST) packet.add_string(ip) packet.add_int(port) packet.add_int(len(cam_list)) for cam in cam_list: packet.add_int(cam) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def _sendMsg(msg, sterner=False): if not ClientMsg.myConnection: return if not sterner: msg = ( ClientMsg.game_id, ClientMsg.player_id, ) + msg datagram = NetDatagram() datagram.addString(pickle.dumps(msg, pickle.HIGHEST_PROTOCOL)) ClientMsg.cWriter.send(datagram, ClientMsg.myConnection) ClientMsg.notify.debug("Client posted a message: %s", msg)
def eVV_REQ_VIDEO_ANALYSIS(ip, port, cam_id, width, height, jpeg): packet = SocketPacket() packet.add_int(VV_REQ_VIDEO_ANALYSIS) packet.add_string(ip) packet.add_int(port) packet.add_int(cam_id) packet.add_int(width) packet.add_int(height) packet.add_int(jpeg) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def _sendDownloadReq(type, id): ''' Download a file from the server.''' LOG.debug("Downloading type=%s, id=%s"%(type, id)) if (self._connected and self._authorized): pkg = NetDatagram() if (type == "MAP"): pkg.addUint16(MSG_DOWNLOADMAP_REQ) pkg.addUint32(id) elif (type == "UPDATE"): pkg.addUint16(MSG_DOWNLOADUPD_REQ) pkg.addUint32(id) self._cWriter.send(pkg, self._tcpSocket)
def getData(self): data = [] for passed in self.passedData: data.append(passed) self.passedData.remove(passed) while self.cReader.dataAvailable(): datagram = NetDatagram() if self.cReader.getData(datagram): if datagram.getConnection() in self.tempConnections: self.processTempConnection(datagram) continue for authed in self.users: if datagram.getConnection() == authed.connection: data.append((self.processData(datagram), datagram.getConnection())) return data
def eVV_TRACK_SIGNATURE(ip, port, object_id, feature_str, sig): packet = SocketPacket() packet.add_int(VV_TRACK_SIGNATURE) packet.add_string(ip) packet.add_int(port) packet.add_int(object_id) packet.add_string(feature_str) packet.add_int(len(sig)) for element in sig: packet.add_float(element) packet.encode_header() datagram = NetDatagram() datagram.appendData('' + packet.get_header() + packet.get_body()) return datagram
def readMsg(): """Return the message, if any, or None if there was nothing to read""" if not ClientMsg.myConnection: return None if ClientMsg.cReader.dataAvailable(): datagram = NetDatagram() if ClientMsg.cReader.getData(datagram): dgi = PyDatagramIterator(datagram) msg = pickle.loads(dgi.getString()) ClientMsg.notify.info("Client received a message:%s", msg) return msg return None
def __sendNewGameReq(self, gamename, mapID, numplayers): ''' Create a new game on the server. name (String): the name of the game mapID (String): the MD5 ID of the map maxplayers (Int): the max players allowed''' LOG.debug('Sending new game request %s'%map) # Send Request if (self._connected and self._authorized): pkg = NetDatagram() pkg.addUint16(MSG_NEWGAME_REQ) pkg.addString(gamename) pkg.addString(mapID) pkg.addUint32(numplayers) self._cWriter.send(pkg, self._tcpSocket)
def __sendAuthReq(self, username, password): ''' Send user name and password. The password is encypted first using SHA256. username (String): the username password (String): the password''' if self._connected: LOG.notice("Sending authorization") h = hashlib.sha256() h.update(password) pkg = NetDatagram() pkg.addUint16(MSG_AUTH_REQ) pkg.addString(username) pkg.addString(h.hexdigest()) self._cWriter.send(pkg, self._tcpSocket) else: LOG.error("Cant authorize, we are not connected")