예제 #1
0
class BravoFactory(Factory):
    """
    A ``Factory`` that creates ``BravoProtocol`` objects when connected to.
    """

    implements(IPushProducer)

    protocol = BravoProtocol

    timestamp = None
    time = 0
    day = 0

    handshake_hook = None
    login_hook = None

    interface = ""

    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
        """

        log.msg("Initializing factory for world '%s'..." % name)

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

        self.port = configuration.getint(self.config_name, "port")
        self.interface = configuration.getdefault(self.config_name, "host", "")

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

        self.protocols = dict()

        self.eid = 1

        self.time_loop = LoopingCall(self.update_time)
        self.time_loop.start(2)

        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

        generators = configuration.getlist("bravo", "generators")
        generators = retrieve_sorted_plugins(ITerrainGenerator, generators)

        log.msg("Using generators %s" % ", ".join(i.name for i in generators))
        self.world.pipeline = generators

        self.chat_consumers = set()

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

    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")

        for ip in banned.split():
            if addr.host == ip:
                # Use BannedProtocol with extreme prejudice.
                log.msg("Kicking banned IP %s" % addr)
                p = BannedProtocol()
                p.factory = self
                return p

        log.msg("Starting connection for %s" % addr)
        p = self.protocol()
        p.factory = self

        self.register_entity(p)

        return p

    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

        chunk = self.world.load_chunk(bigx, bigz)
        chunk.entities.add(entity)

        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

        chunk = self.world.load_chunk(bigx, bigz)
        chunk.entities.discard(entity)

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

    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.
        """

        if self.timestamp is None:
            # First run since the start of the factory; re-init everything.
            self.timestamp = time()
            self.update_season()

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

        while self.time > 24000:
            self.time -= 24000

            self.day += 1
            while self.day > 360:
                self.day -= 360

            self.update_season()

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

        plugins = configuration.getlistdefault(self.config_name, "seasons", [])
        for plugin in retrieve_named_plugins(ISeason, plugins):
            if plugin.day == self.day:
                self.world.season = plugin

    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)

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

        The coordinates need to be in pixels, not blocks.

        :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

        entity = self.create_entity(x // 32,
                                    y // 32,
                                    z // 32,
                                    "Item",
                                    item=block,
                                    quantity=quantity)

        packet = entity.save_to_packet()
        self.broadcast(packet)

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

    def pauseProducing(self):
        pass

    def resumeProducing(self):
        pass

    def stopProducing(self):
        pass
예제 #2
0
파일: mapgen.py 프로젝트: PiyoPiyo/bravo
    os.makedirs(target)

print "Making map of %dx%d chunks in %s" % (size, size, target)
print "Using pipeline: %s" % ", ".join(plugin.name for plugin in pipeline)

world = World(target)
world.pipeline = pipeline
world.season = None

counts = [1, 2, 4, 5, 8]
count = 0
total = size ** 2

cpu = 0
before = time.time()
for i, j in product(xrange(size), repeat=2):
    start = time.time()
    chunk = world.load_chunk(i, j)
    cpu += (time.time() - start)
    world.save_chunk(chunk)
    count += 1
    if count >= counts[0]:
        print "Status: %d/%d (%.2f%%)" % (count, total, count * 100 / total)
        counts.append(counts.pop(0) * 10)

taken = time.time() - before
print "Finished!"
print "Took %.2f seconds to generate (%dms/chunk)" % (taken,
    taken * 1000 / size)
print "Spent %.2f seconds on CPU (%dms/chunk)" % (cpu, cpu * 1000 / size)
예제 #3
0
    os.makedirs(target)

print "Making map of %dx%d chunks in %s" % (size, size, target)
print "Using pipeline: %s" % ", ".join(plugin.name for plugin in pipeline)

world = World(target)
world.pipeline = pipeline
world.season = None

counts = [1, 2, 4, 5, 8]
count = 0
total = size**2

cpu = 0
before = time.time()
for i, j in product(xrange(size), repeat=2):
    start = time.time()
    chunk = world.load_chunk(i, j)
    cpu += (time.time() - start)
    world.save_chunk(chunk)
    count += 1
    if count >= counts[0]:
        print "Status: %d/%d (%.2f%%)" % (count, total, count * 100 / total)
        counts.append(counts.pop(0) * 10)

taken = time.time() - before
print "Finished!"
print "Took %.2f seconds to generate (%dms/chunk)" % (taken,
                                                      taken * 1000 / size)
print "Spent %.2f seconds on CPU (%dms/chunk)" % (cpu, cpu * 1000 / size)
예제 #4
0
파일: beta.py 프로젝트: cosmodiusrex/bravo
class BravoFactory(Factory):
    """
    A ``Factory`` that creates ``BravoProtocol`` objects when connected to.
    """

    implements(IPushProducer)

    protocol = BravoProtocol

    timestamp = None
    time = 0
    day = 0

    handshake_hook = None
    login_hook = None

    interface = ""

    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
        """

        log.msg("Initializing factory for world '%s'..." % name)

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

        self.port = configuration.getint(self.config_name, "port")
        self.interface = configuration.getdefault(self.config_name, "host",
            "")

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

        self.protocols = dict()

        self.eid = 1

        self.time = self.world.time
        self.time_loop = LoopingCall(self.update_time)
        self.time_loop.start(2)

        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

        generators = configuration.getlist(self.config_name, "generators")
        generators = retrieve_sorted_plugins(ITerrainGenerator, generators)

        log.msg("Using generators %s" % ", ".join(i.name for i in generators))
        self.world.pipeline = generators

        self.chat_consumers = set()

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

    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")

        for ip in banned.split():
            if addr.host == ip:
                # Use BannedProtocol with extreme prejudice.
                log.msg("Kicking banned IP %s" % addr)
                p = BannedProtocol()
                p.factory = self
                return p

        log.msg("Starting connection for %s" % addr)
        p = self.protocol(self.name)
        p.factory = self

        self.register_entity(p)

        return p

    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

        chunk = self.world.load_chunk(bigx, bigz)
        chunk.entities.add(entity)

        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

        chunk = self.world.load_chunk(bigx, bigz)
        chunk.entities.discard(entity)

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

    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.
        """

        if self.timestamp is None:
            # First run since the start of the factory; re-init everything.
            self.timestamp = time()
            self.update_season()

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

        while self.time > 24000:
            self.time -= 24000

            self.day += 1
            while self.day > 360:
                self.day -= 360

            self.update_season()

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

        plugins = configuration.getlistdefault(self.config_name,
            "seasons", [])
        for plugin in retrieve_named_plugins(ISeason, plugins):
            if plugin.day == self.day:
                self.world.season = plugin

    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)

        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 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 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):
            yield i

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

        if not self.world.saving:
            return

        log.msg("Shutting down; flushing world data...")

        # Flush all dirty chunks to disk.
        for chunk in self.world.dirty_chunk_cache.itervalues():
            self.world.save_chunk(chunk)

        # Write back current world time.
        self.world.time = self.time
        self.world.serializer.save_level(self.world)

        log.msg("World data saved!")

    def pauseProducing(self):
        pass

    def resumeProducing(self):
        pass

    def stopProducing(self):
        pass