def at_login(self, player): """ Hook called by sessionhandler when the session becomes authenticated. Args: player (Player): The player associated with the session. """ self.player = player self.uid = self.player.id self.uname = self.player.username self.logged_in = True self.conn_time = time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION if self.csessid: # An existing client sessid is registered, thus a matching # Client Session must also exist. Update it so the website # can also see we are logged in. csession = ClientSessionStore(session_key=self.csessid) if not csession.get("logged_in"): csession["logged_in"] = player.id csession.save() # Update account's last login time. self.player.last_login = timezone.now() self.player.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True)
def at_login(self, player): """ Hook called by sessionhandler when the session becomes authenticated. player - the player associated with the session """ self.player = player self.uid = self.player.id self.uname = self.player.username self.logged_in = True self.conn_time = time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION # Update account's last login time. self.player.last_login = timezone.now() self.player.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True)
def at_login(self, account): """ Hook called by sessionhandler when the session becomes authenticated. Args: account (Account): The account associated with the session. """ self.account = account self.uid = self.account.id self.uname = self.account.username self.logged_in = True self.conn_time = time.time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION # Update account's last login time. self.account.last_login = timezone.now() self.account.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True)
def __init__(self): "Initiate to avoid AttributeErrors down the line" self.puppet = None self.player = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True)
class ServerSession(Session): """ This class represents a player's session and is a template for individual protocols to communicate with Evennia. Each player gets a session assigned to them whenever they connect to the game server. All communication between game and player goes through their session. """ def __init__(self): "Initiate to avoid AttributeErrors down the line" self.puppet = None self.player = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True) def __cmdset_storage_get(self): return [path.strip() for path in self.cmdset_storage_string.split(",")] def __cmdset_storage_set(self, value): self.cmdset_storage_string = ",".join(str(val).strip() for val in make_iter(value)) cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set) def at_sync(self): """ This is called whenever a session has been resynced with the portal. At this point all relevant attributes have already been set and self.player been assigned (if applicable). Since this is often called after a server restart we need to set up the session as it was. """ global _ObjectDB if not _ObjectDB: from evennia.objects.models import ObjectDB as _ObjectDB if not self.logged_in: # assign the unloggedin-command set. self.cmdset_storage = settings.CMDSET_UNLOGGEDIN self.cmdset.update(init_mode=True) if self.puid: # reconnect puppet (puid is only set if we are coming # back from a server reload). This does all the steps # done in the default @ic command but without any # hooks, echoes or access checks. obj = _ObjectDB.objects.get(id=self.puid) obj.sessions.add(self) obj.player = self.player self.puid = obj.id self.puppet = obj obj.scripts.validate() obj.locks.cache_lock_bypass(obj) def at_login(self, player): """ Hook called by sessionhandler when the session becomes authenticated. Args: player (Player): The player associated with the session. """ self.player = player self.uid = self.player.id self.uname = self.player.username self.logged_in = True self.conn_time = time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION # Update account's last login time. self.player.last_login = timezone.now() self.player.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True) def at_disconnect(self): """ Hook called by sessionhandler when disconnecting this session. """ if self.logged_in: player = self.player if self.puppet: player.unpuppet_object(self) uaccount = player uaccount.last_login = timezone.now() uaccount.save() # calling player hook player.at_disconnect() self.logged_in = False if not self.sessionhandler.sessions_from_player(player): # no more sessions connected to this player player.is_connected = False # this may be used to e.g. delete player after disconnection etc player.at_post_disconnect() def get_player(self): """ Get the player associated with this session Returns: player (Player): The associated Player. """ return self.logged_in and self.player def get_puppet(self): """ Get the in-game character associated with this session. Returns: puppet (Object): The puppeted object, if any. """ return self.logged_in and self.puppet get_character = get_puppet def get_puppet_or_player(self): """ Get puppet or player. Returns: controller (Object or Player): The puppet if one exists, otherwise return the player. """ if self.logged_in: return self.puppet if self.puppet else self.player return None def log(self, message, channel=True): """ Emits session info to the appropriate outputs and info channels. Args: message (str): The message to log. channel (bool, optional): Log to the CHANNEL_CONNECTINFO channel in addition to the server log. """ if channel: try: cchan = settings.CHANNEL_CONNECTINFO cchan = ChannelDB.objects.get_channel(cchan[0]) cchan.msg("[%s]: %s" % (cchan.key, message)) except Exception: pass logger.log_info(message) def get_client_size(self): """ Return eventual eventual width and height reported by the client. Note that this currently only deals with a single client window (windowID==0) as in a traditional telnet session. """ flags = self.protocol_flags width = flags.get("SCREENWIDTH", {}).get(0, settings.CLIENT_DEFAULT_WIDTH) height = flags.get("SCREENHEIGHT", {}).get(0, settings.CLIENT_DEFAULT_HEIGHT) return width, height def update_session_counters(self, idle=False): """ Hit this when the user enters a command in order to update idle timers and command counters. """ # Idle time used for timeout calcs. self.cmd_last = time() # Store the timestamp of the user's last command. if not idle: # Increment the user's command counter. self.cmd_total += 1 # Player-visible idle time, not used in idle timeout calcs. self.cmd_last_visible = self.cmd_last def data_in(self, text=None, **kwargs): """ Send data User->Evennia. This will in effect execute a command string on the server. Note that oob data is already sent separately to the oobhandler at this point. Kwargs: text (str): A text to relay kwargs (any): Other parameters from the protocol. """ # from evennia.server.profiling.timetrace import timetrace # text = timetrace(text, "ServerSession.data_in") # explicitly check for None since text can be an empty string, which is # also valid if text is not None: # this is treated as a command input # text = to_unicode(escape_control_sequences(text), encoding=self.encoding) # handle the 'idle' command if text.strip() == _IDLE_COMMAND: self.update_session_counters(idle=True) return if self.player: # nick replacement puppet = self.puppet if puppet: text = puppet.nicks.nickreplace(text, categories=("inputline", "channel"), include_player=True) else: text = self.player.nicks.nickreplace( text, categories=("inputline", "channels"), include_player=False ) cmdhandler(self, text, callertype="session", session=self) self.update_session_counters() execute_cmd = data_in # alias def data_out(self, text=None, **kwargs): """ Send Evennia -> User Kwargs: text (str): A text to relay kwargs (any): Other parameters to the protocol. """ # from evennia.server.profiling.timetrace import timetrace # text = timetrace(text, "ServerSession.data_out") text = text if text else "" if _INLINEFUNC_ENABLED and not "raw" in kwargs: text = parse_inlinefunc(text, strip="strip_inlinefunc" in kwargs, session=self) if self.screenreader: global _ANSI if not _ANSI: from evennia.utils import ansi as _ANSI text = _ANSI.parse_ansi(text, strip_ansi=True, xterm256=False, mxp=False) text = _RE_SCREENREADER_REGEX.sub("", text) self.sessionhandler.data_out(self, text=text, **kwargs) # alias msg = data_out def __eq__(self, other): "Handle session comparisons" return self.address == other.address def __str__(self): """ String representation of the user session class. We use this a lot in the server logs. """ symbol = "" if self.logged_in and hasattr(self, "player") and self.player: symbol = "(#%s)" % self.player.id try: if hasattr(self.address, "__iter__"): address = ":".join([str(part) for part in self.address]) else: address = self.address except Exception: address = self.address return "%s%s@%s" % (self.uname, symbol, address) def __unicode__(self): "Unicode representation" return u"%s" % str(self) # Dummy API hooks for use during non-loggedin operation def at_cmdset_get(self, **kwargs): """ A dummy hook all objects with cmdsets need to have """ pass # Mock db/ndb properties for allowing easy storage on the session # (note that no databse is involved at all here. session.db.attr = # value just saves a normal property in memory, just like ndb). @lazy_property def nattributes(self): return NAttributeHandler(self) @lazy_property def attributes(self): return self.nattributes # @property def ndb_get(self): """ A non-persistent store (ndb: NonDataBase). Everything stored to this is guaranteed to be cleared when a server is shutdown. Syntax is same as for the _get_db_holder() method and property, e.g. obj.ndb.attr = value etc. """ try: return self._ndb_holder except AttributeError: self._ndb_holder = NDbHolder(self, "nattrhandler", manager_name="nattributes") return self._ndb_holder # @ndb.setter def ndb_set(self, value): """ Stop accidentally replacing the db object Args: value (any): A value to store in the ndb. """ string = "Cannot assign directly to ndb object! " string = "Use ndb.attr=value instead." raise Exception(string) # @ndb.deleter def ndb_del(self): "Stop accidental deletion." raise Exception("Cannot delete the ndb object!") ndb = property(ndb_get, ndb_set, ndb_del) db = property(ndb_get, ndb_set, ndb_del) # Mock access method for the session (there is no lock info # at this stage, so we just present a uniform API) def access(self, *args, **kwargs): "Dummy method to mimic the logged-in API." return True
def __init__(self): """Initiate to avoid AttributeErrors down the line""" self.puppet = None self.account = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True)
class ServerSession(Session): """ This class represents an account's session and is a template for individual protocols to communicate with Evennia. Each account gets a session assigned to them whenever they connect to the game server. All communication between game and account goes through their session. """ def __init__(self): """Initiate to avoid AttributeErrors down the line""" self.puppet = None self.account = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True) def __cmdset_storage_get(self): return [path.strip() for path in self.cmdset_storage_string.split(",")] def __cmdset_storage_set(self, value): self.cmdset_storage_string = ",".join(str(val).strip() for val in make_iter(value)) cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set) def at_sync(self): """ This is called whenever a session has been resynced with the portal. At this point all relevant attributes have already been set and self.account been assigned (if applicable). Since this is often called after a server restart we need to set up the session as it was. """ global _ObjectDB if not _ObjectDB: from evennia.objects.models import ObjectDB as _ObjectDB super(ServerSession, self).at_sync() if not self.logged_in: # assign the unloggedin-command set. self.cmdset_storage = settings.CMDSET_UNLOGGEDIN self.cmdset.update(init_mode=True) if self.puid: # reconnect puppet (puid is only set if we are coming # back from a server reload). This does all the steps # done in the default @ic command but without any # hooks, echoes or access checks. obj = _ObjectDB.objects.get(id=self.puid) obj.sessions.add(self) obj.account = self.account self.puid = obj.id self.puppet = obj # obj.scripts.validate() obj.locks.cache_lock_bypass(obj) def at_login(self, account): """ Hook called by sessionhandler when the session becomes authenticated. Args: account (Account): The account associated with the session. """ self.account = account self.uid = self.account.id self.uname = self.account.username self.logged_in = True self.conn_time = time.time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION # Update account's last login time. self.account.last_login = timezone.now() self.account.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True) def at_disconnect(self, reason=None): """ Hook called by sessionhandler when disconnecting this session. """ if self.logged_in: account = self.account if self.puppet: account.unpuppet_object(self) uaccount = account uaccount.last_login = timezone.now() uaccount.save() # calling account hook account.at_disconnect(reason) self.logged_in = False if not self.sessionhandler.sessions_from_account(account): # no more sessions connected to this account account.is_connected = False # this may be used to e.g. delete account after disconnection etc account.at_post_disconnect() # remove any webclient settings monitors associated with this # session MONITOR_HANDLER.remove(account, "_saved_webclient_options", self.sessid) def get_account(self): """ Get the account associated with this session Returns: account (Account): The associated Account. """ return self.logged_in and self.account def get_puppet(self): """ Get the in-game character associated with this session. Returns: puppet (Object): The puppeted object, if any. """ return self.logged_in and self.puppet get_character = get_puppet def get_puppet_or_account(self): """ Get puppet or account. Returns: controller (Object or Account): The puppet if one exists, otherwise return the account. """ if self.logged_in: return self.puppet if self.puppet else self.account return None def log(self, message, channel=True): """ Emits session info to the appropriate outputs and info channels. Args: message (str): The message to log. channel (bool, optional): Log to the CHANNEL_CONNECTINFO channel in addition to the server log. """ cchan = channel and settings.CHANNEL_CONNECTINFO if cchan: try: cchan = ChannelDB.objects.get_channel(cchan["key"]) cchan.msg("[%s]: %s" % (cchan.key, message)) except Exception: logger.log_trace() logger.log_info(message) def get_client_size(self): """ Return eventual eventual width and height reported by the client. Note that this currently only deals with a single client window (windowID==0) as in a traditional telnet session. """ flags = self.protocol_flags width = flags.get("SCREENWIDTH", {}).get(0, settings.CLIENT_DEFAULT_WIDTH) height = flags.get("SCREENHEIGHT", {}).get(0, settings.CLIENT_DEFAULT_HEIGHT) return width, height def update_session_counters(self, idle=False): """ Hit this when the user enters a command in order to update idle timers and command counters. """ # Idle time used for timeout calcs. self.cmd_last = time.time() # Store the timestamp of the user's last command. if not idle: # Increment the user's command counter. self.cmd_total += 1 # Account-visible idle time, not used in idle timeout calcs. self.cmd_last_visible = self.cmd_last def update_flags(self, **kwargs): """ Update the protocol_flags and sync them with Portal. Kwargs: key, value - A key:value pair to set in the protocol_flags dictionary. Notes: Since protocols can vary, no checking is done as to the existene of the flag or not. The input data should have been validated before this call. """ if kwargs: self.protocol_flags.update(kwargs) self.sessionhandler.session_portal_sync(self) def data_out(self, **kwargs): """ Sending data from Evennia->Client Kwargs: text (str or tuple) any (str or tuple): Send-commands identified by their keys. Or "options", carrying options for the protocol(s). """ self.sessionhandler.data_out(self, **kwargs) def data_in(self, **kwargs): """ Receiving data from the client, sending it off to the respective inputfuncs. Kwargs: kwargs (any): Incoming data from protocol on the form `{"commandname": ((args), {kwargs}),...}` Notes: This method is here in order to give the user a single place to catch and possibly process all incoming data from the client. It should usually always end by sending this data off to `self.sessionhandler.call_inputfuncs(self, **kwargs)`. """ self.sessionhandler.call_inputfuncs(self, **kwargs) def msg(self, text=None, **kwargs): """ Wrapper to mimic msg() functionality of Objects and Accounts. Args: text (str): String input. Kwargs: any (str or tuple): Send-commands identified by their keys. Or "options", carrying options for the protocol(s). """ # this can happen if this is triggered e.g. a command.msg # that auto-adds the session, we'd get a kwarg collision. kwargs.pop("session", None) kwargs.pop("from_obj", None) if text is not None: self.data_out(text=text, **kwargs) else: self.data_out(**kwargs) def execute_cmd(self, raw_string, session=None, **kwargs): """ Do something as this object. This method is normally never called directly, instead incoming command instructions are sent to the appropriate inputfunc already at the sessionhandler level. This method allows Python code to inject commands into this stream, and will lead to the text inputfunc be called. Args: raw_string (string): Raw command input session (Session): This is here to make API consistent with Account/Object.execute_cmd. If given, data is passed to that Session, otherwise use self. Kwargs: Other keyword arguments will be added to the found command object instace as variables before it executes. This is unused by default Evennia but may be used to set flags and change operating paramaters for commands at run-time. """ # inject instruction into input stream kwargs["text"] = ((raw_string,), {}) self.sessionhandler.data_in(session or self, **kwargs) def __eq__(self, other): """Handle session comparisons""" try: return self.address == other.address except AttributeError: return False def __hash__(self): """ Python 3 requires that any class which implements __eq__ must also implement __hash__ and that the corresponding hashes for equivalent instances are themselves equivalent. """ return hash(self.address) def __ne__(self, other): try: return self.address != other.address except AttributeError: return True def __str__(self): """ String representation of the user session class. We use this a lot in the server logs. """ symbol = "" if self.logged_in and hasattr(self, "account") and self.account: symbol = "(#%s)" % self.account.id try: if hasattr(self.address, "__iter__"): address = ":".join([str(part) for part in self.address]) else: address = self.address except Exception: address = self.address return "%s%s@%s" % (self.uname, symbol, address) def __repr__(self): return "%s" % str(self) # Dummy API hooks for use during non-loggedin operation def at_cmdset_get(self, **kwargs): """ A dummy hook all objects with cmdsets need to have """ pass # Mock db/ndb properties for allowing easy storage on the session # (note that no databse is involved at all here. session.db.attr = # value just saves a normal property in memory, just like ndb). @lazy_property def nattributes(self): return NAttributeHandler(self) @lazy_property def attributes(self): return self.nattributes # @property def ndb_get(self): """ A non-persistent store (ndb: NonDataBase). Everything stored to this is guaranteed to be cleared when a server is shutdown. Syntax is same as for the _get_db_holder() method and property, e.g. obj.ndb.attr = value etc. """ try: return self._ndb_holder except AttributeError: self._ndb_holder = NDbHolder(self, "nattrhandler", manager_name="nattributes") return self._ndb_holder # @ndb.setter def ndb_set(self, value): """ Stop accidentally replacing the db object Args: value (any): A value to store in the ndb. """ string = "Cannot assign directly to ndb object! " string += "Use ndb.attr=value instead." raise Exception(string) # @ndb.deleter def ndb_del(self): """Stop accidental deletion.""" raise Exception("Cannot delete the ndb object!") ndb = property(ndb_get, ndb_set, ndb_del) db = property(ndb_get, ndb_set, ndb_del) # Mock access method for the session (there is no lock info # at this stage, so we just present a uniform API) def access(self, *args, **kwargs): """Dummy method to mimic the logged-in API.""" return True
class ServerSession(Session): """ This class represents a player's session and is a template for individual protocols to communicate with Evennia. Each player gets a session assigned to them whenever they connect to the game server. All communication between game and player goes through their session. """ def __init__(self): "Initiate to avoid AttributeErrors down the line" self.puppet = None self.player = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True) def __cmdset_storage_get(self): return [path.strip() for path in self.cmdset_storage_string.split(',')] def __cmdset_storage_set(self, value): self.cmdset_storage_string = ",".join( str(val).strip() for val in make_iter(value)) cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set) def at_sync(self): """ This is called whenever a session has been resynced with the portal. At this point all relevant attributes have already been set and self.player been assigned (if applicable). Since this is often called after a server restart we need to set up the session as it was. """ global _ObjectDB if not _ObjectDB: from evennia.objects.models import ObjectDB as _ObjectDB if not self.logged_in: # assign the unloggedin-command set. self.cmdset_storage = settings.CMDSET_UNLOGGEDIN self.cmdset.update(init_mode=True) if self.puid: # reconnect puppet (puid is only set if we are coming # back from a server reload). This does all the steps # done in the default @ic command but without any # hooks, echoes or access checks. obj = _ObjectDB.objects.get(id=self.puid) obj.sessid.add(self.sessid) obj.player = self.player self.puid = obj.id self.puppet = obj obj.scripts.validate() obj.locks.cache_lock_bypass(obj) def at_login(self, player): """ Hook called by sessionhandler when the session becomes authenticated. Args: player (Player): The player associated with the session. """ self.player = player self.uid = self.player.id self.uname = self.player.username self.logged_in = True self.conn_time = time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION # Update account's last login time. self.player.last_login = timezone.now() self.player.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True) def at_disconnect(self): """ Hook called by sessionhandler when disconnecting this session. """ if self.logged_in: sessid = self.sessid player = self.player if self.puppet: player.unpuppet_object(sessid) uaccount = player uaccount.last_login = timezone.now() uaccount.save() # calling player hook player.at_disconnect() self.logged_in = False if not self.sessionhandler.sessions_from_player(player): # no more sessions connected to this player player.is_connected = False # this may be used to e.g. delete player after disconnection etc player.at_post_disconnect() def get_player(self): """ Get the player associated with this session Returns: player (Player): The associated Player. """ return self.logged_in and self.player def get_puppet(self): """ Get the in-game character associated with this session. Returns: puppet (Object): The puppeted object, if any. """ return self.logged_in and self.puppet get_character = get_puppet def get_puppet_or_player(self): """ Get puppet or player. Returns: controller (Object or Player): The puppet if one exists, otherwise return the player. """ if self.logged_in: return self.puppet if self.puppet else self.player return None def log(self, message, channel=True): """ Emits session info to the appropriate outputs and info channels. Args: message (str): The message to log. channel (bool, optional): Log to the CHANNEL_CONNECTINFO channel in addition to the server log. """ if channel: try: cchan = settings.CHANNEL_CONNECTINFO cchan = ChannelDB.objects.get_channel(cchan[0]) cchan.msg("[%s]: %s" % (cchan.key, message)) except Exception: pass logger.log_infomsg(message) def get_client_size(self): """ Return eventual eventual width and height reported by the client. Note that this currently only deals with a single client window (windowID==0) as in a traditional telnet session. """ flags = self.protocol_flags width = flags.get('SCREENWIDTH', {}).get(0, settings.CLIENT_DEFAULT_WIDTH) height = flags.get('SCREENHEIGHT', {}).get(0, settings.CLIENT_DEFAULT_HEIGHT) return width, height def update_session_counters(self, idle=False): """ Hit this when the user enters a command in order to update idle timers and command counters. """ # Store the timestamp of the user's last command. if not idle: # Increment the user's command counter. self.cmd_total += 1 # Player-visible idle time, not used in idle timeout calcs. self.cmd_last_visible = time() def data_in(self, text=None, **kwargs): """ Send data User->Evennia. This will in effect execute a command string on the server. Note that oob data is already sent separately to the oobhandler at this point. Kwargs: text (str): A text to relay kwargs (any): Other parameters from the protocol. """ #from evennia.server.profiling.timetrace import timetrace #text = timetrace(text, "ServerSession.data_in") #explicitly check for None since text can be an empty string, which is #also valid if text is not None: # this is treated as a command input #text = to_unicode(escape_control_sequences(text), encoding=self.encoding) # handle the 'idle' command if text.strip() == _IDLE_COMMAND: self.update_session_counters(idle=True) return if self.player: # nick replacement puppet = self.player.get_puppet(self.sessid) if puppet: text = puppet.nicks.nickreplace(text, categories=("inputline", "channel"), include_player=True) else: text = self.player.nicks.nickreplace( text, categories=("inputline", "channels"), include_player=False) cmdhandler(self, text, callertype="session", sessid=self.sessid) self.update_session_counters() execute_cmd = data_in # alias def data_out(self, text=None, **kwargs): """ Send Evennia -> User Kwargs: text (str): A text to relay kwargs (any): Other parameters to the protocol. """ #from evennia.server.profiling.timetrace import timetrace #text = timetrace(text, "ServerSession.data_out") text = text if text else "" if _INLINEFUNC_ENABLED and not "raw" in kwargs: text = parse_inlinefunc(text, strip="strip_inlinefunc" in kwargs, session=self) if self.screenreader: global _ANSI if not _ANSI: from evennia.utils import ansi as _ANSI text = _ANSI.parse_ansi(text, strip_ansi=True, xterm256=False, mxp=False) text = _RE_SCREENREADER_REGEX.sub("", text) session = kwargs.pop('session', None) session = session or self self.sessionhandler.data_out(session, text=text, **kwargs) # alias msg = data_out def __eq__(self, other): "Handle session comparisons" return self.address == other.address def __str__(self): """ String representation of the user session class. We use this a lot in the server logs. """ symbol = "" if self.logged_in and hasattr(self, "player") and self.player: symbol = "(#%s)" % self.player.id try: if hasattr(self.address, '__iter__'): address = ":".join([str(part) for part in self.address]) else: address = self.address except Exception: address = self.address return "%s%s@%s" % (self.uname, symbol, address) def __unicode__(self): "Unicode representation" return u"%s" % str(self) # Dummy API hooks for use during non-loggedin operation def at_cmdset_get(self, **kwargs): """ A dummy hook all objects with cmdsets need to have """ pass # Mock db/ndb properties for allowing easy storage on the session # (note that no databse is involved at all here. session.db.attr = # value just saves a normal property in memory, just like ndb). #@property def ndb_get(self): """ A non-persistent store (ndb: NonDataBase). Everything stored to this is guaranteed to be cleared when a server is shutdown. Syntax is same as for the _get_db_holder() method and property, e.g. obj.ndb.attr = value etc. """ try: return self._ndb_holder except AttributeError: class NdbHolder(object): "Holder for storing non-persistent attributes." def all(self): return [ val for val in self.__dict__.keys() if not val.startswith['_'] ] def __getattribute__(self, key): # return None if no matching attribute was found. try: return object.__getattribute__(self, key) except AttributeError: return None self._ndb_holder = NdbHolder() return self._ndb_holder #@ndb.setter def ndb_set(self, value): """ Stop accidentally replacing the db object Args: value (any): A value to store in the ndb. """ string = "Cannot assign directly to ndb object! " string = "Use ndb.attr=value instead." raise Exception(string) #@ndb.deleter def ndb_del(self): "Stop accidental deletion." raise Exception("Cannot delete the ndb object!") ndb = property(ndb_get, ndb_set, ndb_del) db = property(ndb_get, ndb_set, ndb_del) # Mock access method for the session (there is no lock info # at this stage, so we just present a uniform API) def access(self, *args, **kwargs): "Dummy method to mimic the logged-in API." return True
def cmdset(self): return CmdSetHandler(self, True)
class ServerSession(Session): """ This class represents a player's session and is a template for individual protocols to communicate with Evennia. Each player gets a session assigned to them whenever they connect to the game server. All communication between game and player goes through their session. """ def __init__(self): "Initiate to avoid AttributeErrors down the line" self.puppet = None self.player = None self.cmdset_storage_string = "" self.cmdset = CmdSetHandler(self, True) def __cmdset_storage_get(self): return [path.strip() for path in self.cmdset_storage_string.split(',')] def __cmdset_storage_set(self, value): self.cmdset_storage_string = ",".join(str(val).strip() for val in make_iter(value)) cmdset_storage = property(__cmdset_storage_get, __cmdset_storage_set) def at_sync(self): """ This is called whenever a session has been resynced with the portal. At this point all relevant attributes have already been set and self.player been assigned (if applicable). Since this is often called after a server restart we need to set up the session as it was. """ global _ObjectDB if not _ObjectDB: from evennia.objects.models import ObjectDB as _ObjectDB if not self.logged_in: # assign the unloggedin-command set. self.cmdset_storage = settings.CMDSET_UNLOGGEDIN self.cmdset.update(init_mode=True) if self.puid: # reconnect puppet (puid is only set if we are coming # back from a server reload). This does all the steps # done in the default @ic command but without any # hooks, echoes or access checks. obj = _ObjectDB.objects.get(id=self.puid) obj.sessions.add(self) obj.player = self.player self.puid = obj.id self.puppet = obj #obj.scripts.validate() obj.locks.cache_lock_bypass(obj) def at_login(self, player): """ Hook called by sessionhandler when the session becomes authenticated. Args: player (Player): The player associated with the session. """ self.player = player self.uid = self.player.id self.uname = self.player.username self.logged_in = True self.conn_time = time() self.puid = None self.puppet = None self.cmdset_storage = settings.CMDSET_SESSION if self.csessid: # An existing client sessid is registered, thus a matching # Client Session must also exist. Update it so the website # can also see we are logged in. csession = ClientSessionStore(session_key=self.csessid) if not csession.get("logged_in"): csession["logged_in"] = player.id csession.save() # Update account's last login time. self.player.last_login = timezone.now() self.player.save() # add the session-level cmdset self.cmdset = CmdSetHandler(self, True) def at_disconnect(self): """ Hook called by sessionhandler when disconnecting this session. """ if self.logged_in: player = self.player if self.puppet: player.unpuppet_object(self) uaccount = player uaccount.last_login = timezone.now() uaccount.save() # calling player hook player.at_disconnect() self.logged_in = False if not self.sessionhandler.sessions_from_player(player): # no more sessions connected to this player player.is_connected = False # this may be used to e.g. delete player after disconnection etc player.at_post_disconnect() def get_player(self): """ Get the player associated with this session Returns: player (Player): The associated Player. """ return self.logged_in and self.player def get_puppet(self): """ Get the in-game character associated with this session. Returns: puppet (Object): The puppeted object, if any. """ return self.logged_in and self.puppet get_character = get_puppet def get_puppet_or_player(self): """ Get puppet or player. Returns: controller (Object or Player): The puppet if one exists, otherwise return the player. """ if self.logged_in: return self.puppet if self.puppet else self.player return None def log(self, message, channel=True): """ Emits session info to the appropriate outputs and info channels. Args: message (str): The message to log. channel (bool, optional): Log to the CHANNEL_CONNECTINFO channel in addition to the server log. """ if channel: try: cchan = settings.CHANNEL_CONNECTINFO cchan = ChannelDB.objects.get_channel(cchan[0]) cchan.msg("[%s]: %s" % (cchan.key, message)) except Exception: pass logger.log_info(message) def get_client_size(self): """ Return eventual eventual width and height reported by the client. Note that this currently only deals with a single client window (windowID==0) as in a traditional telnet session. """ flags = self.protocol_flags width = flags.get('SCREENWIDTH', {}).get(0, settings.CLIENT_DEFAULT_WIDTH) height = flags.get('SCREENHEIGHT', {}).get(0, settings.CLIENT_DEFAULT_HEIGHT) return width, height def update_session_counters(self, idle=False): """ Hit this when the user enters a command in order to update idle timers and command counters. """ # Idle time used for timeout calcs. self.cmd_last = time() # Store the timestamp of the user's last command. if not idle: # Increment the user's command counter. self.cmd_total += 1 # Player-visible idle time, not used in idle timeout calcs. self.cmd_last_visible = self.cmd_last def update_flags(self, **kwargs): """ Update the protocol_flags and sync them with Portal. Kwargs: key, value - A key:value pair to set in the protocol_flags dictionary. Notes: Since protocols can vary, no checking is done as to the existene of the flag or not. The input data should have been validated before this call. """ if kwargs: self.protocol_flags.update(kwargs) self.sessionhandler.session_portal_sync(self) def data_out(self, **kwargs): """ Sending data from Evennia->Client Kwargs: text (str or tuple) any (str or tuple): Send-commands identified by their keys. Or "options", carrying options for the protocol(s). """ self.sessionhandler.data_out(self, **kwargs) def data_in(self, **kwargs): """ Receiving data from the client, sending it off to the respective inputfuncs. Kwargs: kwargs (any): Incoming data from protocol on the form `{"commandname": ((args), {kwargs}),...}` Notes: This method is here in order to give the user a single place to catch and possibly process all incoming data from the client. It should usually always end by sending this data off to `self.sessionhandler.call_inputfuncs(self, **kwargs)`. """ self.sessionhandler.call_inputfuncs(self, **kwargs) def msg(self, text=None, **kwargs): """ Wrapper to mimic msg() functionality of Objects and Players. Args: text (str): String input. Kwargs: any (str or tuple): Send-commands identified by their keys. Or "options", carrying options for the protocol(s). """ # this can happen if this is triggered e.g. a command.msg # that auto-adds the session, we'd get a kwarg collision. kwargs.pop("session", None) if text is not None: self.data_out(text=text, **kwargs) else: self.data_out(**kwargs) def execute_cmd(self, raw_string, **kwargs): """ Do something as this object. This method is normally never called directly, instead incoming command instructions are sent to the appropriate inputfunc already at the sessionhandler level. This method allows Python code to inject commands into this stream, and will lead to the text inputfunc be called. Args: raw_string (string): Raw command input Kwargs: Other keyword arguments will be added to the found command object instace as variables before it executes. This is unused by default Evennia but may be used to set flags and change operating paramaters for commands at run-time. """ # inject instruction into input stream kwargs["text"] = ((raw_string,), {}) self.sessionhandler.data_in(self, **kwargs) def __eq__(self, other): "Handle session comparisons" try: return self.address == other.address except AttributeError: return False def __str__(self): """ String representation of the user session class. We use this a lot in the server logs. """ symbol = "" if self.logged_in and hasattr(self, "player") and self.player: symbol = "(#%s)" % self.player.id try: if hasattr(self.address, '__iter__'): address = ":".join([str(part) for part in self.address]) else: address = self.address except Exception: address = self.address return "%s%s@%s" % (self.uname, symbol, address) def __unicode__(self): "Unicode representation" return u"%s" % str(self) # Dummy API hooks for use during non-loggedin operation def at_cmdset_get(self, **kwargs): """ A dummy hook all objects with cmdsets need to have """ pass # Mock db/ndb properties for allowing easy storage on the session # (note that no databse is involved at all here. session.db.attr = # value just saves a normal property in memory, just like ndb). @lazy_property def nattributes(self): return NAttributeHandler(self) @lazy_property def attributes(self): return self.nattributes #@property def ndb_get(self): """ A non-persistent store (ndb: NonDataBase). Everything stored to this is guaranteed to be cleared when a server is shutdown. Syntax is same as for the _get_db_holder() method and property, e.g. obj.ndb.attr = value etc. """ try: return self._ndb_holder except AttributeError: self._ndb_holder = NDbHolder(self, "nattrhandler", manager_name="nattributes") return self._ndb_holder #@ndb.setter def ndb_set(self, value): """ Stop accidentally replacing the db object Args: value (any): A value to store in the ndb. """ string = "Cannot assign directly to ndb object! " string = "Use ndb.attr=value instead." raise Exception(string) #@ndb.deleter def ndb_del(self): "Stop accidental deletion." raise Exception("Cannot delete the ndb object!") ndb = property(ndb_get, ndb_set, ndb_del) db = property(ndb_get, ndb_set, ndb_del) # Mock access method for the session (there is no lock info # at this stage, so we just present a uniform API) def access(self, *args, **kwargs): "Dummy method to mimic the logged-in API." return True