forked from ArchipelagoMW/Archipelago
-
Notifications
You must be signed in to change notification settings - Fork 0
/
MultiServer.py
2410 lines (2073 loc) · 109 KB
/
MultiServer.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
from __future__ import annotations
import argparse
import asyncio
import collections
import contextlib
import copy
import datetime
import functools
import hashlib
import inspect
import itertools
import logging
import math
import operator
import pickle
import random
import threading
import time
import typing
import weakref
import zlib
import ModuleUpdate
ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
import websockets
import colorama
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
except ImportError:
OperationalError = ConnectionError
import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore
min_client_version = Version(0, 1, 6)
colorama.init()
def remove_from_list(container, value):
try:
container.remove(value)
except ValueError:
pass
return container
def pop_from_container(container, value):
try:
container.pop(value)
except ValueError:
pass
return container
def update_dict(dictionary, entries):
dictionary.update(entries)
return dictionary
def queue_gc():
import gc
from threading import Thread
gc_thread: typing.Optional[Thread] = getattr(queue_gc, "_thread", None)
def async_collect():
time.sleep(2)
setattr(queue_gc, "_thread", None)
gc.collect()
if not gc_thread:
gc_thread = Thread(target=async_collect)
setattr(queue_gc, "_thread", gc_thread)
gc_thread.start()
# functions callable on storable data on the server by clients
modify_functions = {
# generic:
"replace": lambda old, new: new,
"default": lambda old, new: old,
# numeric:
"add": operator.add, # add together two objects, using python's "+" operator (works on strings and lists as append)
"mul": operator.mul,
"pow": operator.pow,
"mod": operator.mod,
"floor": lambda value, _: math.floor(value),
"ceil": lambda value, _: math.ceil(value),
"max": max,
"min": min,
# bitwise:
"xor": operator.xor,
"or": operator.or_,
"and": operator.and_,
"left_shift": operator.lshift,
"right_shift": operator.rshift,
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_dict,
}
def get_saving_second(seed_name: str, interval: int = 60) -> int:
# save at expected times so other systems using savegame can expect it
# represents the target second of the auto_save_interval at which to save
return int(hashlib.sha256(seed_name.encode()).hexdigest(), 16) % interval
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.team = None
self.slot = None
self.send_index = 0
self.tags = []
self.messageprocessor = client_message_processor(ctx, self)
self.ctx = weakref.ref(ctx)
@property
def items_handling(self):
if self.no_items:
return 0
return 1 + (self.remote_items << 1) + (self.remote_start_inventory << 2)
@items_handling.setter
def items_handling(self, value: int):
if not (value & 0b001) and (value & 0b110):
raise ValueError("Invalid flag combination")
self.no_items = not (value & 0b001)
self.remote_items = bool(value & 0b010)
self.remote_start_inventory = bool(value & 0b100)
@property
def name(self) -> str:
ctx = self.ctx()
if ctx:
return ctx.player_names[self.team, self.slot]
return "Deallocated"
team_slot = typing.Tuple[int, int]
class Context:
dumper = staticmethod(encode)
loader = staticmethod(decode)
simple_options = {"hint_cost": int,
"location_check_points": int,
"server_password": str,
"password": str,
"release_mode": str,
"remaining_mode": str,
"collect_mode": str,
"item_cheat": bool,
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
groups: typing.Dict[int, typing.Set[int]]
save_version = 2
stored_data: typing.Dict[str, object]
read_data: typing.Dict[str, object]
stored_data_notification_clients: typing.Dict[str, typing.Set[Client]]
slot_info: typing.Dict[int, NetworkSlot]
generator_version = Version(0, 0, 0)
checksums: typing.Dict[str, str]
item_names: typing.Dict[str, typing.Dict[int, str]] = (
collections.defaultdict(lambda: Utils.KeyedDefaultDict(lambda code: f'Unknown item (ID:{code})')))
item_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
location_names: typing.Dict[str, typing.Dict[int, str]] = (
collections.defaultdict(lambda: Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')))
location_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
all_item_and_group_names: typing.Dict[str, typing.Set[str]]
all_location_and_group_names: typing.Dict[str, typing.Set[str]]
non_hintable_names: typing.Dict[str, typing.AbstractSet[str]]
spheres: typing.List[typing.Dict[int, typing.Set[int]]]
""" each sphere is { player: { location_id, ... } } """
logger: logging.Logger
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, release_mode: str = "disabled", collect_mode="disabled",
remaining_mode: str = "disabled", auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2,
log_network: bool = False, logger: logging.Logger = logging.getLogger()):
self.logger = logger
super(Context, self).__init__()
self.slot_info = {}
self.log_network = log_network
self.endpoints = []
self.clients = {}
self.compatibility: int = compatibility
self.shutdown_task = None
self.data_filename = None
self.save_filename = None
self.saving = False
self.player_names: typing.Dict[team_slot, str] = {}
self.player_name_lookup: typing.Dict[str, team_slot] = {}
self.connect_names = {} # names of slots clients can connect to
self.allow_releases = {}
self.host = host
self.port = port
self.server_password = server_password
self.password = password
self.server = None
self.countdown_timer = 0
self.received_items = {}
self.start_inventory = {}
self.name_aliases: typing.Dict[team_slot, str] = {}
self.location_checks = collections.defaultdict(set)
self.hint_cost = hint_cost
self.location_check_points = location_check_points
self.hints_used = collections.defaultdict(int)
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.release_mode: str = release_mode
self.remaining_mode: str = remaining_mode
self.collect_mode: str = collect_mode
self.item_cheat = item_cheat
self.exit_event = asyncio.Event()
self.client_activity_timers: typing.Dict[
team_slot, datetime.datetime] = {} # datetime of last new item check
self.client_connection_timers: typing.Dict[
team_slot, datetime.datetime] = {} # datetime of last connection
self.client_game_state: typing.Dict[team_slot, int] = collections.defaultdict(int)
self.er_hint_data: typing.Dict[int, typing.Dict[int, str]] = {}
self.auto_shutdown = auto_shutdown
self.commandprocessor = ServerCommandProcessor(self)
self.embedded_blacklist = {"host", "port"}
self.client_ids: typing.Dict[typing.Tuple[int, int], datetime.datetime] = {}
self.auto_save_interval = 60 # in seconds
self.auto_saver_thread: typing.Optional[threading.Thread] = None
self.save_dirty = False
self.tags = ['AP']
self.games: typing.Dict[int, str] = {}
self.minimum_client_versions: typing.Dict[int, Version] = {}
self.seed_name = ""
self.groups = {}
self.group_collected: typing.Dict[int, typing.Set[int]] = {}
self.random = random.Random()
self.stored_data = {}
self.stored_data_notification_clients = collections.defaultdict(weakref.WeakSet)
self.read_data = {}
self.spheres = []
# init empty to satisfy linter, I suppose
self.gamespackage = {}
self.checksums = {}
self.item_name_groups = {}
self.location_name_groups = {}
self.all_item_and_group_names = {}
self.all_location_and_group_names = {}
self.non_hintable_names = collections.defaultdict(frozenset)
self._load_game_data()
# Data package retrieval
def _load_game_data(self):
import worlds
self.gamespackage = worlds.network_data_package["games"]
self.item_name_groups = {world_name: world.item_name_groups for world_name, world in
worlds.AutoWorldRegister.world_types.items()}
self.location_name_groups = {world_name: world.location_name_groups for world_name, world in
worlds.AutoWorldRegister.world_types.items()}
for world_name, world in worlds.AutoWorldRegister.world_types.items():
self.non_hintable_names[world_name] = world.hint_blacklist
for game_package in self.gamespackage.values():
# remove groups from data sent to clients
del game_package["item_name_groups"]
del game_package["location_name_groups"]
def _init_game_data(self):
for game_name, game_package in self.gamespackage.items():
if "checksum" in game_package:
self.checksums[game_name] = game_package["checksum"]
for item_name, item_id in game_package["item_name_to_id"].items():
self.item_names[game_name][item_id] = item_name
for location_name, location_id in game_package["location_name_to_id"].items():
self.location_names[game_name][location_id] = location_name
self.all_item_and_group_names[game_name] = \
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
self.all_location_and_group_names[game_name] = \
set(game_package["location_name_to_id"]) | set(self.location_name_groups.get(game_name, []))
archipelago_item_names = self.item_names["Archipelago"]
archipelago_location_names = self.location_names["Archipelago"]
for game in [game_name for game_name in self.gamespackage if game_name != "Archipelago"]:
# Add Archipelago items and locations to each data package.
self.item_names[game].update(archipelago_item_names)
self.location_names[game].update(archipelago_location_names)
def item_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["item_name_to_id"] if game in self.gamespackage else None
def location_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["location_name_to_id"] if game in self.gamespackage else None
# General networking
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
msg = self.dumper(msgs)
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
self.logger.exception(f"Exception during send_msgs, could not send {msg}")
await self.disconnect(endpoint)
return False
else:
if self.log_network:
self.logger.info(f"Outgoing message: {msg}")
return True
async def send_encoded_msgs(self, endpoint: Endpoint, msg: str) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
self.logger.exception("Exception during send_encoded_msgs")
await self.disconnect(endpoint)
return False
else:
if self.log_network:
self.logger.info(f"Outgoing message: {msg}")
return True
async def broadcast_send_encoded_msgs(self, endpoints: typing.Iterable[Endpoint], msg: str) -> bool:
sockets = []
for endpoint in endpoints:
if endpoint.socket and endpoint.socket.open:
sockets.append(endpoint.socket)
try:
websockets.broadcast(sockets, msg)
except RuntimeError:
self.logger.exception("Exception during broadcast_send_encoded_msgs")
return False
else:
if self.log_network:
self.logger.info(f"Outgoing broadcast: {msg}")
return True
def broadcast_all(self, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
async def disconnect(self, endpoint: Client):
if endpoint in self.endpoints:
self.endpoints.remove(endpoint)
if endpoint.slot and endpoint in self.clients[endpoint.team][endpoint.slot]:
self.clients[endpoint.team][endpoint.slot].remove(endpoint)
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
for text in texts]))
# loading
def load(self, multidatapath: str, use_embedded_server_options: bool = False):
if multidatapath.lower().endswith(".zip"):
import zipfile
with zipfile.ZipFile(multidatapath) as zf:
for file in zf.namelist():
if file.endswith(".archipelago"):
data = zf.read(file)
break
else:
raise Exception("No .archipelago found in archive.")
else:
with open(multidatapath, 'rb') as f:
data = f.read()
self._load(self.decompress(data), {}, use_embedded_server_options)
self.data_filename = multidatapath
@staticmethod
def decompress(data: bytes) -> dict:
format_version = data[0]
if format_version > 3:
raise Utils.VersionException("Incompatible multidata.")
return restricted_loads(zlib.decompress(data[1:]))
def _load(self, decoded_obj: dict, game_data_packages: typing.Dict[str, typing.Any],
use_embedded_server_options: bool):
self.read_data = {}
mdata_ver = decoded_obj["minimum_versions"]["server"]
if mdata_ver > version_tuple:
raise RuntimeError(f"Supplied Multidata (.archipelago) requires a server of at least version {mdata_ver},"
f"however this server is of version {version_tuple}")
self.generator_version = Version(*decoded_obj["version"])
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
self.minimum_client_versions = {}
for player, version in clients_ver.items():
self.minimum_client_versions[player] = max(Version(*version), min_client_version)
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}
slot_info: NetworkSlot
slot_id: int
team_0 = self.clients[0]
for slot_id, slot_info in self.slot_info.items():
team_0[slot_id] = []
self.player_names[0, slot_id] = slot_info.name
self.player_name_lookup[slot_info.name] = 0, slot_id
self.read_data[f"hints_{0}_{slot_id}"] = lambda local_team=0, local_player=slot_id: \
list(self.get_rechecked_hints(local_team, local_player))
self.read_data[f"client_status_{0}_{slot_id}"] = lambda local_team=0, local_player=slot_id: \
self.client_game_state[local_team, local_player]
self.seed_name = decoded_obj["seed_name"]
self.random.seed(self.seed_name)
self.connect_names = decoded_obj['connect_names']
self.locations = LocationStore(decoded_obj.pop("locations")) # pre-emptively free memory
self.slot_data = decoded_obj['slot_data']
for slot, data in self.slot_data.items():
self.read_data[f"slot_data_{slot}"] = lambda data=data: data
self.er_hint_data = {int(player): {int(address): name for address, name in loc_data.items()}
for player, loc_data in decoded_obj["er_hint_data"].items()}
# load start inventory:
for slot, item_codes in decoded_obj["precollected_items"].items():
self.start_inventory[slot] = [NetworkItem(item_code, -2, 0) for item_code in item_codes]
for slot, hints in decoded_obj["precollected_hints"].items():
self.hints[0, slot].update(hints)
# declare slots that aren't players as done
for slot, slot_info in self.slot_info.items():
if slot_info.type.always_goal:
for team in self.clients:
self.client_game_state[team, slot] = ClientStatus.CLIENT_GOAL
if use_embedded_server_options:
server_options = decoded_obj.get("server_options", {})
self._set_options(server_options)
# embedded data package
for game_name, data in decoded_obj.get("datapackage", {}).items():
if game_name in game_data_packages:
data = game_data_packages[game_name]
self.logger.info(f"Loading embedded data package for game {game_name}")
self.gamespackage[game_name] = data
self.item_name_groups[game_name] = data["item_name_groups"]
if "location_name_groups" in data:
self.location_name_groups[game_name] = data["location_name_groups"]
del data["location_name_groups"]
del data["item_name_groups"] # remove from data package, but keep in self.item_name_groups
self._init_game_data()
for game_name, data in self.item_name_groups.items():
self.read_data[f"item_name_groups_{game_name}"] = lambda lgame=game_name: self.item_name_groups[lgame]
for game_name, data in self.location_name_groups.items():
self.read_data[f"location_name_groups_{game_name}"] = lambda lgame=game_name: self.location_name_groups[lgame]
# sorted access spheres
self.spheres = decoded_obj.get("spheres", [])
# saving
def save(self, now=False) -> bool:
if self.saving:
if now:
self.save_dirty = False
return self._save()
self.save_dirty = True
return True
return False
def _save(self, exit_save: bool = False) -> bool:
try:
encoded_save = pickle.dumps(self.get_save())
with open(self.save_filename, "wb") as f:
f.write(zlib.compress(encoded_save))
except Exception as e:
self.logger.exception(e)
return False
else:
return True
def init_save(self, enabled: bool = True):
self.saving = enabled
if self.saving:
if not self.save_filename:
import os
name, ext = os.path.splitext(self.data_filename)
self.save_filename = name + '.apsave' if ext.lower() in ('.archipelago', '.zip') \
else self.data_filename + '_' + 'apsave'
try:
with open(self.save_filename, 'rb') as f:
save_data = restricted_loads(zlib.decompress(f.read()))
self.set_save(save_data)
except FileNotFoundError:
self.logger.error('No save data found, starting a new game')
except Exception as e:
self.logger.exception(e)
self._start_async_saving()
def _start_async_saving(self, atexit_save: bool = True):
if not self.auto_saver_thread:
def save_regularly():
# time.time() is platform dependent, so using the expensive datetime method instead
def get_datetime_second():
now = datetime.datetime.now()
return now.second + now.microsecond * 0.000001
second = get_saving_second(self.seed_name, self.auto_save_interval)
while not self.exit_event.is_set():
try:
next_wakeup = (second - get_datetime_second()) % self.auto_save_interval
time.sleep(max(1.0, next_wakeup))
if self.save_dirty:
self.logger.debug("Saving via thread.")
self._save()
except OperationalError as e:
self.logger.exception(e)
self.logger.info(f"Saving failed. Retry in {self.auto_save_interval} seconds.")
else:
self.save_dirty = False
if not atexit_save: # if atexit is used, that keeps a reference anyway
queue_gc()
self.auto_saver_thread = threading.Thread(target=save_regularly, daemon=True)
self.auto_saver_thread.start()
if atexit_save:
import atexit
atexit.register(self._save, True) # make sure we save on exit too
def get_save(self) -> dict:
self.recheck_hints()
d = {
"version": self.save_version,
"connect_names": self.connect_names,
"received_items": self.received_items,
"hints_used": dict(self.hints_used),
"hints": dict(self.hints),
"location_checks": dict(self.location_checks),
"name_aliases": self.name_aliases,
"client_game_state": dict(self.client_game_state),
"client_activity_timers": tuple(
(key, value.timestamp()) for key, value in self.client_activity_timers.items()),
"client_connection_timers": tuple(
(key, value.timestamp()) for key, value in self.client_connection_timers.items()),
"random_state": self.random.getstate(),
"group_collected": dict(self.group_collected),
"stored_data": self.stored_data,
"game_options": {"hint_cost": self.hint_cost, "location_check_points": self.location_check_points,
"server_password": self.server_password, "password": self.password,
"release_mode": self.release_mode,
"remaining_mode": self.remaining_mode, "collect_mode": self.collect_mode,
"item_cheat": self.item_cheat, "compatibility": self.compatibility}
}
return d
def set_save(self, savedata: dict):
if self.connect_names != savedata["connect_names"]:
raise Exception("This savegame does not appear to match the loaded multiworld.")
if savedata["version"] > self.save_version:
raise Exception("This savegame is newer than the server.")
self.received_items = savedata["received_items"]
self.hints_used.update(savedata["hints_used"])
self.hints.update(savedata["hints"])
self.name_aliases.update(savedata["name_aliases"])
self.client_game_state.update(savedata["client_game_state"])
self.client_connection_timers.update(
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_connection_timers"]})
self.client_activity_timers.update(
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_activity_timers"]})
self.location_checks.update(savedata["location_checks"])
self.random.setstate(savedata["random_state"])
if "game_options" in savedata:
self.hint_cost = savedata["game_options"]["hint_cost"]
self.location_check_points = savedata["game_options"]["location_check_points"]
self.server_password = savedata["game_options"]["server_password"]
self.password = savedata["game_options"]["password"]
self.release_mode = savedata["game_options"]["release_mode"]
self.remaining_mode = savedata["game_options"]["remaining_mode"]
self.collect_mode = savedata["game_options"]["collect_mode"]
self.item_cheat = savedata["game_options"]["item_cheat"]
self.compatibility = savedata["game_options"]["compatibility"]
if "group_collected" in savedata:
self.group_collected = savedata["group_collected"]
if "stored_data" in savedata:
self.stored_data = savedata["stored_data"]
# count items and slots from lists for items_handling = remote
self.logger.info(
f'Loaded save file with {sum([len(v) for k, v in self.received_items.items() if k[2]])} received items '
f'for {sum(k[2] for k in self.received_items)} players')
# rest
def get_hint_cost(self, slot):
if self.hint_cost:
return max(1, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None):
for hint_team, hint_slot in self.hints:
if (team is None or team == hint_team) and (slot is None or slot == hint_slot):
self.hints[hint_team, hint_slot] = {
hint.re_check(self, hint_team) for hint in
self.hints[hint_team, hint_slot]
}
def get_rechecked_hints(self, team: int, slot: int):
self.recheck_hints(team, slot)
return self.hints[team, slot]
def get_sphere(self, player: int, location_id: int) -> int:
"""Get sphere of a location, -1 if spheres are not available."""
if self.spheres:
for i, sphere in enumerate(self.spheres):
if location_id in sphere.get(player, set()):
return i
raise KeyError(f"No Sphere found for location ID {location_id} belonging to player {player}. "
f"Location or player may not exist.")
return -1
def get_players_package(self):
return [NetworkPlayer(t, p, self.get_aliased_name(t, p), n) for (t, p), n in self.player_names.items()]
def slot_set(self, slot) -> typing.Set[int]:
"""Returns the slot IDs that concern that slot,
as in expands groups out and returns back the input for solo."""
return self.groups.get(slot, {slot})
def _set_options(self, server_options: dict):
for key, value in server_options.items():
data_type = self.simple_options.get(key, None)
if data_type is not None:
if value not in {False, True, None}: # some can be boolean OR text, such as password
try:
value = data_type(value)
except Exception as e:
try:
raise Exception(f"Could not set server option {key}, skipping.") from e
except Exception as e:
self.logger.exception(e)
self.logger.debug(f"Setting server option {key} to {value} from supplied multidata")
setattr(self, key, value)
elif key == "disable_item_cheat":
self.item_cheat = not bool(value)
else:
self.logger.debug(f"Unrecognized server option {key}")
def get_aliased_name(self, team: int, slot: int):
if (team, slot) in self.name_aliases:
return f"{self.name_aliases[team, slot]} ({self.player_names[team, slot]})"
else:
return self.player_names[team, slot]
def notify_hints(self, team: int, hints: typing.List[NetUtils.Hint], only_new: bool = False,
recipients: typing.Sequence[int] = None):
"""Send and remember hints."""
if only_new:
hints = [hint for hint in hints if hint not in self.hints[team, hint.finding_player]]
if not hints:
return
new_hint_events: typing.Set[int] = set()
concerns = collections.defaultdict(list)
for hint in sorted(hints, key=operator.attrgetter('found'), reverse=True):
data = (hint, hint.as_network_message())
for player in self.slot_set(hint.receiving_player):
concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = self.clients[team].get(slot)
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
for client in clients:
async_start(self.send_msgs(client, client_hints))
# "events"
def on_goal_achieved(self, client: Client):
finished_msg = f'{self.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1})' \
f' has completed their goal.'
self.broadcast_text_all(finished_msg, {"type": "Goal", "team": client.team, "slot": client.slot})
if "auto" in self.collect_mode:
collect_player(self, client.team, client.slot)
if "auto" in self.release_mode:
release_player(self, client.team, client.slot)
self.save() # save goal completion flag
def on_new_hint(self, team: int, slot: int):
self.on_changed_hints(team, slot)
self.broadcast(self.clients[team][slot], [{
"cmd": "RoomUpdate",
"hint_points": get_slot_points(self, team, slot)
}])
def on_changed_hints(self, team: int, slot: int):
key: str = f"_read_hints_{team}_{slot}"
targets: typing.Set[Client] = set(self.stored_data_notification_clients[key])
if targets:
self.broadcast(targets, [{"cmd": "SetReply", "key": key, "value": self.hints[team, slot]}])
def on_client_status_change(self, team: int, slot: int):
key: str = f"_read_client_status_{team}_{slot}"
targets: typing.Set[Client] = set(self.stored_data_notification_clients[key])
if targets:
self.broadcast(targets, [{"cmd": "SetReply", "key": key, "value": self.client_game_state[team, slot]}])
def update_aliases(ctx: Context, team: int):
cmd = ctx.dumper([{"cmd": "RoomUpdate",
"players": ctx.get_players_package()}])
for clients in ctx.clients[team].values():
for client in clients:
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
try:
if ctx.log_network:
ctx.logger.info("Incoming connection")
await on_client_connected(ctx, client)
if ctx.log_network:
ctx.logger.info("Sent Room Info")
async for data in websocket:
if ctx.log_network:
ctx.logger.info(f"Incoming message: {data}")
for msg in decode(data):
await process_client_cmd(ctx, client, msg)
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
ctx.logger.exception(e)
finally:
if ctx.log_network:
ctx.logger.info("Disconnected")
await ctx.disconnect(client)
async def on_client_connected(ctx: Context, client: Client):
players = []
for team, clients in ctx.clients.items():
for slot, connected_clients in clients.items():
if connected_clients:
name = ctx.player_names[team, slot]
players.append(NetworkPlayer(team, slot, ctx.name_aliases.get((team, slot), name), name))
games = {ctx.games[x] for x in range(1, len(ctx.games) + 1)}
games.add("Archipelago")
await ctx.send_msgs(client, [{
'cmd': 'RoomInfo',
'password': bool(ctx.password),
'games': games,
# tags are for additional features in the communication.
# Name them by feature or fork, as you feel is appropriate.
'tags': ctx.tags,
'version': version_tuple,
'generator_version': ctx.generator_version,
'permissions': get_permissions(ctx),
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_checksums': {game: game_data["checksum"] for game, game_data
in ctx.gamespackage.items() if game in games and "checksum" in game_data},
'seed_name': ctx.seed_name,
'time': time.time(),
}])
def get_permissions(ctx) -> typing.Dict[str, Permission]:
return {
"release": Permission.from_text(ctx.release_mode),
"remaining": Permission.from_text(ctx.remaining_mode),
"collect": Permission.from_text(ctx.collect_mode)
}
async def on_client_disconnected(ctx: Context, client: Client):
if client.auth:
await on_client_left(ctx, client)
_non_game_messages = {"HintGame": "hinting", "Tracker": "tracking", "TextOnly": "viewing"}
""" { tag: ui_message } """
async def on_client_joined(ctx: Context, client: Client):
if ctx.client_game_state[client.team, client.slot] == ClientStatus.CLIENT_UNKNOWN:
update_client_status(ctx, client, ClientStatus.CLIENT_CONNECTED)
version_str = '.'.join(str(x) for x in client.version)
for tag, verb in _non_game_messages.items():
if tag in client.tags:
final_verb = verb
break
else:
final_verb = "playing"
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"{final_verb} {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}.",
{"type": "Join", "team": client.team, "slot": client.slot, "tags": client.tags})
ctx.notify_client(client, "Now that you are connected, "
"you can use !help to list commands to run via the server. "
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
async def on_client_left(ctx: Context, client: Client):
if len(ctx.clients[client.team][client.slot]) < 1:
update_client_status(ctx, client, ClientStatus.CLIENT_UNKNOWN)
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
version_str = '.'.join(str(x) for x in client.version)
for tag, verb in _non_game_messages.items():
if tag in client.tags:
final_verb = f"stopped {verb}"
break
else:
final_verb = "left"
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has {final_verb} the game. "
f"Client({version_str}), {client.tags}.",
{"type": "Part", "team": client.team, "slot": client.slot})
async def countdown(ctx: Context, timer: int):
ctx.broadcast_text_all(f"[Server]: Starting countdown of {timer}s", {"type": "Countdown", "countdown": timer})
if ctx.countdown_timer:
ctx.countdown_timer = timer # timer is already running, set it to a different time
else:
ctx.countdown_timer = timer
while ctx.countdown_timer > 0:
ctx.broadcast_text_all(f"[Server]: {ctx.countdown_timer}",
{"type": "Countdown", "countdown": ctx.countdown_timer})
ctx.countdown_timer -= 1
await asyncio.sleep(1)
ctx.broadcast_text_all(f"[Server]: GO", {"type": "Countdown", "countdown": 0})
ctx.countdown_timer = 0
def get_players_string(ctx: Context):
auth_clients = {(c.team, c.slot) for c in ctx.endpoints if c.auth}
player_names = sorted(ctx.player_names.keys())
current_team = -1
text = ''
total = 0
for team, slot in player_names:
if ctx.slot_info[slot].type == SlotType.player:
total += 1
player_name = ctx.player_names[team, slot]
if team != current_team:
text += f':: Team #{team + 1}: '
current_team = team
if (team, slot) in auth_clients:
text += f'{player_name} '
else:
text += f'({player_name}) '
return f'{len(auth_clients)} players of {total} connected ' + text[:-1]
def get_status_string(ctx: Context, team: int, tag: str):
text = f"Player Status on team {team}:"
for slot in ctx.locations:
connected = len(ctx.clients[team][slot])
tagged = len([client for client in ctx.clients[team][slot] if tag in client.tags])
completion_text = f"({len(ctx.location_checks[team, slot])}/{len(ctx.locations[slot])})"
tag_text = f" {tagged} of which are tagged {tag}" if connected and tag else ""
goal_text = " and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else "."
text += f"\n{ctx.get_aliased_name(team, slot)} has {connected} connection{'' if connected == 1 else 's'}" \
f"{tag_text}{goal_text} {completion_text}"
return text
def get_received_items(ctx: Context, team: int, player: int, remote_items: bool) -> typing.List[NetworkItem]:
return ctx.received_items.setdefault((team, player, remote_items), [])
def get_start_inventory(ctx: Context, player: int, remote_start_inventory: bool) -> typing.List[NetworkItem]:
return ctx.start_inventory.setdefault(player, []) if remote_start_inventory else []
def send_new_items(ctx: Context):
for team, clients in ctx.clients.items():
for slot, clients in clients.items():
for client in clients:
if client.no_items:
continue
start_inventory = get_start_inventory(ctx, slot, client.remote_start_inventory)
items = get_received_items(ctx, team, slot, client.remote_items)
if len(start_inventory) + len(items) > client.send_index:
first_new_item = max(0, client.send_index - len(start_inventory))
async_start(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
"items": start_inventory[client.send_index:] + items[first_new_item:]}]))
client.send_index = len(start_inventory) + len(items)
def update_checked_locations(ctx: Context, team: int, slot: int):
ctx.broadcast(ctx.clients[team][slot],
[{"cmd": "RoomUpdate", "checked_locations": get_checked_checks(ctx, team, slot)}])
def release_player(ctx: Context, team: int, slot: int):
"""register any locations that are in the multidata"""
all_locations = set(ctx.locations[slot])
ctx.broadcast_text_all("%s (Team #%d) has released all remaining items from their world."
% (ctx.player_names[(team, slot)], team + 1),
{"type": "Release", "team": team, "slot": slot})
register_location_checks(ctx, team, slot, all_locations)
update_checked_locations(ctx, team, slot)
def collect_player(ctx: Context, team: int, slot: int, is_group: bool = False):
"""register any locations that are in the multidata, pointing towards this player"""
all_locations = ctx.locations.get_for_player(slot)
ctx.broadcast_text_all("%s (Team #%d) has collected their items from other worlds."
% (ctx.player_names[(team, slot)], team + 1),
{"type": "Collect", "team": team, "slot": slot})
for source_player, location_ids in all_locations.items():
register_location_checks(ctx, team, source_player, location_ids, count_activity=False)