Archipelago/MultiServer.py

1462 lines
64 KiB
Python
Raw Normal View History

from __future__ import annotations
2019-12-09 18:27:56 +00:00
import argparse
import asyncio
import functools
import logging
import zlib
import collections
import typing
import inspect
2020-04-19 12:05:58 +00:00
import weakref
import datetime
import threading
import random
import pickle
2019-12-09 18:27:56 +00:00
2020-01-18 14:45:52 +00:00
import ModuleUpdate
import NetUtils
2020-03-13 02:53:20 +00:00
2020-01-18 14:45:52 +00:00
ModuleUpdate.update()
import websockets
import colorama
2020-03-13 02:53:20 +00:00
import prompt_toolkit
from prompt_toolkit.patch_stdout import patch_stdout
2020-02-17 12:57:48 +00:00
from fuzzywuzzy import process as fuzzy_process
2020-01-18 14:45:52 +00:00
from worlds.AutoWorld import AutoWorldRegister
proxy_worlds = {name: world(None, 0) for name, world in AutoWorldRegister.world_types.items()}
from worlds import network_data_package, lookup_any_item_id_to_name, lookup_any_location_id_to_name
import Utils
from Utils import get_item_name_from_id, get_location_name_from_id, \
2021-06-18 20:15:54 +00:00
version_tuple, restricted_loads, Version
2021-04-07 00:20:03 +00:00
from NetUtils import Node, Endpoint, ClientStatus, NetworkItem, decode, NetworkPlayer
2019-12-09 18:27:56 +00:00
colorama.init()
2021-06-19 01:03:06 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
class Client(Endpoint):
2021-02-21 22:46:05 +00:00
version = Version(0, 0, 0)
tags: typing.List[str] = []
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
super().__init__(socket)
2019-12-09 18:27:56 +00:00
self.auth = False
self.name = None
self.team = None
self.slot = None
self.send_index = 0
self.tags = []
2020-06-27 11:52:03 +00:00
self.messageprocessor = client_message_processor(ctx, self)
2020-04-19 12:05:58 +00:00
self.ctx = weakref.ref(ctx)
team_slot = typing.Tuple[int, int]
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
class Context(Node):
simple_options = {"hint_cost": int,
"location_check_points": int,
"server_password": str,
"password": str,
"forfeit_mode": str,
"remaining_mode": str,
"item_cheat": bool,
"compatibility": int}
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, forfeit_mode: str = "disabled", remaining_mode: str = "disabled",
2020-07-16 14:57:38 +00:00
auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
super(Context, self).__init__()
2020-07-16 14:57:38 +00:00
self.compatibility: int = compatibility
self.shutdown_task = None
2019-12-09 18:27:56 +00:00
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] = {}
2021-06-19 01:03:06 +00:00
self.connect_names = {} # names of slots clients can connect to
self.allow_forfeits = {}
self.remote_items = set()
2021-06-19 01:03:06 +00:00
self.locations: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int]]] = {}
2019-12-09 18:27:56 +00:00
self.host = host
self.port = port
self.server_password = server_password
2019-12-09 18:27:56 +00:00
self.password = password
self.server = None
self.countdown_timer = 0
2019-12-09 18:27:56 +00:00
self.received_items = {}
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
2020-02-22 17:04:35 +00:00
self.hints_used = collections.defaultdict(int)
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.forfeit_mode: str = forfeit_mode
self.remaining_mode: str = remaining_mode
self.item_cheat = item_cheat
self.running = True
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)
2020-05-18 03:40:36 +00:00
self.er_hint_data: typing.Dict[int, typing.Dict[int, str]] = {}
self.auto_shutdown = auto_shutdown
self.commandprocessor = ServerCommandProcessor(self)
2020-06-13 20:49:57 +00:00
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 = None
self.save_dirty = False
2020-10-18 21:07:48 +00:00
self.tags = ['AP']
self.games: typing.Dict[int, str] = {}
self.minimum_client_versions: typing.Dict[int, Utils.Version] = {}
self.seed_name = ""
2021-08-01 15:02:38 +00:00
self.random = random.Random()
2021-05-11 21:08:50 +00:00
def get_hint_cost(self, slot):
if self.hint_cost:
return max(0, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def load(self, multidatapath: str, use_embedded_server_options: bool = False):
2021-07-26 07:12:04 +00:00
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()
2020-07-10 15:42:22 +00:00
2021-07-26 07:12:04 +00:00
self._load(self._decompress(data), use_embedded_server_options)
self.data_filename = multidatapath
@staticmethod
def _decompress(data: bytes) -> dict:
2021-01-03 13:32:32 +00:00
format_version = data[0]
if format_version != 1:
raise Exception("Incompatible multidata.")
return restricted_loads(zlib.decompress(data[1:]))
def _load(self, decoded_obj: dict, use_embedded_server_options: bool):
2021-04-10 19:08:01 +00:00
2021-01-03 13:32:32 +00:00
mdata_ver = decoded_obj["minimum_versions"]["server"]
2021-06-18 20:15:54 +00:00
if mdata_ver > Utils.version_tuple:
2021-05-11 21:08:50 +00:00
raise RuntimeError(f"Supplied Multidata (.archipelago) requires a server of at least version {mdata_ver},"
2021-06-18 20:15:54 +00:00
f"however this server is of version {Utils.version_tuple}")
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
2021-01-03 13:32:32 +00:00
self.minimum_client_versions = {}
for player, version in clients_ver.items():
self.minimum_client_versions[player] = Utils.Version(*version)
for team, names in enumerate(decoded_obj['names']):
for player, name in enumerate(names, 1):
self.player_names[team, player] = name
self.player_name_lookup[name] = team, player
self.seed_name = decoded_obj["seed_name"]
2021-08-01 15:02:38 +00:00
self.random.seed(self.seed_name)
self.connect_names = decoded_obj['connect_names']
self.remote_items = decoded_obj['remote_items']
self.locations = decoded_obj['locations']
self.slot_data = decoded_obj['slot_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()}
2021-04-10 19:08:01 +00:00
self.games = decoded_obj["games"]
# award remote-items start inventory:
for team in range(len(decoded_obj['names'])):
for slot, item_codes in decoded_obj["precollected_items"].items():
if slot in self.remote_items:
self.received_items[team, slot] = [NetworkItem(item_code, -2, 0) for item_code in item_codes]
for slot, hints in decoded_obj["precollected_hints"].items():
2021-05-13 23:25:41 +00:00
self.hints[team, slot].update(hints)
if use_embedded_server_options:
server_options = decoded_obj.get("server_options", {})
self._set_options(server_options)
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 _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:
2021-06-19 01:03:06 +00:00
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:
logging.exception(e)
logging.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:
logging.debug(f"Unrecognized server option {key}")
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
2021-06-19 01:03:06 +00:00
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:
logging.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:
2021-07-26 07:12:04 +00:00
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:
logging.error('No save data found, starting a new game')
except Exception as e:
logging.exception(e)
2020-06-20 18:03:06 +00:00
self._start_async_saving()
def _start_async_saving(self):
if not self.auto_saver_thread:
def save_regularly():
import time
while self.running:
time.sleep(self.auto_save_interval)
if self.save_dirty:
2021-01-03 13:32:32 +00:00
logging.debug("Saving via thread.")
2020-06-20 18:03:06 +00:00
self.save_dirty = False
self._save()
self.auto_saver_thread = threading.Thread(target=save_regularly, daemon=True)
self.auto_saver_thread.start()
2020-07-16 14:57:38 +00:00
import atexit
atexit.register(self._save, True) # make sure we save on exit too
def recheck_hints(self):
for team, slot in self.hints:
self.hints[team, slot] = {
hint.re_check(self, team) for hint in
self.hints[team, slot]
}
def get_save(self) -> dict:
self.recheck_hints()
2020-04-22 13:50:14 +00:00
d = {
2021-05-12 23:58:53 +00:00
"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),
2020-06-23 12:01:01 +00:00
"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()),
2021-08-01 15:02:38 +00:00
"random_state": self.random.getstate()
}
2021-05-12 23:58:53 +00:00
2020-04-22 13:50:14 +00:00
return d
def set_save(self, savedata: dict):
2021-05-12 23:58:53 +00:00
if self.connect_names != savedata["connect_names"]:
raise Exception("This savegame does not appear to match the loaded multiworld.")
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"]})
2021-05-12 23:58:53 +00:00
self.location_checks.update(savedata["location_checks"])
2021-08-01 15:02:38 +00:00
self.random.setstate(savedata["random_state"])
2021-05-12 23:58:53 +00:00
logging.info(f'Loaded save file with {sum([len(p) for p in self.received_items.values()])} received items '
f'for {len(self.received_items)} players')
2019-12-09 18:27:56 +00:00
2020-04-23 04:16:54 +00:00
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]
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def notify_all(self, text):
logging.info("Notice (all): %s" % text)
2021-02-21 22:46:05 +00:00
self.broadcast_all([{"cmd": "Print", "text": text}])
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def notify_client(self, client: Client, text: str):
if not client.auth:
return
logging.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
2021-02-21 22:46:05 +00:00
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str]):
if not client.auth:
return
2021-02-21 22:46:05 +00:00
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text} for text in texts]))
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def broadcast_team(self, team, msgs):
msgs = self.dumper(msgs)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for client in self.endpoints:
if client.auth and client.team == team:
asyncio.create_task(self.send_encoded_msgs(client, msgs))
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def broadcast_all(self, msgs):
2021-02-21 22:46:05 +00:00
msgs = self.dumper(msgs)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for endpoint in self.endpoints:
if endpoint.auth:
asyncio.create_task(self.send_encoded_msgs(endpoint, msgs))
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
async def disconnect(self, endpoint):
await super(Context, self).disconnect(endpoint)
await on_client_disconnected(self, endpoint)
def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint]):
2021-05-12 23:37:50 +00:00
concerns = collections.defaultdict(list)
for hint in hints:
net_msg = hint.as_network_message()
concerns[hint.receiving_player].append(net_msg)
if not hint.local:
concerns[hint.finding_player].append(net_msg)
for text in (format_hint(ctx, team, hint) for hint in hints):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for client in ctx.endpoints:
if client.auth and client.team == team:
2021-05-12 23:37:50 +00:00
client_hints = concerns[client.slot]
if client_hints:
asyncio.create_task(ctx.send_msgs(client, client_hints))
2020-04-23 04:16:54 +00:00
def update_aliases(ctx: Context, team: int, client: typing.Optional[Client] = None):
2021-02-21 22:46:05 +00:00
cmd = ctx.dumper([{"cmd": "RoomUpdate",
"players": ctx.get_players_package()}])
2020-04-23 04:16:54 +00:00
if client is None:
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for client in ctx.endpoints:
if client.team == team and client.auth:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
2020-04-23 04:16:54 +00:00
else:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
2020-04-23 04:16:54 +00:00
async def server(websocket, path, ctx: Context):
client = Client(websocket, ctx)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.endpoints.append(client)
2019-12-09 18:27:56 +00:00
try:
2021-04-07 00:37:21 +00:00
if ctx.log_network:
logging.info("Incoming connection")
2019-12-09 18:27:56 +00:00
await on_client_connected(ctx, client)
2021-04-07 00:37:21 +00:00
if ctx.log_network:
logging.info("Sent Room Info")
2019-12-09 18:27:56 +00:00
async for data in websocket:
2021-04-07 00:37:21 +00:00
if ctx.log_network:
logging.info(f"Incoming message: {data}")
2021-02-21 22:46:05 +00:00
for msg in decode(data):
await process_client_cmd(ctx, client, msg)
2019-12-09 18:27:56 +00:00
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
2019-12-09 18:27:56 +00:00
logging.exception(e)
finally:
2021-06-19 01:03:06 +00:00
if ctx.log_network:
logging.info("Disconnected")
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
await ctx.disconnect(client)
2019-12-09 18:27:56 +00:00
2020-02-22 17:09:25 +00:00
async def on_client_connected(ctx: Context, client: Client):
2021-02-21 22:46:05 +00:00
await ctx.send_msgs(client, [{
'cmd': 'RoomInfo',
2020-01-15 02:00:30 +00:00
'password': ctx.password is not None,
2021-06-19 01:03:06 +00:00
'players': [
NetworkPlayer(client.team, client.slot, ctx.name_aliases.get((client.team, client.slot), client.name),
client.name) for client
in ctx.endpoints if client.auth],
2020-02-16 14:35:01 +00:00
# tags are for additional features in the communication.
# Name them by feature or fork, as you feel is appropriate.
2020-06-27 11:52:03 +00:00
'tags': ctx.tags,
2021-06-18 20:15:54 +00:00
'version': Utils.version_tuple,
2020-05-30 09:36:59 +00:00
'forfeit_mode': ctx.forfeit_mode,
'remaining_mode': ctx.remaining_mode,
2020-06-27 11:52:03 +00:00
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_version': network_data_package["version"],
'datapackage_versions': {game: game_data["version"] for game, game_data
in network_data_package["games"].items()},
'seed_name': ctx.seed_name
2021-02-21 22:46:05 +00:00
}])
2019-12-09 18:27:56 +00:00
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2020-02-22 17:09:25 +00:00
async def on_client_disconnected(ctx: Context, client: Client):
2019-12-09 18:27:56 +00:00
if client.auth:
await on_client_left(ctx, client)
2020-04-23 04:16:54 +00:00
2020-02-22 17:09:25 +00:00
async def on_client_joined(ctx: Context, client: Client):
2021-04-01 09:40:58 +00:00
update_client_status(ctx, client, ClientStatus.CLIENT_CONNECTED)
version_str = '.'.join(str(x) for x in client.version)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.notify_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"playing {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}).")
2020-06-23 12:01:01 +00:00
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
2019-12-09 18:27:56 +00:00
2021-06-19 01:03:06 +00:00
2020-02-22 17:09:25 +00:00
async def on_client_left(ctx: Context, client: Client):
2021-04-01 09:40:58 +00:00
update_client_status(ctx, client, ClientStatus.CLIENT_UNKNOWN)
2021-06-19 01:03:06 +00:00
ctx.notify_all(
"%s (Team #%d) has left the game" % (ctx.get_aliased_name(client.team, client.slot), client.team + 1))
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
2019-12-09 18:27:56 +00:00
2020-02-22 17:09:25 +00:00
async def countdown(ctx: Context, timer):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.notify_all(f'[Server]: Starting countdown of {timer}s')
if ctx.countdown_timer:
2020-03-11 22:08:16 +00:00
ctx.countdown_timer = timer # timer is already running, set it to a different time
else:
ctx.countdown_timer = timer
2020-03-11 22:08:16 +00:00
while ctx.countdown_timer > 0:
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.notify_all(f'[Server]: {ctx.countdown_timer}')
2020-03-11 22:08:16 +00:00
ctx.countdown_timer -= 1
await asyncio.sleep(1)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.notify_all(f'[Server]: GO')
2020-07-05 19:46:44 +00:00
ctx.countdown_timer = 0
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
2020-04-19 12:51:48 +00:00
def get_players_string(ctx: Context):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
auth_clients = {(c.team, c.slot) for c in ctx.endpoints if c.auth}
2019-12-09 18:27:56 +00:00
player_names = sorted(ctx.player_names.keys())
2020-03-05 01:31:26 +00:00
current_team = -1
text = ''
for team, slot in player_names:
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 {len(ctx.player_names)} connected ' + text[:-1]
2019-12-09 18:27:56 +00:00
def get_received_items(ctx: Context, team: int, player: int) -> typing.List[NetworkItem]:
return ctx.received_items.setdefault((team, player), [])
2019-12-09 18:27:56 +00:00
2020-02-22 17:09:25 +00:00
def send_new_items(ctx: Context):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for client in ctx.endpoints:
2021-06-19 01:03:06 +00:00
if client.auth: # can't send to disconnected client
items = get_received_items(ctx, client.team, client.slot)
if len(items) > client.send_index:
asyncio.create_task(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
2021-05-11 21:08:50 +00:00
"items": items[client.send_index:]}]))
client.send_index = len(items)
2019-12-09 18:27:56 +00:00
2020-02-22 17:09:25 +00:00
def forfeit_player(ctx: Context, team: int, slot: int):
# register any locations that are in the multidata
2021-05-11 21:08:50 +00:00
all_locations = set(ctx.locations[slot])
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
register_location_checks(ctx, team, slot, all_locations)
2019-12-09 18:27:56 +00:00
def get_remaining(ctx: Context, team: int, slot: int) -> typing.List[int]:
items = []
2021-05-11 21:08:50 +00:00
for location_id in ctx.locations[slot]:
if location_id not in ctx.location_checks[team, slot]:
items.append(ctx.locations[slot][location_id][0]) # item ID
return sorted(items)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int]):
new_locations = set(locations) - ctx.location_checks[team, slot]
if new_locations:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
for location in new_locations:
2021-05-11 21:08:50 +00:00
if location in ctx.locations[slot]:
item_id, target_player = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot)
if target_player != slot or slot in ctx.remote_items:
get_received_items(ctx, team, target_player).append(new_item)
logging.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], get_item_name_from_id(item_id),
ctx.player_names[(team, target_player)], get_location_name_from_id(location)))
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
for client in ctx.endpoints:
if client.team == team and client.slot == slot:
asyncio.create_task(ctx.send_msgs(client, [{"cmd": "RoomUpdate",
"hint_points": get_client_points(ctx, client)}]))
2020-06-21 15:04:25 +00:00
ctx.save()
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def notify_team(ctx: Context, team: int, text: str):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
ctx.broadcast_team(team, [['Print', {"text": text}]])
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
def collect_hints(ctx: Context, team: int, slot: int, item: str) -> typing.List[NetUtils.Hint]:
hints = []
seeked_item_id = proxy_worlds[ctx.games[slot]].item_name_to_id[item]
2021-05-11 21:08:50 +00:00
for finding_player, check_data in ctx.locations.items():
for location_id, result in check_data.items():
item_id, receiving_player = result
if receiving_player == slot and item_id == seeked_item_id:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance))
return hints
2020-02-22 17:09:25 +00:00
def collect_hints_location(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
seeked_location: int = proxy_worlds[ctx.games[slot]].location_name_to_id[location]
2021-05-11 21:08:50 +00:00
item_id, receiving_player = ctx.locations[slot].get(seeked_location, (None, None))
if item_id:
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance)]
return []
2020-02-22 17:09:25 +00:00
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
2020-05-18 03:40:36 +00:00
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
2021-04-01 09:40:58 +00:00
f"{lookup_any_item_id_to_name[hint.item]} is " \
f"at {get_location_name_from_id(hint.location)} " \
2020-05-18 03:40:36 +00:00
f"in {ctx.player_names[team, hint.finding_player]}'s World"
if hint.entrance:
text += f" at {hint.entrance}"
return text + (". (found)" if hint.found else ".")
2021-06-19 01:03:06 +00:00
def json_format_send_event(net_item: NetworkItem, receiving_player: int):
parts = []
NetUtils.add_json_text(parts, net_item.player, type=NetUtils.JSONTypes.player_id)
2021-04-03 18:02:15 +00:00
if net_item.player == receiving_player:
NetUtils.add_json_text(parts, " found their ")
NetUtils.add_json_text(parts, net_item.item, type=NetUtils.JSONTypes.item_id)
else:
NetUtils.add_json_text(parts, " sent ")
NetUtils.add_json_text(parts, net_item.item, type=NetUtils.JSONTypes.item_id)
NetUtils.add_json_text(parts, " to ")
NetUtils.add_json_text(parts, receiving_player, type=NetUtils.JSONTypes.player_id)
NetUtils.add_json_text(parts, " (")
NetUtils.add_json_text(parts, net_item.location, type=NetUtils.JSONTypes.location_id)
NetUtils.add_json_text(parts, ")")
return {"cmd": "PrintJSON", "data": parts, "type": "ItemSend",
2021-06-30 18:57:00 +00:00
"receiving": receiving_player,
"item": net_item}
2020-02-22 17:09:25 +00:00
2021-06-19 01:03:06 +00:00
def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bool, str]:
2020-02-17 12:57:48 +00:00
picks = fuzzy_process.extract(input_text, possible_answers, limit=2)
if len(picks) > 1:
dif = picks[0][1] - picks[1][1]
if picks[0][1] == 100:
return picks[0][0], True, "Perfect Match"
elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches, " \
f"did you mean {picks[0][0]}? ({picks[0][1]}% sure)"
elif dif > 5:
return picks[0][0], True, "Close Match"
else:
return picks[0][0], False, f"Too many close matches, did you mean {picks[0][0]}? ({picks[0][1]}% sure)"
2020-02-17 12:57:48 +00:00
else:
if picks[0][1] > 90:
return picks[0][0], True, "Only Option Match"
else:
return picks[0][0], False, f"Did you mean {picks[0][0]}? ({picks[0][1]}% sure)"
2020-02-22 17:09:25 +00:00
class CommandMeta(type):
def __new__(cls, name, bases, attrs):
commands = attrs["commands"] = {}
for base in bases:
commands.update(base.commands)
commands.update({command_name[5:]: method for command_name, method in attrs.items() if
command_name.startswith("_cmd_")})
return super(CommandMeta, cls).__new__(cls, name, bases, attrs)
def mark_raw(function):
function.raw_text = True
return function
class CommandProcessor(metaclass=CommandMeta):
commands: typing.Dict[str, typing.Callable]
client = None
marker = "/"
def output(self, text: str):
print(text)
2020-04-21 04:26:51 +00:00
def __call__(self, raw: str) -> typing.Optional[bool]:
if not raw:
return
try:
command = raw.split()
basecommand = command[0]
if basecommand[0] == self.marker:
method = self.commands.get(basecommand[1:].lower(), None)
if not method:
self._error_unknown_command(basecommand[1:])
else:
if getattr(method, "raw_text", False): # method is requesting unprocessed text data
arg = raw.split(maxsplit=1)
if len(arg) > 1:
2020-04-21 04:26:51 +00:00
return method(self, arg[1]) # argument text was found, so pass it along
else:
2020-04-21 04:26:51 +00:00
return method(self) # argument may be optional, try running without args
else:
2020-04-21 04:26:51 +00:00
return method(self, *command[1:]) # pass each word as argument
else:
self.default(raw)
except Exception as e:
self._error_parsing_command(e)
def get_help_text(self) -> str:
s = ""
for command, method in self.commands.items():
spec = inspect.signature(method).parameters
argtext = ""
for argname, parameter in spec.items():
if argname == "self":
continue
2020-04-15 07:56:28 +00:00
if isinstance(parameter.default, str):
2020-04-15 07:56:28 +00:00
if not parameter.default:
argname = f"[{argname}]"
else:
argname += "=" + parameter.default
argtext += argname
argtext += " "
s += f"{self.marker}{command} {argtext}\n {method.__doc__}\n"
return s
def _cmd_help(self):
"""Returns the help listing"""
self.output(self.get_help_text())
def _cmd_license(self):
"""Returns the licensing information"""
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
license = getattr(CommandProcessor, "license", None)
if not license:
with open(Utils.local_path("LICENSE")) as f:
CommandProcessor.license = f.read()
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
self.output(CommandProcessor.license)
def default(self, raw: str):
self.output("Echo: " + raw)
def _error_unknown_command(self, raw: str):
self.output(f"Could not find command {raw}. Known commands: {', '.join(self.commands)}")
def _error_parsing_command(self, exception: Exception):
import traceback
self.output(traceback.format_exc())
2020-07-05 19:45:52 +00:00
class CommonCommandProcessor(CommandProcessor):
ctx: Context
def _cmd_countdown(self, seconds: str = "10") -> bool:
"""Start a countdown in seconds"""
try:
timer = int(seconds, 10)
except ValueError:
timer = 10
asyncio.create_task(countdown(self.ctx, timer))
return True
def _cmd_options(self):
"""List all current options. Warning: lists password."""
self.output("Current options:")
for option in self.ctx.simple_options:
2021-06-19 01:03:06 +00:00
if option == "server_password" and self.marker == "!": # Do not display the server password to the client.
self.output(f"Option server_password is set to {('*' * random.randint(4, 16))}")
else:
self.output(f"Option {option} is set to {getattr(self.ctx, option)}")
2020-07-05 19:45:52 +00:00
2021-06-19 01:03:06 +00:00
class ClientMessageProcessor(CommonCommandProcessor):
marker = "!"
def __init__(self, ctx: Context, client: Client):
self.ctx = ctx
self.client = client
def __call__(self, raw: str) -> typing.Optional[bool]:
if not raw.startswith("!admin"):
self.ctx.notify_all(self.ctx.get_aliased_name(self.client.team, self.client.slot) + ': ' + raw)
return super(ClientMessageProcessor, self).__call__(raw)
def output(self, text):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
self.ctx.notify_client(self.client, text)
def default(self, raw: str):
pass # default is client sending just text
def is_authenticated(self):
return self.ctx.commandprocessor.client == self.client
@mark_raw
def _cmd_admin(self, command: str = ""):
"""Allow remote administration of the multiworld server"""
output = f"!admin {command}"
2021-06-19 01:03:06 +00:00
if output.lower().startswith(
"!admin login"): # disallow others from seeing the supplied password, whether or not it is correct.
output = f"!admin login {('*' * random.randint(4, 16))}"
2021-06-19 01:03:06 +00:00
elif output.lower().startswith(
"!admin /option server_password"): # disallow others from knowing what the new remote administration password is.
output = f"!admin /option server_password {('*' * random.randint(4, 16))}"
2021-06-19 01:03:06 +00:00
self.ctx.notify_all(self.ctx.get_aliased_name(self.client.team,
self.client.slot) + ': ' + output) # Otherwise notify the others what is happening.
if not self.ctx.server_password:
self.output("Sorry, Remote administration is disabled")
return False
if not command:
if self.is_authenticated():
2021-06-19 01:03:06 +00:00
self.output(
"Usage: !admin [Server command].\nUse !admin /help for help.\nUse !admin logout to log out of the current session.")
else:
self.output("Usage: !admin login [password]")
return True
if command.startswith("login "):
if command == f"login {self.ctx.server_password}":
self.output("Login successful. You can now issue server side commands.")
self.ctx.commandprocessor.client = self.client
return True
else:
self.output("Password incorrect.")
return False
if not self.is_authenticated():
self.output("You must first login using !admin login [password]")
return False
if command == "logout":
self.output("Logout successful. You can no longer issue server side commands.")
self.ctx.commandprocessor.client = None
return True
return self.ctx.commandprocessor(command)
2020-04-21 04:26:51 +00:00
def _cmd_players(self) -> bool:
"""Get information about connected and missing players"""
if len(self.ctx.player_names) < 10:
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
self.ctx.notify_all(get_players_string(self.ctx))
else:
self.output(get_players_string(self.ctx))
return True
2020-04-21 04:26:51 +00:00
def _cmd_forfeit(self) -> bool:
"""Surrender and send your remaining items out to their recipients"""
if self.ctx.allow_forfeits.get((self.client.team, self.client.slot), False):
forfeit_player(self.ctx, self.client.team, self.client.slot)
return True
if "enabled" in self.ctx.forfeit_mode:
2020-04-16 13:40:31 +00:00
forfeit_player(self.ctx, self.client.team, self.client.slot)
2020-04-21 04:26:51 +00:00
return True
elif "disabled" in self.ctx.forfeit_mode:
2020-04-16 13:40:31 +00:00
self.output(
"Sorry, client forfeiting has been disabled on this server. You can ask the server admin for a /forfeit")
2020-04-21 04:26:51 +00:00
return False
else: # is auto or goal
2021-04-01 09:40:58 +00:00
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
forfeit_player(self.ctx, self.client.team, self.client.slot)
return True
else:
self.output(
"Sorry, client forfeiting requires you to have beaten the game on this server."
" You can ask the server admin for a /forfeit")
return False
def _cmd_remaining(self) -> bool:
"""List remaining items in your game, but not their location or recipient"""
if self.ctx.remaining_mode == "enabled":
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(lookup_any_item_id_to_name.get(item_id, "unknown item")
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
return True
elif self.ctx.remaining_mode == "disabled":
self.output(
"Sorry, !remaining has been disabled on this server.")
return False
else: # is goal
2021-04-01 09:40:58 +00:00
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(lookup_any_item_id_to_name.get(item_id, "unknown item")
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
return True
else:
self.output(
"Sorry, !remaining requires you to have beaten the game on this server")
return False
2020-04-21 04:26:51 +00:00
def _cmd_missing(self) -> bool:
"""List all missing location checks from the server's perspective"""
2020-06-15 20:07:43 +00:00
locations = get_missing_checks(self.ctx, self.client)
if locations:
texts = [f'Missing: {get_location_name_from_id(location)}' for location in locations]
texts.append(f"Found {len(locations)} missing location checks")
self.ctx.notify_client_multiple(self.client, texts)
else:
self.output("No missing location checks found.")
2020-04-21 04:26:51 +00:00
return True
2020-04-23 04:16:54 +00:00
@mark_raw
def _cmd_alias(self, alias_name: str = ""):
"""Set your alias to the passed name."""
2020-04-23 04:16:54 +00:00
if alias_name:
alias_name = alias_name[:16].strip()
2020-04-23 04:16:54 +00:00
self.ctx.name_aliases[self.client.team, self.client.slot] = alias_name
self.output(f"Hello, {alias_name}")
update_aliases(self.ctx, self.client.team)
self.ctx.save()
2020-04-23 04:16:54 +00:00
return True
elif (self.client.team, self.client.slot) in self.ctx.name_aliases:
del (self.ctx.name_aliases[self.client.team, self.client.slot])
self.output("Removed Alias")
update_aliases(self.ctx, self.client.team)
self.ctx.save()
2020-04-23 04:16:54 +00:00
return True
return False
@mark_raw
2020-04-21 04:26:51 +00:00
def _cmd_getitem(self, item_name: str) -> bool:
"""Cheat in an item, if it is enabled on this server"""
if self.ctx.item_cheat:
world = proxy_worlds[self.ctx.games[self.client.slot]]
item_name, usable, response = get_intended_text(item_name,
world.item_names)
if usable:
new_item = NetworkItem(world.create_item(item_name).code, -1, self.client.slot)
get_received_items(self.ctx, self.client.team, self.client.slot).append(new_item)
2021-06-19 01:03:06 +00:00
self.ctx.notify_all(
'Cheat console: sending "' + item_name + '" to ' + self.ctx.get_aliased_name(self.client.team,
self.client.slot))
send_new_items(self.ctx)
2020-04-21 04:26:51 +00:00
return True
else:
self.output(response)
2020-04-21 04:26:51 +00:00
return False
else:
self.output("Cheating is disabled.")
2020-04-21 04:26:51 +00:00
return False
@mark_raw
2020-04-21 04:26:51 +00:00
def _cmd_hint(self, item_or_location: str = "") -> bool:
"""Use !hint {item_name/location_name},
for example !hint Lamp or !hint Link's House to get a spoiler peek for that location or item.
If hint costs are on, this will only give you one new result,
you can rerun the command to get more in that case."""
2020-06-15 04:30:51 +00:00
points_available = get_client_points(self.ctx, self.client)
if not item_or_location:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]}
self.ctx.hints[self.client.team, self.client.slot] = hints
notify_hints(self.ctx, self.client.team, list(hints))
self.output(f"A hint costs {self.ctx.get_hint_cost(self.client.slot)} points. "
f"You have {points_available} points.")
2020-04-21 04:26:51 +00:00
return True
else:
world = proxy_worlds[self.ctx.games[self.client.slot]]
item_name, usable, response = get_intended_text(item_or_location, world.all_names)
if usable:
if item_name in world.hint_blacklist:
self.output(f"Sorry, \"{item_name}\" is marked as non-hintable.")
hints = []
elif item_name in world.item_name_groups:
2020-06-06 22:19:19 +00:00
hints = []
for item in world.item_name_groups[item_name]:
2020-06-06 22:19:19 +00:00
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item))
elif item_name in world.item_names: # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, item_name)
else: # location name
hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
2021-05-11 21:08:50 +00:00
cost = self.ctx.get_hint_cost(self.client.slot)
if hints:
2020-04-22 13:50:14 +00:00
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
old_hints = set(hints) - new_hints
if old_hints:
notify_hints(self.ctx, self.client.team, list(old_hints))
if not new_hints:
self.output("Hint was previously used, no points deducted.")
if new_hints:
found_hints = [hint for hint in new_hints if hint.found]
not_found_hints = [hint for hint in new_hints if not hint.found]
if not not_found_hints: # everything's been found, no need to pay
2020-06-07 00:13:41 +00:00
can_pay = 1000
2021-05-11 21:08:50 +00:00
elif cost:
can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
else:
2020-06-07 00:13:41 +00:00
can_pay = 1000
2021-08-01 15:02:38 +00:00
self.ctx.random.shuffle(not_found_hints)
2020-06-07 00:13:41 +00:00
hints = found_hints
while can_pay > 0:
if not not_found_hints:
break
hint = not_found_hints.pop()
hints.append(hint)
can_pay -= 1
self.ctx.hints_used[self.client.team, self.client.slot] += 1
if not hint.found:
self.ctx.hints[self.client.team, hint.finding_player].add(hint)
self.ctx.hints[self.client.team, hint.receiving_player].add(hint)
if not_found_hints:
if hints:
self.output(
"There may be more hintables, you can rerun the command to find more.")
2020-06-07 00:13:41 +00:00
else:
self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least "
2021-05-11 21:08:50 +00:00
f"{self.ctx.get_hint_cost(self.client.slot)}")
notify_hints(self.ctx, self.client.team, hints)
self.ctx.save()
return True
2020-06-07 00:13:41 +00:00
else:
self.output("Nothing found. Item/Location may not exist.")
2020-04-21 04:26:51 +00:00
return False
else:
self.output(response)
2020-04-21 04:26:51 +00:00
return False
def get_checked_checks(ctx: Context, client: Client) -> typing.List[int]:
return [location_id for
2021-05-11 21:08:50 +00:00
location_id in ctx.locations[client.slot] if
location_id in ctx.location_checks[client.team, client.slot]]
def get_missing_checks(ctx: Context, client: Client) -> typing.List[int]:
return [location_id for
2021-05-11 21:08:50 +00:00
location_id in ctx.locations[client.slot] if
location_id not in ctx.location_checks[client.team, client.slot]]
2020-06-15 04:30:51 +00:00
def get_client_points(ctx: Context, client: Client) -> int:
return (ctx.location_check_points * len(ctx.location_checks[client.team, client.slot]) -
2021-05-11 21:08:50 +00:00
ctx.get_hint_cost(client.slot) * ctx.hints_used[client.team, client.slot])
2020-06-15 04:30:51 +00:00
2021-02-21 22:46:05 +00:00
async def process_client_cmd(ctx: Context, client: Client, args: dict):
2021-02-21 22:54:08 +00:00
try:
2021-06-19 01:03:06 +00:00
cmd: str = args["cmd"]
2021-02-21 22:54:08 +00:00
except:
logging.exception(f"Could not get command from {args}")
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": f"Could not get command from {args} at `cmd`"}])
2021-02-21 22:54:08 +00:00
raise
2021-02-21 22:46:05 +00:00
2019-12-09 18:27:56 +00:00
if type(cmd) is not str:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": f"Command should be str, got {type(cmd)}"}])
return
2019-12-09 18:27:56 +00:00
if cmd == 'Connect':
if not args or 'password' not in args or type(args['password']) not in [str, type(None)] or \
'game' not in args:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", 'text': 'Connect'}])
2019-12-09 18:27:56 +00:00
return
errors = set()
if ctx.password and args['password'] != ctx.password:
2019-12-09 18:27:56 +00:00
errors.add('InvalidPassword')
if args['name'] not in ctx.connect_names:
logging.info((args["name"], ctx.connect_names))
errors.add('InvalidSlot')
2019-12-09 18:27:56 +00:00
else:
team, slot = ctx.connect_names[args['name']]
2021-04-10 19:08:01 +00:00
game = ctx.games[slot]
if args['game'] != game:
errors.add('InvalidSlot')
# this can only ever be 0 or 1 elements
clients = [c for c in ctx.endpoints if c.auth and c.slot == slot and c.team == team]
if clients:
# likely same player with a "ghosted" slot. We bust the ghost.
if "uuid" in args and ctx.client_ids[team, slot] == args["uuid"]:
2021-07-20 19:19:53 +00:00
await ctx.send_msgs(clients[0], [{"cmd": "Print", "text": "You are getting kicked "
"by yourself reconnecting."}])
await clients[0].socket.close() # we have to await the DC of the ghost, so not to create data pasta
client.name = ctx.player_names[(team, slot)]
client.team = team
client.slot = slot
else:
errors.add('SlotAlreadyTaken')
else:
client.name = ctx.player_names[(team, slot)]
client.team = team
client.slot = slot
minver = ctx.minimum_client_versions[slot]
2021-02-21 22:46:05 +00:00
if minver > args['version']:
errors.add('IncompatibleVersion')
# only exact version match allowed
2021-06-18 20:15:54 +00:00
if ctx.compatibility == 0 and args['version'] != version_tuple:
2020-07-16 14:57:38 +00:00
errors.add('IncompatibleVersion')
2019-12-09 18:27:56 +00:00
if errors:
2021-06-29 01:11:48 +00:00
logging.info(f"A client connection was refused due to: {errors}, the sent connect information was {args}.")
2021-02-21 22:46:05 +00:00
await ctx.send_msgs(client, [{"cmd": "ConnectionRefused", "errors": list(errors)}])
2019-12-09 18:27:56 +00:00
else:
ctx.client_ids[client.team, client.slot] = args["uuid"]
2019-12-09 18:27:56 +00:00
client.auth = True
client.version = args['version']
client.tags = args['tags']
2021-02-21 22:46:05 +00:00
reply = [{
"cmd": "Connected",
"team": client.team, "slot": client.slot,
"players": ctx.get_players_package(),
"missing_locations": get_missing_checks(ctx, client),
"checked_locations": get_checked_checks(ctx, client),
# get is needed for old multidata that was sparsely populated
"slot_data": ctx.slot_data.get(client.slot, {})
}]
2019-12-09 18:27:56 +00:00
items = get_received_items(ctx, client.team, client.slot)
if items:
2021-05-11 21:08:50 +00:00
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": items})
2019-12-09 18:27:56 +00:00
client.send_index = len(items)
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
await ctx.send_msgs(client, reply)
2019-12-09 18:27:56 +00:00
await on_client_joined(ctx, client)
elif cmd == "GetDataPackage":
exclusions = set(args.get("exclusions", []))
2021-07-14 08:35:00 +00:00
if exclusions:
games = {name: game_data for name, game_data in network_data_package["games"].items()
if name not in exclusions}
package = network_data_package.copy()
package["games"] = games
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": package}])
else:
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": network_data_package}])
elif client.auth:
if cmd == 'Sync':
items = get_received_items(ctx, client.team, client.slot)
if items:
client.send_index = len(items)
2021-06-19 01:03:06 +00:00
await ctx.send_msgs(client, [{"cmd": "ReceivedItems", "index": 0,
2021-05-11 21:08:50 +00:00
"items": items}])
2019-12-09 18:27:56 +00:00
elif cmd == 'LocationChecks':
register_location_checks(ctx, client.team, client.slot, args["locations"])
2019-12-09 18:27:56 +00:00
elif cmd == 'LocationScouts':
locs = []
for location in args["locations"]:
if type(location) is not int or location not in lookup_any_location_id_to_name:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts'}])
return
2021-05-11 21:08:50 +00:00
target_item, target_player = ctx.locations[client.slot][location]
locs.append(NetworkItem(target_item, location, target_player))
2021-02-21 22:46:05 +00:00
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
if cmd == 'Say':
if "text" not in args or type(args["text"]) is not str or not args["text"].isprintable():
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'Say'}])
return
client.messageprocessor(args["text"])
2019-12-09 18:27:56 +00:00
2021-06-19 01:03:06 +00:00
2021-04-01 09:40:58 +00:00
def update_client_status(ctx: Context, client: Client, new_status: ClientStatus):
current = ctx.client_game_state[client.team, client.slot]
2021-04-01 09:40:58 +00:00
if current != ClientStatus.CLIENT_GOAL: # can't undo goal completion
if new_status == ClientStatus.CLIENT_GOAL:
finished_msg = f'{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has completed their goal.'
ctx.notify_all(finished_msg)
if "auto" in ctx.forfeit_mode:
forfeit_player(ctx, client.team, client.slot)
ctx.client_game_state[client.team, client.slot] = new_status
2020-02-17 12:57:48 +00:00
2021-06-19 01:03:06 +00:00
2020-07-05 19:45:52 +00:00
class ServerCommandProcessor(CommonCommandProcessor):
def __init__(self, ctx: Context):
self.ctx = ctx
super(ServerCommandProcessor, self).__init__()
def output(self, text: str):
if self.client:
self.ctx.notify_client(self.client, text)
super(ServerCommandProcessor, self).output(text)
def default(self, raw: str):
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
self.ctx.notify_all('[Server]: ' + raw)
@mark_raw
2020-04-21 04:26:51 +00:00
def _cmd_kick(self, player_name: str) -> bool:
"""Kick specified player from the server"""
WebUI (#100) * Object-Oriented base changes for web-ui prep * remove debug raise * optimize broadcast to serialize once * Implement WebUI socket, static assets, and classes - Still need to wrap logging functions and send output to UI - UI commands are successfully being sent to the server * GUI operational. Wrap logging functions, implement server address selection on GUI, automatically launch web browser when client websocket is served * Update MultiServer status when a user disconnects / reconnects * Implement colored item and hint checks, improve GUI readability * Fix improper formatting on received items * Update SNES connection status on disconnect / reconnect. Implement itemFound, prevent accidentally printing JS objects * Minor text change for itemFound * Fixed a very wrong comment * Fixed client commands not working, fixed un-helpful error messages appearing in GUI * Fix a bug causing a failure to connect to a multiworld server if a previously existing cached address was present and the client was loaded without an address passed in * Convert WebUI to React /w Redux. WebSocket communications not yet operational. * WebUI fully converted to React / Redux. - Websocket communication operational - Added a button to connect to the multiserver which appears only when a SNES is connected and a server connection is not active * Restore some features lost in WebUI - Restore (found) notification on hints if the item has already been obtained - Restore (x/y) indicator on received items, which indicates the number of items the client is waiting to receive from the client in a queue * Fix a grammatical UI big causing player names to show only an apostrophe when possessive * Add support for multiple SNES Devices, and switching between them * freeze support for client * make sure flask works when frozen * UI Improvements - Hint messages now actually show a found status via ✔ and ❌ emoji - Active player name is always a different color than other players (orange for now) - Add a toggle to show only entries relevant to the active player - Added a WidgetArea - Added a notes widget * Received items now marked as relevant * Include production build for deployment * Notes now survive a browser close. Minimum width applied to monitor to prevent CSS issues. * include webUi folder in setup.py * Bugfixes for Monitor - Fix a bug causing the monitor window to grow beyond it's intended content limit - Reduced monitor content limit to 200 items - Ensured each monitor entry has a unique key * Prevent eslint from yelling at me about stupid things * Add button to collapse sidebar, press enter on empty server input to disconnect on purpose * WebUI is now aware of client disconnect, message log limit increased to 350, fix !missing output * Update WebUI to v2.2.1 - Added color to WebUI for entrance-span - Make !missing show total count at bottom of list to match /missing behavior * Fix a bug causing clients version <= 2.2.0 to crash when anyone asks for a hint - Also fix a bug in the WebUI causing the entrance location to always show as "somewhere" * Update WebUI color palette (this cost me $50) * allow text console input alongside web-ui * remove Flask a bit overkill for what we're doing * remove jinja2 * Update WebUI to work with new hosting mechanism * with flask gone, we no longer need subprocess shenanigans * If multiple web ui clients try to run, at least present a working console * Update MultiClient and WebUI to handle multiple clients simultaneously. - The port on which the websocket for the WebUI is hosted is not chosen randomly from 5000 - 5999. This port is passed to the browser so it knows which MultiClient to connect to - Removed failure condition if a web server is already running, as there is no need to run more than one web server on a single system. If an exception is thrown while attempting to launch a web server, a check is made for the port being unavailable. If the port is unavailable, it probably means the user is launching a second MultiClient. A web browser is then opened with a connection to the correct webui_socket_port. - Add a /web command to the MultiClient to repoen the appropriate browser window and get params in case a user accidentally closes the tab * Use proper name for WebUI * move webui into /data with other data files * make web ui optional This is mostly for laptop users wanting to preserve some battery, should not be needed outside of that. * fix direct server start * re-add connection timer * fix indentation Co-authored-by: Chris <chris@legendserver.info>
2020-06-03 19:29:43 +00:00
for client in self.ctx.endpoints:
if client.auth and client.name.lower() == player_name.lower() and client.socket and not client.socket.closed:
asyncio.create_task(client.socket.close())
self.output(f"Kicked {self.ctx.get_aliased_name(client.team, client.slot)}")
if self.ctx.commandprocessor.client == client:
self.ctx.commandprocessor.client = None
2020-04-21 04:26:51 +00:00
return True
self.output(f"Could not find player {player_name} to kick")
return False
2020-04-23 04:16:54 +00:00
def _cmd_save(self) -> bool:
"""Save current state to multidata"""
if self.ctx.saving:
self.ctx.save(True)
self.output("Game saved")
return True
else:
self.output("Saving is disabled.")
return False
2020-04-23 04:16:54 +00:00
2020-04-21 04:26:51 +00:00
def _cmd_players(self) -> bool:
"""Get information about connected players"""
2020-04-19 12:51:48 +00:00
self.output(get_players_string(self.ctx))
2020-04-21 04:26:51 +00:00
return True
2020-04-21 04:26:51 +00:00
def _cmd_exit(self) -> bool:
"""Shutdown the server"""
asyncio.create_task(self.ctx.server.ws_server._close())
if self.ctx.shutdown_task:
self.ctx.shutdown_task.cancel()
self.ctx.running = False
2020-04-21 04:26:51 +00:00
return True
@mark_raw
def _cmd_alias(self, player_name_then_alias_name):
"""Set a player's alias, by listing their base name and then their intended alias."""
player_name, alias_name = player_name_then_alias_name.split(" ", 1)
player_name, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
for (team, slot), name in self.ctx.player_names.items():
if name == player_name:
if alias_name:
alias_name = alias_name.strip()[:15]
self.ctx.name_aliases[team, slot] = alias_name
self.output(f"Named {player_name} as {alias_name}")
update_aliases(self.ctx, team)
self.ctx.save()
return True
else:
del (self.ctx.name_aliases[team, slot])
self.output(f"Removed Alias for {player_name}")
update_aliases(self.ctx, team)
self.ctx.save()
return True
else:
self.output(response)
return False
@mark_raw
2020-04-21 04:26:51 +00:00
def _cmd_forfeit(self, player_name: str) -> bool:
"""Send out the remaining items from a player's game to their intended recipients"""
seeked_player = player_name.lower()
for (team, slot), name in self.ctx.player_names.items():
if name.lower() == seeked_player:
forfeit_player(self.ctx, team, slot)
2020-04-21 04:26:51 +00:00
return True
2020-04-21 04:26:51 +00:00
self.output(f"Could not find player {player_name} to forfeit")
return False
@mark_raw
def _cmd_allow_forfeit(self, player_name: str) -> bool:
"""Allow the specified player to use the !forfeit command"""
seeked_player = player_name.lower()
for (team, slot), name in self.ctx.player_names.items():
if name.lower() == seeked_player:
self.ctx.allow_forfeits[(team, slot)] = True
self.output(f"Player {player_name} is now allowed to use the !forfeit command at any time.")
return True
self.output(f"Could not find player {player_name} to allow the !forfeit command for.")
return False
@mark_raw
def _cmd_forbid_forfeit(self, player_name: str) -> bool:
""""Disallow the specified player from using the !forfeit command"""
seeked_player = player_name.lower()
for (team, slot), name in self.ctx.player_names.items():
if name.lower() == seeked_player:
self.ctx.allow_forfeits[(team, slot)] = False
2021-06-19 01:03:06 +00:00
self.output(
f"Player {player_name} has to follow the server restrictions on use of the !forfeit command.")
return True
self.output(f"Could not find player {player_name} to forbid the !forfeit command for.")
return False
2020-04-21 04:26:51 +00:00
def _cmd_send(self, player_name: str, *item_name: str) -> bool:
"""Sends an item to the specified player"""
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
item = " ".join(item_name)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.item_names)
if usable:
new_item = NetworkItem(world.item_name_to_id[item], -1, 0)
get_received_items(self.ctx, team, slot).append(new_item)
self.ctx.notify_all('Cheat console: sending "' + item + '" to ' +
self.ctx.get_aliased_name(team, slot))
send_new_items(self.ctx)
return True
else:
self.output(response)
2020-04-21 04:26:51 +00:00
return False
else:
self.output(response)
2020-04-21 04:26:51 +00:00
return False
2020-04-21 04:26:51 +00:00
def _cmd_hint(self, player_name: str, *item_or_location: str) -> bool:
"""Send out a hint for a player's item or location to their team"""
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
item = " ".join(item_or_location)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.all_names)
if usable:
if item in world.item_name_groups:
hints = []
for item in world.item_name_groups[item]:
hints.extend(collect_hints(self.ctx, team, slot, item))
elif item in world.item_names: # item name
hints = collect_hints(self.ctx, team, slot, item)
else: # location name
hints = collect_hints_location(self.ctx, team, slot, item)
if hints:
notify_hints(self.ctx, team, hints)
else:
self.output("No hints found.")
return True
else:
self.output(response)
return False
2020-04-21 04:26:51 +00:00
else:
self.output(response)
2020-04-21 04:26:51 +00:00
return False
2020-06-27 12:16:51 +00:00
def _cmd_option(self, option_name: str, option: str):
"""Set options for the server. Warning: expires on restart"""
2020-06-27 12:25:46 +00:00
attrtype = self.ctx.simple_options.get(option_name, None)
2020-06-27 12:16:51 +00:00
if attrtype:
2020-06-27 12:25:46 +00:00
if attrtype == bool:
def attrtype(input_text: str):
return input_text.lower() not in {"off", "0", "false", "none", "null", "no"}
elif attrtype == str and option_name.endswith("password"):
def attrtype(input_text: str):
if input_text.lower() in {"null", "none", '""', "''"}:
return None
return input_text
2020-06-27 14:54:07 +00:00
setattr(self.ctx, option_name, attrtype(option))
self.output(f"Set option {option_name} to {getattr(self.ctx, option_name)}")
2020-06-27 12:16:51 +00:00
return True
else:
known = (f"{option}:{otype}" for option, otype in self.ctx.simple_options.items())
2020-06-27 12:16:51 +00:00
self.output(f"Unrecognized Option {option_name}, known: "
f"{', '.join(known)}")
return False
2021-06-19 01:03:06 +00:00
async def console(ctx: Context):
2020-03-13 02:53:20 +00:00
session = prompt_toolkit.PromptSession()
while ctx.running:
2020-03-13 02:53:20 +00:00
with patch_stdout():
input_text = await session.prompt_async()
try:
ctx.commandprocessor(input_text)
except:
import traceback
traceback.print_exc()
2019-12-09 18:27:56 +00:00
def parse_args() -> argparse.Namespace:
2019-12-09 18:27:56 +00:00
parser = argparse.ArgumentParser()
defaults = Utils.get_options()["server_options"]
parser.add_argument('multidata', nargs="?", default=defaults["multidata"])
parser.add_argument('--host', default=defaults["host"])
parser.add_argument('--port', default=defaults["port"], type=int)
parser.add_argument('--server_password', default=defaults["server_password"])
parser.add_argument('--password', default=defaults["password"])
parser.add_argument('--savefile', default=defaults["savefile"])
parser.add_argument('--disable_save', default=defaults["disable_save"], action='store_true')
parser.add_argument('--loglevel', default=defaults["loglevel"],
choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--location_check_points', default=defaults["location_check_points"], type=int)
parser.add_argument('--hint_cost', default=defaults["hint_cost"], type=int)
parser.add_argument('--disable_item_cheat', default=defaults["disable_item_cheat"], action='store_true')
parser.add_argument('--forfeit_mode', default=defaults["forfeit_mode"], nargs='?',
choices=['auto', 'enabled', 'disabled', "goal", "auto-enabled"], help='''\
Select !forfeit Accessibility. (default: %(default)s)
auto: Automatic "forfeit" on goal completion
enabled: !forfeit is always available
disabled: !forfeit is never available
goal: !forfeit can be used after goal completion
auto-enabled: !forfeit is available and automatically triggered on goal completion
''')
parser.add_argument('--remaining_mode', default=defaults["remaining_mode"], nargs='?',
choices=['enabled', 'disabled', "goal"], help='''\
Select !remaining Accessibility. (default: %(default)s)
enabled: !remaining is always available
disabled: !remaining is never available
goal: !remaining can be used after goal completion
''')
2020-06-13 20:49:57 +00:00
parser.add_argument('--auto_shutdown', default=defaults["auto_shutdown"], type=int,
help="automatically shut down the server after this many minutes without new location checks. "
"0 to keep running. Not yet implemented.")
parser.add_argument('--use_embedded_options', action="store_true",
help='retrieve forfeit, remaining and hint options from the multidata file,'
' instead of host.yaml')
2020-07-16 14:57:38 +00:00
parser.add_argument('--compatibility', default=defaults["compatibility"], type=int,
help="""
#2 -> recommended for casual/cooperative play, attempt to be compatible with everything across all versions
2021-01-03 13:32:32 +00:00
#1 -> recommended for friendly racing, tries to block third party clients
2020-07-16 14:57:38 +00:00
#0 -> recommended for tournaments to force a level playing field, only allow an exact version match
""")
2021-04-07 00:37:21 +00:00
parser.add_argument('--log_network', default=defaults["log_network"], action="store_true")
2019-12-09 18:27:56 +00:00
args = parser.parse_args()
return args
async def auto_shutdown(ctx, to_cancel=None):
2020-07-10 15:42:22 +00:00
await asyncio.sleep(ctx.auto_shutdown)
while ctx.running:
if not ctx.client_activity_timers.values():
asyncio.create_task(ctx.server.ws_server._close())
ctx.running = False
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
else:
newest_activity = max(ctx.client_activity_timers.values())
delta = datetime.datetime.now(datetime.timezone.utc) - newest_activity
2020-07-10 15:42:22 +00:00
seconds = ctx.auto_shutdown - delta.total_seconds()
if seconds < 0:
asyncio.create_task(ctx.server.ws_server._close())
ctx.running = False
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
else:
await asyncio.sleep(seconds)
2020-06-13 20:49:57 +00:00
async def main(args: argparse.Namespace):
2021-06-19 01:03:06 +00:00
logging.basicConfig(force=True,
2021-04-01 09:40:58 +00:00
format='[%(asctime)s] %(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
ctx = Context(args.host, args.port, args.server_password, args.password, args.location_check_points,
args.hint_cost, not args.disable_item_cheat, args.forfeit_mode, args.remaining_mode,
args.auto_shutdown, args.compatibility)
2021-04-07 00:37:21 +00:00
ctx.log_network = args.log_network
data_filename = args.multidata
2019-12-09 18:27:56 +00:00
try:
if not data_filename:
2019-12-09 18:27:56 +00:00
import tkinter
import tkinter.filedialog
root = tkinter.Tk()
root.withdraw()
data_filename = tkinter.filedialog.askopenfilename(filetypes=(("Multiworld data", "*.archipelago *.zip"),))
ctx.load(data_filename, args.use_embedded_options)
except Exception as e:
logging.exception('Failed to read multiworld data (%s)' % e)
2020-06-06 22:50:39 +00:00
raise
2019-12-09 18:27:56 +00:00
ctx.init_save(not args.disable_save)
ctx.server = websockets.serve(functools.partial(server, ctx=ctx), ctx.host, ctx.port, ping_timeout=None,
ping_interval=None)
ip = args.host if args.host else Utils.get_public_ipv4()
logging.info('Hosting game at %s:%d (%s)' % (ip, ctx.port,
'No password' if not ctx.password else 'Password: %s' % ctx.password))
2019-12-09 18:27:56 +00:00
await ctx.server
console_task = asyncio.create_task(console(ctx))
if ctx.auto_shutdown:
ctx.shutdown_task = asyncio.create_task(auto_shutdown(ctx, [console_task]))
await console_task
if ctx.shutdown_task:
await ctx.shutdown_task
2019-12-09 18:27:56 +00:00
2020-06-27 11:52:03 +00:00
client_message_processor = ClientMessageProcessor
2019-12-09 18:27:56 +00:00
if __name__ == '__main__':
try:
asyncio.run(main(parse_args()))
except asyncio.exceptions.CancelledError:
pass