mirror of https://github.com/dirtbags/moth.git
233 lines
6.8 KiB
Python
233 lines
6.8 KiB
Python
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#! /usr/bin/env python3
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##
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## XXX: Add timeout for Player if not blocked
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## XXX: What if someone disconnects?
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##
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import json
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import asyncore
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import asynchat
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import socket
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import traceback
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class Listener(asyncore.dispatcher):
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def __init__(self, addr, player_factory, manager):
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asyncore.dispatcher.__init__(self)
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self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
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self.set_reuse_addr()
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self.bind(addr)
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self.listen(4)
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self.player_factory = player_factory
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self.manager = manager
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def handle_accept(self):
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conn, addr = self.accept()
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player = self.player_factory(conn, self.manager)
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# We don't need to keep the player, asyncore.socket_map already
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# has a reference to it for as long as it's open.
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class Flagger(asynchat.async_chat):
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"""Connection to flagd"""
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def __init__(self, addr, auth):
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asynchat.async_chat.__init__(self)
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self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
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self.connect(addr)
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self.push(auth)
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self.flag = None
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def handle_read(self):
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msg = self.recv(4096)
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raise ValueError("Flagger died: %r" % msg)
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def handle_error(self):
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# If we lose the connection to flagd, nobody can score any
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# points. Terminate everything.
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asynchat.async_chat.handle_error(self)
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asyncore.close_all()
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def set_flag(self, team):
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self.push(b'%s\n' % (team.encode('utf-8')))
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self.flag = team
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class Manager:
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"""Contest manager.
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When a player connects and registers, they enter the lobby. As soon
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as there are enough players in the lobby to run a game, everyone in
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the lobby becomes a contestant. Contestants are assigned to games.
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When the game declares a winner, the winner is added back to the list
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of contestants, and other players are sent back to the lobby. When
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a winner is declared by the last running game, that winner gets the
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flag.
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"""
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def __init__(self, nplayers, game_factory, flagger):
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self.nplayers = nplayers
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self.game_factory = game_factory
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self.flagger = flagger
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self.games = {}
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self.lobby = []
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self.contestants = []
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def enter_lobby(self, player):
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if not player.connected:
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return
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self.lobby.append(player)
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if (not self.contestants) and (len(self.lobby) >= self.nplayers):
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# If there are no contestants, the current contest has ended
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# and we're ready for a new one.
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self.contestants = self.lobby[:]
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self.run_contest()
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def add_contestant(self, player):
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self.contestants.append(player)
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self.run_contest()
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def run_contest(self):
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while len(self.contestants) >= self.nplayers:
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players = self.contestants[:self.nplayers]
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del self.contestants[:self.nplayers]
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game = self.game_factory(self, players)
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self.games[game] = players
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for player in players:
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player.attach_game(game)
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def declare_winner(self, game, winner):
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players = self.games[game]
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del self.games[game]
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players.remove(winner)
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for p in players:
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# Losers go back to the lobby
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p.lose()
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self.enter_lobby(p)
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if not self.games:
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# All games have ended and winner is the last player
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# standing. They get the flag.
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print('%r has the flag.' % winner)
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winner.win(True)
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self.flagger.set_flag(winner.name)
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self.enter_lobby(winner)
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else:
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# Winner stays in the contest
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winner.win()
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self.add_contestant(winner)
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def player_cmd(self, args):
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cmd = args[0].lower()
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if cmd == 'lobby':
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return [p.name for p in self.lobby]
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elif cmd == 'games':
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return [[p.name for p in ps] for ps in self.games.values()]
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elif cmd == 'flag':
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return self.flagger.flag
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else:
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raise ValueError('Unrecognized manager command')
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class Player(asynchat.async_chat):
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def __init__(self, sock, manager):
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asynchat.async_chat.__init__(self, sock=sock)
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self.manager = manager
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self.game = None
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self.set_terminator(b'\n')
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self.inbuf = []
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self.blocked = None
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self.name = None
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self.pending = None
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def readable(self):
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return (not self.blocked) and asynchat.async_chat.readable(self)
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def block(self):
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"""Block reads"""
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self.blocked = True
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def unblock(self):
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"""Unblock reads"""
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self.blocked = False
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def attach_game(self, game):
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self.game = game
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if self.pending:
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self.unblock()
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self.game.handle(self, *self.pending)
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def _write_val(self, val):
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s = json.dumps(val) + '\n'
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self.push(s.encode('utf-8'))
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def write(self, val):
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self._write_val(['OK', val])
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def err(self, msg):
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self._write_val(['ERR', msg])
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def win(self, flag=False):
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val = ['WIN']
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if flag:
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val.append('You have the flag')
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self._write_val(val)
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self.unblock()
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def lose(self):
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self._write_val(['LOSE'])
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self.unblock()
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def collect_incoming_data(self, data):
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self.inbuf.append(data)
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def found_terminator(self):
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try:
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data = b''.join(self.inbuf)
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self.inbuf = []
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val = json.loads(data.decode('utf-8'))
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cmd, args = val[0].lower(), val[1:]
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if cmd == 'login':
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if not self.name:
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# XXX Check password
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self.name = args[0]
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self.write('Welcome to the fray, %s.' % self.name)
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self.manager.enter_lobby(self)
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else:
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self.err('Already logged in.')
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elif cmd == '^':
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# Send to manager
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ret = self.manager.player_cmd(args)
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self.write(ret)
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elif not self.name:
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self.err('Log in first.')
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else:
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# Send to game
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if not self.game:
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self.pending = (cmd, args)
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self.block()
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else:
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self.game.handle(self, cmd, args)
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except Exception as err:
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traceback.print_exc()
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self.err(str(err))
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class Game:
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def __init__(self, manager, players):
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self.manager = manager
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self.players = players
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self.setup()
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def declare_winner(self, player):
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self.manager.declare_winner(self, player)
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def run(nplayers, game_factory, port, auth):
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flagger = Flagger(('localhost', 6668), auth)
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manager = Manager(2, game_factory, flagger)
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listener = Listener(('', port), Player, manager)
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asyncore.loop()
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