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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
"""
import logging, time, traceback
from optparse import OptionParser
import sleekxmpp
from sleekxmpp.stanza import Iq
from sleekxmpp.xmlstream import ElementBase, register_stanza_plugin, ET
from sleekxmpp.xmlstream.handler import Callback
from sleekxmpp.xmlstream.matcher import StanzaPath
from sqlalchemy import func
from LobbyRanking import session as db, Game, Player, PlayerInfo
from ELO import get_rating_adjustment
# Rating that new players should be inserted into the
# database with, before they've played any games.
leaderboard_default_rating = 1200
## Class that contains and manages leaderboard data ##
class LeaderboardList():
def __init__(self, room):
self.room = room
self.lastRated = ""
def getProfile(self, JID):
"""
Retrieves the profile for the specified JID
"""
stats = {}
player = db.query(Player).filter(Player.jid.ilike(str(JID)))
if not player.first():
return
if player.first().rating != -1:
stats['rating'] = str(player.first().rating)
if player.first().highest_rating != -1:
stats['highestRating'] = str(player.first().highest_rating)
playerID = player.first().id
players = db.query(Player).order_by(Player.rating.desc()).all()
for rank, user in enumerate(players):
if (user.jid.lower() == JID.lower()):
stats['rank'] = str(rank+1)
break
stats['totalGamesPlayed'] = str(db.query(PlayerInfo).filter_by(player_id=playerID).count())
stats['wins'] = str(db.query(Game).filter_by(winner_id=playerID).count())
stats['losses'] = str(db.query(PlayerInfo).filter_by(player_id=playerID).count() - db.query(Game).filter_by(winner_id=playerID).count())
return stats
def getOrCreatePlayer(self, JID):
"""
Stores a player(JID) in the database if they don't yet exist.
Returns either the newly created instance of
the Player model, or the one that already
exists in the database.
"""
players = db.query(Player).filter_by(jid=str(JID))
if not players.first():
player = Player(jid=str(JID), rating=-1)
db.add(player)
db.commit()
return player
return players.first()
def removePlayer(self, JID):
"""
Remove a player(JID) from database.
Returns the player that was removed, or None
if that player didn't exist.
"""
players = db.query(Player).filter_by(jid=JID)
player = players.first()
if not player:
return None
players.delete()
return player
def addGame(self, gamereport):
"""
Adds a game to the database and updates the data
on a player(JID) from game results.
Returns the created Game object, or None if
the creation failed for any reason.
Side effects:
Inserts a new Game instance into the database.
"""
# Discard any games still in progress.
if any(map(lambda state: state == 'active',
dict.values(gamereport['playerStates']))):
return None
players = map(lambda jid: db.query(Player).filter(Player.jid.ilike(str(jid))).first(),
dict.keys(gamereport['playerStates']))
winning_jid = list(dict.keys({jid: state for jid, state in
gamereport['playerStates'].items()
if state == 'won'}))[0]
def get(stat, jid):
return gamereport[stat][jid]
singleStats = {'timeElapsed', 'mapName', 'teamsLocked', 'matchID'}
totalScoreStats = {'economyScore', 'militaryScore', 'totalScore'}
resourceStats = {'foodGathered', 'foodUsed', 'woodGathered', 'woodUsed',
'stoneGathered', 'stoneUsed', 'metalGathered', 'metalUsed', 'vegetarianFoodGathered',
'treasuresCollected', 'tributesSent', 'tributesReceived'}
unitsStats = {'totalUnitsTrained', 'totalUnitsLost', 'enemytotalUnitsKilled', 'infantryUnitsTrained',
'infantryUnitsLost', 'enemyInfantryUnitsKilled', 'workerUnitsTrained', 'workerUnitsLost',
'enemyWorkerUnitsKilled', 'femaleUnitsTrained', 'femaleUnitsLost', 'enemyFemaleUnitsKilled',
'cavalryUnitsTrained', 'cavalryUnitsLost', 'enemyCavalryUnitsKilled', 'championUnitsTrained',
'championUnitsLost', 'enemyChampionUnitsKilled', 'heroUnitsTrained', 'heroUnitsLost',
'enemyHeroUnitsKilled', 'shipUnitsTrained', 'shipUnitsLost', 'enemyShipUnitsKilled'}
buildingsStats = {'totalBuildingsConstructed', 'totalBuildingsLost', 'enemytotalBuildingsDestroyed',
'civCentreBuildingsConstructed', 'civCentreBuildingsLost', 'enemyCivCentreBuildingsDestroyed',
'houseBuildingsConstructed', 'houseBuildingsLost', 'enemyHouseBuildingsDestroyed',
'economicBuildingsConstructed', 'economicBuildingsLost', 'enemyEconomicBuildingsDestroyed',
'outpostBuildingsConstructed', 'outpostBuildingsLost', 'enemyOutpostBuildingsDestroyed',
'militaryBuildingsConstructed', 'militaryBuildingsLost', 'enemyMilitaryBuildingsDestroyed',
'fortressBuildingsConstructed', 'fortressBuildingsLost', 'enemyFortressBuildingsDestroyed',
'wonderBuildingsConstructed', 'wonderBuildingsLost', 'enemyWonderBuildingsDestroyed'}
marketStats = {'woodBought', 'foodBought', 'stoneBought', 'metalBought', 'tradeIncome'}
miscStats = {'civs', 'teams', 'percentMapExplored'}
stats = totalScoreStats | resourceStats | unitsStats | buildingsStats | marketStats | miscStats
playerInfos = []
for player in players:
jid = player.jid
playerinfo = PlayerInfo(player=player)
for reportname in stats:
setattr(playerinfo, reportname, get(reportname, jid))
playerInfos.append(playerinfo)
game = Game(map=gamereport['mapName'], duration=int(gamereport['timeElapsed']), teamsLocked=bool(gamereport['teamsLocked']), matchID=gamereport['matchID'])
game.players.extend(players)
game.player_info.extend(playerInfos)
game.winner = db.query(Player).filter(Player.jid.ilike(str(winning_jid))).first()
db.add(game)
db.commit()
return game
def verifyGame(self, gamereport):
"""
Returns a boolean based on whether the game should be rated.
Here, we can specify the criteria for rated games.
"""
winning_jids = list(dict.keys({jid: state for jid, state in
gamereport['playerStates'].items()
if state == 'won'}))
# We only support 1v1s right now. TODO: Support team games.
if len(winning_jids) * 2 > len(dict.keys(gamereport['playerStates'])):
# More than half the people have won. This is not a balanced team game or duel.
return False
if len(dict.keys(gamereport['playerStates'])) != 2:
return False
return True
def rateGame(self, game):
"""
Takes a game with 2 players and alters their ratings
based on the result of the game.
Returns self.
Side effects:
Changes the game's players' ratings in the database.
"""
player1 = game.players[0]
player2 = game.players[1]
# TODO: Support draws. Since it's impossible to draw in the game currently,
# the database model, and therefore this code, requires a winner.
# The Elo implementation does not, however.
result = 1 if player1 == game.winner else -1
# Player's ratings are -1 unless they have played a rated game.
if player1.rating == -1:
player1.rating = leaderboard_default_rating
if player2.rating == -1:
player2.rating = leaderboard_default_rating
rating_adjustment1 = int(get_rating_adjustment(player1.rating, player2.rating,
len(player1.games), len(player2.games), result))
rating_adjustment2 = int(get_rating_adjustment(player2.rating, player1.rating,
len(player2.games), len(player1.games), result * -1))
if result == 1:
resultQualitative = "won"
elif result == 0:
resultQualitative = "drew"
else:
resultQualitative = "lost"
name1 = '@'.join(player1.jid.split('@')[:-1])
name2 = '@'.join(player2.jid.split('@')[:-1])
self.lastRated = "A rated game has ended. %s %s against %s. Rating Adjustment: %s (%s -> %s) and %s (%s -> %s)."%(name1,
resultQualitative, name2, name1, player1.rating, player1.rating + rating_adjustment1,
name2, player2.rating, player2.rating + rating_adjustment2)
player1.rating += rating_adjustment1
player2.rating += rating_adjustment2
if not player1.highest_rating:
player1.highest_rating = -1
if not player2.highest_rating:
player2.highest_rating = -1
if player1.rating > player1.highest_rating:
player1.highest_rating = player1.rating
if player2.rating > player2.highest_rating:
player2.highest_rating = player2.rating
db.commit()
return self
def getLastRatedMessage(self):
"""
Gets the string of the last rated game. Triggers an update
chat for the bot.
"""
return self.lastRated
def addAndRateGame(self, gamereport):
"""
Calls addGame and if the game has only two
players, also calls rateGame.
Returns the result of addGame.
"""
game = self.addGame(gamereport)
if game and self.verifyGame(gamereport):
self.rateGame(game)
else:
self.lastRated = ""
return game
def getBoard(self):
"""
Returns a dictionary of player rankings to
JIDs for sending.
"""
board = {}
players = db.query(Player).order_by(Player.rating.desc()).limit(100).all()
for rank, player in enumerate(players):
# Don't send uninitialized ratings.
if player.rating == -1:
continue
board[player.jid] = {'name': '@'.join(player.jid.split('@')[:-1]), 'rating': str(player.rating)}
return board
def getRatingList(self, nicks):
"""
Returns a rating list of players
currently in the lobby by nick
because the client can't link
JID to nick conveniently.
"""
ratinglist = {}
for JID in nicks.keys():
players = db.query(Player).filter(Player.jid.ilike(str(JID)))
if players.first():
if players.first().rating == -1:
ratinglist[nicks[JID]] = {'name': nicks[JID], 'rating': ''}
else:
ratinglist[nicks[JID]] = {'name': nicks[JID], 'rating': str(players.first().rating)}
else:
ratinglist[nicks[JID]] = {'name': nicks[JID], 'rating': ''}
return ratinglist
## Class to tracks all games in the lobby ##
class GameList():
def __init__(self):
self.gameList = {}
def addGame(self, JID, data):
"""
Add a game
"""
data['players-init'] = data['players']
data['nbp-init'] = data['nbp']
data['state'] = 'init'
self.gameList[str(JID)] = data
def removeGame(self, JID):
"""
Remove a game attached to a JID
"""
del self.gameList[str(JID)]
def getAllGames(self):
"""
Returns all games
"""
return self.gameList
def changeGameState(self, JID, data):
"""
Switch game state between running and waiting
"""
JID = str(JID)
if JID in self.gameList:
if self.gameList[JID]['nbp-init'] > data['nbp']:
logging.debug("change game (%s) state from %s to %s", JID, self.gameList[JID]['state'], 'waiting')
self.gameList[JID]['nbp'] = data['nbp']
self.gameList[JID]['state'] = 'waiting'
else:
logging.debug("change game (%s) state from %s to %s", JID, self.gameList[JID]['state'], 'running')
self.gameList[JID]['nbp'] = data['nbp']
self.gameList[JID]['state'] = 'running'
## Class which manages different game reports from clients ##
## and calls leaderboard functions as appropriate. ##
class ReportManager():
def __init__(self, leaderboard):
self.leaderboard = leaderboard
self.interimReportTracker = []
self.interimJIDTracker = []
def addReport(self, JID, rawGameReport):
"""
Adds a game to the interface between a raw report
and the leaderboard database.
"""
# cleanRawGameReport is a copy of rawGameReport with all reporter specific information removed.
cleanRawGameReport = rawGameReport.copy()
del cleanRawGameReport["playerID"]
if cleanRawGameReport not in self.interimReportTracker:
# Store the game.
appendIndex = len(self.interimReportTracker)
self.interimReportTracker.append(cleanRawGameReport)
# Initilize the JIDs and store the initial JID.
numPlayers = self.getNumPlayers(rawGameReport)
JIDs = [None] * numPlayers
if numPlayers - int(rawGameReport["playerID"]) > -1:
JIDs[int(rawGameReport["playerID"])-1] = str(JID)
self.interimJIDTracker.append(JIDs)
else:
# We get the index at which the JIDs coresponding to the game are stored.
index = self.interimReportTracker.index(cleanRawGameReport)
# We insert the new report JID into the acending list of JIDs for the game.
JIDs = self.interimJIDTracker[index]
if len(JIDs) - int(rawGameReport["playerID"]) > -1:
JIDs[int(rawGameReport["playerID"])-1] = str(JID)
self.interimJIDTracker[index] = JIDs
self.checkFull()
def expandReport(self, rawGameReport, JIDs):
"""
Takes an raw game report and re-formats it into
Python data structures leaving JIDs empty.
Returns a processed gameReport of type dict.
"""
processedGameReport = {}
for key in rawGameReport:
if rawGameReport[key].find(",") == -1:
processedGameReport[key] = rawGameReport[key]
else:
split = rawGameReport[key].split(",")
# Remove the false split positive.
split.pop()
# We just delete gaia for now.
split.pop(0)
statToJID = {}
for i, part in enumerate(split):
statToJID[JIDs[i]] = part
processedGameReport[key] = statToJID
return processedGameReport
def checkFull(self):
"""
Searches internal database to check if enough
reports have been submitted to add a game to
the leaderboard. If so, the report will be
interpolated and addAndRateGame will be
called with the result.
"""
i = 0
length = len(self.interimReportTracker)
while(i < length):
numPlayers = self.getNumPlayers(self.interimReportTracker[i])
numReports = 0
for JID in self.interimJIDTracker[i]:
if JID != None:
numReports += 1
if numReports == numPlayers:
self.leaderboard.addAndRateGame(self.expandReport(self.interimReportTracker[i], self.interimJIDTracker[i]))
del self.interimJIDTracker[i]
del self.interimReportTracker[i]
length -= 1
else:
i += 1
self.leaderboard.lastRated = ""
def getNumPlayers(self, rawGameReport):
"""
Computes the number of players in a raw gameReport.
Returns int, the number of players.
"""
# Find a key in the report which holds values for multiple players.
for key in rawGameReport:
if rawGameReport[key].find(",") != -1:
# Count the number of values, minus one for gaia and one for the false split positive.
return len(rawGameReport[key].split(","))-2
# Return -1 in case of failure.
return -1
## Class for custom gamelist stanza extension ##
class GameListXmppPlugin(ElementBase):
name = 'query'
namespace = 'jabber:iq:gamelist'
interfaces = set(('game', 'command'))
sub_interfaces = interfaces
plugin_attrib = 'gamelist'
def addGame(self, data):
itemXml = ET.Element("game", data)
self.xml.append(itemXml)
def getGame(self):
"""
Required to parse incoming stanzas with this
extension.
"""
game = self.xml.find('{%s}game' % self.namespace)
data = {}
for key, item in game.items():
data[key] = item
return data
## Class for custom boardlist and ratinglist stanza extension ##
class BoardListXmppPlugin(ElementBase):
name = 'query'
namespace = 'jabber:iq:boardlist'
interfaces = set(('board', 'command'))
sub_interfaces = interfaces
plugin_attrib = 'boardlist'
def addCommand(self, command):
commandXml = ET.fromstring("<command>%s</command>" % command)
self.xml.append(commandXml)
def addItem(self, name, rating):
itemXml = ET.Element("board", {"name": name, "rating": rating})
self.xml.append(itemXml)
## Class for custom gamereport stanza extension ##
class GameReportXmppPlugin(ElementBase):
name = 'report'
namespace = 'jabber:iq:gamereport'
plugin_attrib = 'gamereport'
interfaces = ('game')
sub_interfaces = interfaces
def getGame(self):
"""
Required to parse incoming stanzas with this
extension.
"""
game = self.xml.find('{%s}game' % self.namespace)
data = {}
for key, item in game.items():
data[key] = item
return data
## Class for custom profile ##
class ProfileXmppPlugin(ElementBase):
name = 'query'
namespace = 'jabber:iq:profile'
interfaces = set(('profile', 'command'))
sub_interfaces = interfaces
plugin_attrib = 'profile'
def addCommand(self, command):
commandXml = ET.fromstring("<command>%s</command>" % command)
self.xml.append(commandXml)
def addItem(self, player, rating, highestRating, rank, totalGamesPlayed, wins, losses):
itemXml = ET.Element("profile", {"player": player, "rating": rating, "highestRating": highestRating,
"rank" : rank, "totalGamesPlayed" : totalGamesPlayed, "wins" : wins,
"losses" : losses})
self.xml.append(itemXml)
## Main class which handles IQ data and sends new data ##
class XpartaMuPP(sleekxmpp.ClientXMPP):
"""
A simple list provider
"""
def __init__(self, sjid, password, room, nick):
sleekxmpp.ClientXMPP.__init__(self, sjid, password)
self.sjid = sjid
self.room = room
self.nick = nick
# Game collection
self.gameList = GameList()
# Init leaderboard object
self.leaderboard = LeaderboardList(room)
# gameReport to leaderboard abstraction
self.reportManager = ReportManager(self.leaderboard)
# Store mapping of nicks and XmppIDs, attached via presence stanza
self.nicks = {}
self.lastLeft = ""
register_stanza_plugin(Iq, GameListXmppPlugin)
register_stanza_plugin(Iq, BoardListXmppPlugin)
register_stanza_plugin(Iq, GameReportXmppPlugin)
register_stanza_plugin(Iq, ProfileXmppPlugin)
self.register_handler(Callback('Iq Gamelist',
StanzaPath('iq/gamelist'),
self.iqhandler,
instream=True))
self.register_handler(Callback('Iq Boardlist',
StanzaPath('iq/boardlist'),
self.iqhandler,
instream=True))
self.register_handler(Callback('Iq GameReport',
StanzaPath('iq/gamereport'),
self.iqhandler,
instream=True))
self.register_handler(Callback('Iq Profile',
StanzaPath('iq/profile'),
self.iqhandler,
instream=True))
self.add_event_handler("session_start", self.start)
self.add_event_handler("muc::%s::got_online" % self.room, self.muc_online)
self.add_event_handler("muc::%s::got_offline" % self.room, self.muc_offline)
self.add_event_handler("groupchat_message", self.muc_message)
def start(self, event):
"""
Process the session_start event
"""
self.plugin['xep_0045'].joinMUC(self.room, self.nick)
self.send_presence()
self.get_roster()
logging.info("XpartaMuPP started")
def muc_online(self, presence):
"""
Process presence stanza from a chat room.
"""
if presence['muc']['nick'] != self.nick:
# If it doesn't already exist, store player JID mapped to their nick.
if str(presence['muc']['jid']) not in self.nicks:
self.nicks[str(presence['muc']['jid'])] = presence['muc']['nick']
# Check the jid isn't already in the lobby.
if str(presence['muc']['jid']) != self.lastLeft:
# Send Gamelist to new player.
self.sendGameList(presence['muc']['jid'])
# Following two calls make sqlalchemy complain about using objects in the
# incorrect thread. TODO: Figure out how to fix this.
# Send Leaderboard to new player.
#self.sendBoardList(presence['muc']['jid'])
# Register on leaderboard.
#self.leaderboard.getOrCreatePlayer(presence['muc']['jid'])
logging.debug("Client '%s' connected with a nick of '%s'." %(presence['muc']['jid'], presence['muc']['nick']))
def muc_offline(self, presence):
"""
Process presence stanza from a chat room.
"""
# Clean up after a player leaves
if presence['muc']['nick'] != self.nick:
# Delete any games they were hosting.
for JID in self.gameList.getAllGames():
if JID == str(presence['muc']['jid']):
self.gameList.removeGame(JID)
self.sendGameList()
break
# Remove them from the local player list.
self.lastLeft = str(presence['muc']['jid'])
if str(presence['muc']['jid']) in self.nicks:
del self.nicks[str(presence['muc']['jid'])]
def muc_message(self, msg):
"""
Process new messages from the chatroom.
"""
if msg['mucnick'] != self.nick and self.nick.lower() in msg['body'].lower():
self.send_message(mto=msg['from'].bare,
mbody="I am the administrative bot in this lobby and cannot participate in any games.",
mtype='groupchat')
def iqhandler(self, iq):
"""
Handle the custom stanzas
This method should be very robust because we could receive anything
"""
if iq['type'] == 'error':
logging.error('iqhandler error' + iq['error']['condition'])
#self.disconnect()
elif iq['type'] == 'get':
"""
Request lists.
"""
# Send lists/register on leaderboard; depreciated once muc_online
# can send lists/register automatically on joining the room.
if 'gamelist' in iq.plugins:
try:
self.sendGameList(iq['from'])
except:
traceback.print_exc()
logging.error("Failed to process gamelist request from %s" % iq['from'].bare)
elif 'boardlist' in iq.plugins:
command = iq['boardlist']['command']
if command == 'getleaderboard':
try:
self.leaderboard.getOrCreatePlayer(iq['from'])
self.sendBoardList(iq['from'])
except:
traceback.print_exc()
logging.error("Failed to process leaderboardlist request from %s" % iq['from'].bare)
elif command == 'getratinglist':
try:
self.leaderboard.getOrCreatePlayer(iq['from'])
self.sendRatingList(iq['from'])
except:
traceback.print_exc()
logging.error("Failed to process ratinglist request from %s" % iq['from'].bare)
else:
logging.error("Failed to process boardlist request from %s" % iq['from'].bare)
elif 'profile' in iq.plugins:
command = iq['profile']['command']
try:
self.sendProfile(iq['from'], command)
except:
try:
self.sendProfileNotFound(iq['from'], command)
except:
logging.debug("No record found for %s" % command)
else:
logging.error("Unknown 'get' type stanza request from %s" % iq['from'].bare)
elif iq['type'] == 'result':
"""
Iq successfully received
"""
pass
elif iq['type'] == 'set':
if 'gamelist' in iq.plugins:
"""
Register-update / unregister a game
"""
command = iq['gamelist']['command']
if command == 'register':
# Add game
try:
self.gameList.addGame(iq['from'], iq['gamelist']['game'])
self.sendGameList()
except:
traceback.print_exc()
logging.error("Failed to process game registration data")
elif command == 'unregister':
# Remove game
try:
self.gameList.removeGame(iq['from'])
self.sendGameList()
except:
traceback.print_exc()
logging.error("Failed to process game unregistration data")
elif command == 'changestate':
# Change game status (waiting/running)
try:
self.gameList.changeGameState(iq['from'], iq['gamelist']['game'])
self.sendGameList()
except:
traceback.print_exc()
logging.error("Failed to process changestate data")
else:
logging.error("Failed to process command '%s' received from %s" % command, iq['from'].bare)
elif 'gamereport' in iq.plugins:
"""
Client is reporting end of game statistics
"""
try:
self.reportManager.addReport(iq['from'], iq['gamereport']['game'])
if self.leaderboard.getLastRatedMessage() != "":
self.send_message(mto=self.room, mbody=self.leaderboard.getLastRatedMessage(), mtype="groupchat",
mnick=self.nick)
self.sendBoardList()
self.sendRatingList()
except:
traceback.print_exc()
logging.error("Failed to update game statistics for %s" % iq['from'].bare)
else:
logging.error("Failed to process stanza type '%s' received from %s" % iq['type'], iq['from'].bare)
def sendGameList(self, to = ""):
"""
Send a massive stanza with the whole game list.
If no target is passed the gamelist is broadcasted
to all clients.
"""
games = self.gameList.getAllGames()
if to == "":
for JID in self.nicks.keys():
stz = GameListXmppPlugin()
## Pull games and add each to the stanza
for JIDs in games:
g = games[JIDs]
stz.addGame(g)
## Set additional IQ attributes
iq = self.Iq()
iq['type'] = 'result'
iq['to'] = JID
iq.setPayload(stz)
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send game list")
else:
## Check recipient exists
if str(to) not in self.nicks:
logging.error("No player with the XmPP ID '%s' known to send gamelist to." % str(to))
return
stz = GameListXmppPlugin()
## Pull games and add each to the stanza
for JIDs in games:
g = games[JIDs]
stz.addGame(g)
## Set additional IQ attributes
iq = self.Iq()
iq['type'] = 'result'
iq['to'] = to
iq.setPayload(stz)
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send game list")
def sendBoardList(self, to = ""):
"""
Send the whole leaderboard list.
If no target is passed the boardlist is broadcasted
to all clients.
"""
## Pull leaderboard data and add it to the stanza
board = self.leaderboard.getBoard()
stz = BoardListXmppPlugin()
iq = self.Iq()
iq['type'] = 'result'
for i in board:
stz.addItem(board[i]['name'], board[i]['rating'])
stz.addCommand('boardlist')
iq.setPayload(stz)
if to == "":
for JID in self.nicks.keys():
## Set additional IQ attributes
iq['to'] = JID
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send leaderboard list")
else:
## Check recipient exists
if str(to) not in self.nicks:
logging.error("No player with the XmPP ID '%s' known to send boardlist to" % str(to))
return
## Set additional IQ attributes
iq['to'] = to
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send leaderboard list")
def sendRatingList(self, to = ""):
"""
Send the rating list.
If no target is passed the rating list is broadcasted
to all clients.
"""
## Pull rating list data and add it to the stanza
ratinglist = self.leaderboard.getRatingList(self.nicks)
stz = BoardListXmppPlugin()
iq = self.Iq()
iq['type'] = 'result'
for i in ratinglist:
stz.addItem(ratinglist[i]['name'], ratinglist[i]['rating'])
stz.addCommand('ratinglist')
iq.setPayload(stz)
if to == "":
for JID in self.nicks.keys():
## Set additional IQ attributes
iq['to'] = JID
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send rating list")
else:
## Check recipient exists
if str(to) not in self.nicks:
logging.error("No player with the XmPP ID '%s' known to send ratinglist to" % str(to))
return
## Set additional IQ attributes
iq['to'] = to
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
logging.error("Failed to send rating list")
def sendProfile(self, to, player):
"""
Send the profile to a specified player.
"""
if to == "":
logging.error("Failed to send profile")
return
online = False;
## Pull stats and add it to the stanza
for JID in self.nicks.keys():
if self.nicks[JID] == player:
stats = self.leaderboard.getProfile(JID)
online = True
break
if online == False:
stats = self.leaderboard.getProfile(player + "@" + str(to).split('@')[1])
stz = ProfileXmppPlugin()
iq = self.Iq()
iq['type'] = 'result'
stz.addItem(player, stats['rating'], stats['highestRating'], stats['rank'], stats['totalGamesPlayed'], stats['wins'], stats['losses'])
stz.addCommand(player)
iq.setPayload(stz)
## Check recipient exists
if str(to) not in self.nicks:
logging.error("No player with the XmPP ID '%s' known to send profile to" % str(to))
return
## Set additional IQ attributes
iq['to'] = to
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
traceback.print_exc()
logging.error("Failed to send profile")
def sendProfileNotFound(self, to, player):
"""
Send a profile not-found error to a specified player.
"""
stz = ProfileXmppPlugin()
iq = self.Iq()
iq['type'] = 'result'
filler = str(0)
stz.addItem(player, str(-2), filler, filler, filler, filler, filler)
stz.addCommand(player)
iq.setPayload(stz)
## Check recipient exists
if str(to) not in self.nicks:
logging.error("No player with the XmPP ID '%s' known to send profile to" % str(to))
return
## Set additional IQ attributes
iq['to'] = to
## Try sending the stanza
try:
iq.send(block=False, now=True)
except:
traceback.print_exc()
logging.error("Failed to send profile")
## Main Program ##
if __name__ == '__main__':
# Setup the command line arguments.
optp = OptionParser()
# Output verbosity options.
optp.add_option('-q', '--quiet', help='set logging to ERROR',
action='store_const', dest='loglevel',
const=logging.ERROR, default=logging.INFO)
optp.add_option('-d', '--debug', help='set logging to DEBUG',
action='store_const', dest='loglevel',
const=logging.DEBUG, default=logging.INFO)
optp.add_option('-v', '--verbose', help='set logging to COMM',
action='store_const', dest='loglevel',
const=5, default=logging.INFO)
# XpartaMuPP configuration options
optp.add_option('-m', '--domain', help='set xpartamupp domain',
action='store', dest='xdomain',
default="lobby.wildfiregames.com")
optp.add_option('-l', '--login', help='set xpartamupp login',
action='store', dest='xlogin',
default="xpartamupp")
optp.add_option('-p', '--password', help='set xpartamupp password',
action='store', dest='xpassword',
default="XXXXXX")
optp.add_option('-n', '--nickname', help='set xpartamupp nickname',
action='store', dest='xnickname',
default="WFGbot")
optp.add_option('-r', '--room', help='set muc room to join',
action='store', dest='xroom',
default="arena")
opts, args = optp.parse_args()
# Setup logging.
logging.basicConfig(level=opts.loglevel,
format='%(asctime)s %(levelname)-8s %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
# XpartaMuPP
xmpp = XpartaMuPP(opts.xlogin+'@'+opts.xdomain+'/CC', opts.xpassword, opts.xroom+'@conference.'+opts.xdomain, opts.xnickname)
xmpp.register_plugin('xep_0030') # Service Discovery
xmpp.register_plugin('xep_0004') # Data Forms
xmpp.register_plugin('xep_0045') # Multi-User Chat # used
xmpp.register_plugin('xep_0060') # PubSub
xmpp.register_plugin('xep_0199') # XMPP Ping
if xmpp.connect():
xmpp.process(threaded=False)
else:
logging.error("Unable to connect")
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