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import codecs
import collections
import datetime
import errno
import logging
import os
import random
import signal
import subprocess
import time
import zlib
import tornado.ioloop
import tornado.template
import tornado.websocket
import tornado.gen
from tornado.escape import json_decode
from tornado.escape import json_encode
from tornado.escape import to_unicode
from tornado.escape import utf8
from tornado.ioloop import IOLoop
from webtiles import auth, checkoutput, config, userdb, util, load_games
try:
from typing import Dict, Set, Tuple, Any, Union, Optional
except:
pass
sockets = set() # type: Set[CrawlWebSocket]
current_id = 0
shutting_down = False
rand = random.SystemRandom()
def shutdown():
global shutting_down
shutting_down = True
for socket in list(sockets):
socket.shutdown()
def update_global_status():
IOLoop.current().add_callback(write_dgl_status_file)
# lobbies that need updating
game_lobby_cache = set() # type: Set[CrawlProcessHandlerBase]
def list_of_names(l):
result = []
try:
c = collections.Counter(l)
for n in sorted(c.keys()):
result.append(n)
if c[n] > 1:
result[-1] += " (x%d)" % c[n]
except:
pass # backwards compat, py2 doesn't have collections.Counter
return ", ".join(result)
def describe_sockets(names=False):
slist = list(sockets)
lobby = [s for s in slist if s.is_in_lobby()]
lobby_count = len(lobby)
# anon connections are either in the lobby or spectating
anon_lobby = len([s for s in lobby if not s.username])
anon_specs = len([s for s in slist if not s.username]) - anon_lobby
playing = [s for s in slist if s.is_running()]
player_count = len(playing)
idle_count = len([s for s in playing if s.process.is_idle()])
spec_count = len([s for s in slist if s.watched_game])
summary = "%d connections: %d playing (%d idle), %d watching (%d anon), %d in lobby (%d anon)" % (
len(slist), player_count, idle_count, spec_count, anon_specs, lobby_count, anon_lobby)
if names:
# this is all a bit brute-force
if playing:
summary += "; Playing: %s" % list_of_names([s.username for s in playing])
watchers = list_of_names([s.username for s in slist if s.watched_game and s.username])
if watchers:
summary += "; Watchers: %s" % watchers
lobby_names = list_of_names([s.username for s in lobby if s.username and not s.account_restricted()])
if lobby_names:
summary += "; Lobby: %s" % lobby_names
restricted = list_of_names([s.username for s in playing if s.username and s.account_restricted()])
if restricted:
summary += "; Account restricted: %s" % restricted
restricted_lobby = list_of_names([s.username for s in lobby if s.username and s.account_restricted()])
if restricted_lobby:
summary += "; Account restricted (lobby): %s" % restricted_lobby
return summary
def do_lobby_updates():
global game_lobby_cache
lobby_sockets = [s for s in list(sockets) if s.is_in_lobby()]
games_to_update = list(game_lobby_cache)
game_lobby_cache.clear()
for game in games_to_update:
if not game.process:
# handled immediately in `remove_in_lobbys`, ignore here
continue
admin_only = game.account_restricted()
game_entry = game.lobby_entry()
# Queue up the collected lobby changes in each socket. This loop is
# synchronous.
for socket in lobby_sockets:
if admin_only and not socket.is_admin():
continue
socket.queue_message("lobby_entry", **game_entry)
# ...and finally, flush all the updates. This loop may be asynchronous.
for socket in lobby_sockets:
socket.flush_messages()
def do_periodic_lobby_updates():
# TODO: in the Future, refactor as a simple async loop
do_lobby_updates()
rate = config.get('lobby_update_rate')
IOLoop.current().add_timeout(time.time() + rate, do_periodic_lobby_updates)
load_logging_enabled = False
def do_load_logging(start = False):
global load_logging_enabled
if start and load_logging_enabled:
# don't start multiple timeouts
return
rate = config.get('load_logging_rate')
if rate:
load_logging_enabled = True
if not start:
# don't log on startup call
logging.info(describe_sockets())
IOLoop.current().add_timeout(time.time() + rate, do_load_logging)
else:
# config disables load logging, no timeout
load_logging_enabled = False
def update_all_lobbys(game):
global game_lobby_cache
# mark the game for display in the lobby
game_lobby_cache.add(game)
def remove_in_lobbys(game):
global game_lobby_cache
if game in game_lobby_cache:
game_lobby_cache.remove(game)
for socket in list(sockets):
if socket.is_in_lobby():
socket.send_message("lobby_remove", id=game.id,
reason=game.exit_reason,
message=game.exit_message,
dump=game.exit_dump_url)
def global_announce(text):
for socket in list(sockets):
socket.send_announcement(text)
_dgl_dir_check = False
@tornado.gen.coroutine
def write_dgl_status_file():
process_info = ["%s#%s#%s#0x0#%s#%s#" %
(socket.username, socket.game_id,
(socket.process.human_readable_where()),
str(socket.process.idle_time()),
str(socket.process.watcher_count()))
for socket in list(sockets)
if socket.username and socket.show_in_lobby()]
try:
status_target = config.get('dgl_status_file')
global _dgl_dir_check
if not _dgl_dir_check:
status_dir = os.path.dirname(status_target)
# generally created by other things sooner or later, but if we don't do
# this preemptively here, there's lot of warnings until that happens.
if not os.path.exists(status_dir):
os.makedirs(status_dir)
logging.warning("Creating dgl status file location '%s'", status_dir)
_dgl_dir_check = True
yield util.open_and_write(status_target, "\n".join(process_info))
except (OSError, IOError) as e:
logging.warning("Could not write dgl status file: %s", e)
@tornado.gen.coroutine
def status_file_timeout():
yield write_dgl_status_file()
IOLoop.current().add_timeout(time.time() + config.get('status_file_update_rate'),
status_file_timeout)
def find_user_sockets(username):
for socket in list(sockets):
if socket.username and socket.username.lower() == username.lower():
yield socket
def find_running_game(charname, start):
from webtiles.process_handler import processes
for process in list(processes.values()):
if (process.where.get("name") == charname and
process.where.get("start") == start):
return process
return None
def _milestone_files():
# First we collect all milestone files explicitly specified in the config.
files = set()
top_level_milestones = config.get('milestone_file')
if top_level_milestones is not None:
if not isinstance(top_level_milestones, list):
top_level_milestones = [top_level_milestones]
files.update(top_level_milestones)
for game in config.games:
milestone_file = config.game_param(game, 'milestone_file')
if not milestone_file and 'dir_path' in config.games[game]:
# milestone appears in this dir by default
milestone_file = os.path.join(
config.game_param(game, 'dir_path'), 'milestones')
if milestone_file:
files.add(milestone_file)
# Then, make sure for every milestone we have the -seeded and non-seeded
# variant.
new_files = set()
for f in files:
if f.endswith('-seeded'):
new_files.add(f[:-7])
else:
new_files.add(f + '-seeded')
files.update(new_files)
# Finally, drop any files that don't exist
files = [f for f in files if os.path.isfile(f)]
return files
milestone_file_tailers = []
def start_reading_milestones():
milestone_files = _milestone_files()
for f in milestone_files:
milestone_file_tailers.append(util.FileTailer(f, handle_new_milestone))
def handle_new_milestone(line):
data = util.parse_where_data(line)
if "name" not in data:
return
game = find_running_game(data.get("name"), data.get("start"))
if game and not game.receiving_direct_milestones:
game.set_where_info(data)
# decorators for admin calls
# for CrawlWebSocket functions that implement some admin-only user-triggered
# action. These will log if someone tries to call them without permissions.
# Usually for functions that are exposed via a message handler.
def admin_required(f):
def wrapper(self, *args, **kwargs):
if not self.is_admin():
logging.error("Non-admin user '%s' attempted admin function '%s'" %
(self.username and self.username or "[Anon]", f.__name__))
return
return f(self, *args, **kwargs)
return wrapper
# for CrawlWebSocket functions that should do nothing for a non-admin user, but
# aren't user-triggered. (n.b. it is in principle possible to write a fancier
# decorator that subsumes both of these cases, but it is simpler not to.)
def admin_only(f):
def wrapper(self, *args, **kwargs):
if not self.is_admin():
return
return f(self, *args, **kwargs)
return wrapper
# XX add defaults when we can be sure the python version supports it
MessageBundle = collections.namedtuple('MessageBundle', ["binmsg", "compressed"])
MessageBundle.__bool__ = lambda self: bool(self.binmsg)
class CrawlWebSocket(tornado.websocket.WebSocketHandler):
def __init__(self, app, req, **kwargs):
tornado.websocket.WebSocketHandler.__init__(self, app, req, **kwargs)
self.username = None
self.user_id = None
self.user_email = None
self.timeout = None
self.lobby_timeout = None
self.watched_game = None
self.process = None
self.game_id = None
self.received_pong = None
self.save_info = dict()
tornado.ioloop.IOLoop.current()
global current_id
self.id = current_id
current_id += 1
self.deflate = True
self._compressobj = zlib.compressobj(zlib.Z_DEFAULT_COMPRESSION,
zlib.DEFLATED,
-zlib.MAX_WBITS)
self.total_message_bytes = 0
self.compressed_bytes_sent = 0
self.uncompressed_bytes_sent = 0
self.message_queue = [] # type: List[str]
self.failed_messages = 0 # messages to webtiles
self.failed_on_messages = 0 # messages from webtiles
self.subprotocol = None
self.chat_hidden = False
self.logger = logging.LoggerAdapter(logging.getLogger(), {})
self.logger.process = self._process_log_msg
self.message_handlers = {
"login": self.login,
"token_login": self.token_login,
"set_login_cookie": self.set_login_cookie,
"forget_login_cookie": self.forget_login_cookie,
"play": self.start_crawl,
"pong": self.pong,
"watch": self.watch,
"chat_msg": self.post_chat_message,
"register": self.register,
"start_change_email": self.start_change_email,
"change_email": self.change_email,
"start_change_password": self.start_change_password,
"change_password": self.change_password,
"forgot_password": self.forgot_password,
"reset_password": self.reset_password,
"go_lobby": self.go_lobby,
"go_admin": self.go_admin,
"get_rc": self.get_rc,
"set_rc": self.set_rc,
"admin_announce": self.admin_announce,
"admin_pw_reset": self.admin_pw_reset,
"admin_pw_reset_clear": self.admin_pw_reset_clear
}
@admin_required
def admin_announce(self, text):
self.reset_lobby_timeout()
global_announce(text)
self.logger.info("User '%s' sent serverwide announcement: %s", self.username, text)
self.send_message("admin_log", text="Announcement made ('" + text + "')")
@admin_only
def send_socket_stats(self):
import webtiles.server
self.reset_lobby_timeout()
self.send_message("admin_log", text=webtiles.server.version())
self.send_message("admin_log", text=describe_sockets(True))
@admin_required
def admin_pw_reset(self, username):
self.reset_lobby_timeout()
user_info = userdb.get_user_info(username)
if not user_info:
self.send_message("admin_pw_reset_done", error="Invalid user")
return
ok, msg = userdb.generate_forgot_password(user_info.username)
if not ok:
self.send_message("admin_pw_reset_done", error=msg)
else:
self.logger.info("Admin user '%s' set a password token on account '%s'",
self.username, user_info.username)
self.send_message("admin_pw_reset_done", email_body=msg,
username=user_info.username, email=user_info.email)
@admin_required
def admin_pw_reset_clear(self, username):
self.reset_lobby_timeout()
ok, err = userdb.clear_password_token(username)
if ok:
self.logger.info("Admin user '%s' cleared the reset token on account '%s'", self.username, username)
else:
self.logger.info("Error trying to clear reset token for '%s': %s", username, err)
client_closed = property(lambda self: (not self.ws_connection) or self.ws_connection.client_terminated)
def _process_log_msg(self, msg, kwargs):
return "#%-5s %s" % (self.id, msg), kwargs
def __hash__(self):
return self.id
def __eq__(self, other):
return self.id == other.id
def allow_draft76(self):
return True
def select_subprotocol(self, subprotocols):
if "no-compression" in subprotocols:
self.deflate = False
self.subprotocol = "no-compression"
return "no-compression"
return None
def open(self):
compression = "on"
if isinstance(self.ws_connection, getattr(tornado.websocket, "WebSocketProtocol76", ())):
# Old Websocket versions don't support binary messages
self.deflate = False
compression = "off, old websockets"
elif self.subprotocol == "no-compression":
compression = "off, client request"
if hasattr(self, "get_extensions"):
if any(s.endswith("deflate-frame") for s in self.get_extensions()):
self.deflate = False
compression = "deflate-frame extension"
self.logger.info("Socket opened from ip %s (fd%s, compression: %s).",
self.request.remote_ip,
self.ws_connection.stream.socket.fileno(),
compression)
sockets.add(self)
self.reset_idle_timeouts()
if config.get('max_connections') < len(sockets):
self.append_message("connection_closed('The maximum number of "
+ "connections has been reached, sorry :(');")
self.close()
elif shutting_down:
self.close()
else:
if config.get('dgl_mode'):
if config.get('autologin'):
self.do_login(config.get('autologin'))
self.send_lobby()
else:
self.start_crawl(None)
def check_origin(self, origin):
return True
def idle_time(self):
return self.process.idle_time()
def is_running(self, partial=False):
# during setup, and for a short interval after close, self.process
# is set, but self.process.process may be unset or indeterminate.
# after close, `try_cleanup` provides a safe point for this check.
return self.process is not None and (partial or self.process.process)
def is_in_lobby(self):
# caveat: this will return True while a player is logging in directly
# via a play link...
return not self.is_running(partial=True) and self.watched_game is None
def send_lobby_data(self):
self.queue_message("lobby_clear")
from webtiles.process_handler import processes
for process in list(processes.values()):
if process.account_restricted() and not self.is_admin():
continue
self.queue_message("lobby_entry", **process.lobby_entry())
self.send_message("lobby_complete")
def send_lobby(self):
self.send_lobby_data()
self.send_lobby_html()
self.send_socket_stats() # admins only
def account_restricted(self):
return not self.username or userdb.dgl_account_hold(self.user_flags)
def show_in_lobby(self):
return (self.is_running()
and not self.account_restricted())
def send_announcement(self, text):
# TODO: something in lobby?
if not self.is_in_lobby():
# show in chat window
self.send_message("server_announcement", text=text)
# show in player message window
if self.is_running():
self.process.handle_announcement(text)
def invalidate_saveslot_cache(self, slot):
# TODO: the following will get false positives. However, to do any
# better would need some non-trivial refactoring of how crawl handles
# save slots (which is a bit insane). A heuristic might be to check the
# binary, but in practice this doesn't help as most servers launch
# crawl via a wrapper script, not via a direct call.
if self.save_info.get(slot, None) is not None:
cache_check = "" if self.save_info[slot] == "" else "[slot full]"
for g in self.save_info:
if self.save_info[g] == cache_check:
self.save_info[g] = None
self.save_info[slot] = None
def update_save_info(self, binary_key, data):
try:
data = json_decode(data)
except Exception:
# JSON error. It can also happen under some dgamelaunch-config
# setups if escape codes are incorrectly inserted into
# the output for some calls. See:
# https://github.com/crawl/dgamelaunch-config/commit/6ad788ceb5614b3c83d65b61bf26a122e592b98d
# should this case warn? It probably means a misconfiguration.
for g in config.binaries_to_games[binary_key]:
self.save_info[g] = ""
return
# data is now a dict of game mode to game descriptions. If game modes
# share a save slot, then they will map to the same game.
for g in config.binaries_to_games[binary_key]:
if (not config.game_modes[g] in data
or not config.games[g].get("show_save_info", False)):
self.save_info[g] = ""
continue
save_dict = data[config.game_modes[g]]
if not save_dict["loadable"]:
# the save in this slot is in use.
self.save_info[g] = "[playing]" # TODO: something better??
elif config.game_modes[g] == save_dict["game_type"]:
# save in the slot matches the game type we are
# checking.
self.save_info[g] = "[%s]" % save_dict["short_desc"]
else:
# There is a save, but it has a different game type.
# This happens if multiple game types share a slot.
self.save_info[g] = "[slot full]"
# collect save info for the player from all binaries that support save
# info json. Cached on self.save_info. This is asynchronously done using
# a somewhat involved callback chain; each check requires a subprocess
# call on which we don't want to block.
# this code would be much simpler if refactored using async
def collect_save_info(self, final_callback):
if not self.username:
return
# Tally up the calls we need in order to check relevant save info.
# For each distinct binary (going by binary keys, cached in
# `binaries_to_games`), if that binary has modes that should show and
# update save info, add a call to the list.
check_calls = []
for b in config.binaries_to_games:
games = config.binaries_to_games[b]
if not games:
continue
if not config.game_modes[games[0]]:
continue # no game mode info for this game
if not any([config.games[g].get("show_save_info", False) for g in games]):
# no games modes for this binary have enabled save info
for g in games:
self.save_info[g] = ""
continue
if not any([self.save_info.get(g, None) is None for g in games]):
# no invalid caches for this binary
continue
# doesn't matter which element of games we use
call = config.games[games[0]].get_call_base()
call += ["-save-json", self.username]
check_calls.append([b, call])
# next we need to turn the list of calls into a sequence of non-blocking
# callbacks
def build_callback(b, call, next_callback):
# build a callback that:
# a. calls check_output with the call info (nonblocking subprocess)
# b. passes the output to update_save_info, and
# c. calls next_callback
def do_update(data, returncode):
if returncode != 0:
# Binary doesn't support save info, print a warning so that
# the admin can see there is a misconfiguration
# XX it should be possible to check for this case on startup
logging.warning("Save info check for '%s' failed" % b)
data = None # force error case in update_save_info call
self.update_save_info(b, data)
next_callback()
# the check_output call is non-blocking, e.g. will yield to other
# IOLoop stuff:
return lambda: checkoutput.check_output(call, do_update)
# sequence the calls into a chain of callbacks that end with
# final_callback
callback = final_callback
for l in check_calls:
callback = build_callback(l[0], l[1], callback)
# finally, kick things off
callback()
def send_lobby_html(self):
# Rerender Banner
# TODO: don't really need to do this every time the lobby is loaded?
if self.ui is None:
# socket has been finish()ed, and the render_string call will raise.
# this probably only happens in async race conditions, so don't
# do anything further (and hope that the close happens properly
# elsewhere)
return
banner_html = to_unicode(self.render_string("banner.html",
username = self.username))
self.queue_message("html", id = "banner", content = banner_html)
if not self.username:
return
def disable_check(s):
return s == "[slot full]"
def send_game_links():
global sockets
if not self in sockets:
return # socket closed by the time this info was collected
self.queue_message("html", id = "banner", content = banner_html)
# TODO: dynamically send this info as it comes in, rather than
# rendering it all at the end?
try:
# post py3.6, this can all be done with a dictionary
# comprehension, but before that we need to manually keep
# the order
games = collections.OrderedDict()
for g in config.games:
if self.game_id_allowed(g):
games[g] = config.games[g].templated_dict(self.username)
play_html = to_unicode(self.render_string("game_links.html",
games = games,
save_info = self.save_info,
disabled = disable_check))
self.send_message("set_game_links", content = play_html)
except:
self.logger.warning("Error on send_game_links callback",
exc_info=True)
# if no game links at all have been sent, immediately render the
# empty version. This is so that if the server takes a while on
# initial connect, the player sees something immediately.
if len(self.save_info) == 0:
for g in config.games:
self.save_info[g] = None
send_game_links()
self.collect_save_info(send_game_links)
def clear_timeouts(self, lobby=None):
if not lobby and self.timeout:
IOLoop.current().remove_timeout(self.timeout)
self.timeout = None
if lobby != False and self.lobby_timeout:
IOLoop.current().remove_timeout(self.lobby_timeout)
self.lobby_timeout = None
def reset_lobby_timeout(self):
self.clear_timeouts(lobby=True)
# warning: there is a somewhat painful interval at game start while
# self.process is partly set up, but before self.process.process is
# still unset. Don't call this function during that time...
time_limit = config.get('max_lobby_idle_time')
if not self.is_in_lobby() or self.is_admin() or time_limit <= 0:
# this can be triggered on callbacks; if the player is now playing,
# leave things with this timeout no longer set at all
return
# don't check more often than the overall connection timeout setting
time_limit = max(time_limit, config.get('connection_timeout'))
# lobby doesn't track idle time, so we just use a timeout directly;
# this gets reset on actions
self.lobby_timeout = IOLoop.current().add_timeout(
time.time() + time_limit,
self.check_lobby_connection)
def check_lobby_connection(self):
if self.is_running(): # sanity check, but this shouldn't be possible
return
# unconditionally close if we reach the lobby idle time
# XX: possibly print a more informative message on the client side?
self.logger.info("Lobby connection timed out.")
self.close()
def reset_timeout(self):
self.clear_timeouts(lobby=False)
self.received_pong = False
self.send_message("ping")
self.timeout = IOLoop.current().add_timeout(
time.time() + config.get('connection_timeout'),
self.check_connection)
def reset_idle_timeouts(self):
self.reset_lobby_timeout()
self.reset_timeout()
def check_connection(self):
self.timeout = None
if not self.received_pong:
self.logger.info("Connection timed out.")
self.close()
elif self.is_running():
if self.process.idle_time() > config.get('max_idle_time'):
self.logger.info("Stopping crawl after idle time limit.")
self.process.stop()
elif self.is_in_lobby():
if not self.lobby_timeout:
self.reset_lobby_timeout()
# XX none of these covers watchers
if not self.client_closed:
self.reset_timeout()
def update_db_info(self):
"""update self's user info from the user database, including updating
any flag changes that may have happened in the db."""
if not self.username:
return True # caller needs to check for anon if necessary
# won't detect a change in hold state on first login...
old_restriction = self.user_flags is not None and self.account_restricted()
u = userdb.get_user_info(self.username)
self.username = u.username # canonicalize
self.user_id = u.id
self.user_email = u.email
self.user_flags = u.flags
self.logger.extra["username"] = self.username
if userdb.dgl_is_banned(self.user_flags):
return False
if old_restriction and not self.account_restricted():
self.logger.info("[Account] Hold cleared for user %s (IP: %s)",
self.username, self.request.remote_ip)
return True
def game_id_allowed(self, game_id):
if game_id not in config.games:
return False
if not self.account_restricted():
return True
game = config.games[game_id]
# for now, if this isn't set, default to allow. However, if the
# version doesn't support `-no-player-bones` it will still fail to
# start.
return "allowed_with_hold" not in game or game["allowed_with_hold"]
def start_crawl(self, game_id):
if config.get('dgl_mode') and game_id not in config.games:
self.go_lobby()
return
if config.get('dgl_mode'):
if self.username == None:
if self.watched_game:
self.stop_watching()
self.send_message("login_required",
game=config.games[game_id].templated("name", username=self.username))
return
if self.process:
# ignore multiple requests for the same game, can happen when
# logging in with cookies
if self.game_id != game_id:
self.go_lobby()
return
self.game_id = game_id
# invalidate cached save info for lobby
# TODO: invalidate for other sockets of the same player?
self.invalidate_saveslot_cache(game_id)
# update flags in case an account hold has been released or added, or
# the player has been banned.
if config.get('dgl_mode') and (not self.update_db_info() # ban check happens here
or not self.game_id_allowed(game_id)):
self.go_lobby()
return
from webtiles import process_handler
if config.get('dgl_mode'):
self.process = process_handler.CrawlProcessHandler(
config.games[game_id], self.username, self.logger)
else:
self.process = process_handler.DGLLessCrawlProcessHandler(self.logger)
# now that `process` is set, clear the lobby timeout and reset the
# play timeout
self.reset_idle_timeouts()
# self.clear_timeouts(lobby=True)
self.process.end_callback = self._on_crawl_end
self.process.add_watcher(self)
try:
self.process.start()
except Exception:
self.logger.warning("Exception starting process!", exc_info=True)
self.process = None
self.go_lobby()
else:
if self.process is None: # Can happen if the process creation fails
# lobby should be handled in exit callback
return
self.send_message("game_started")
self.restore_blocklist()
self.process.handle_notification(self.process.username,
"'/help' to see available chat commands")
if not config.get('max_chat_length'):
self.process.handle_notification(self.process.username,
"Regular chat is disabled on this server")
if config.get('dgl_mode'):
if self.process.where == {}:
# If location info was found, the lobbys were already
# updated by set_where_data
update_all_lobbys(self.process)
update_global_status()
def _on_crawl_end(self):
if self.process:
if config.get('dgl_mode'):
remove_in_lobbys(self.process)
reason = self.process.exit_reason
message = self.process.exit_message
dump_url = self.process.exit_dump_url
else:
# XX under what circumstance is this reachable?
reason = None
self.process = None
if not self.client_closed:
if shutting_down:
self.close()
else:
# Go back to lobby
if reason:
self.send_message("game_ended", reason = reason,
message = message, dump = dump_url)
self.invalidate_saveslot_cache(self.game_id)
if config.get('dgl_mode'):
if not self.watched_game:
self.send_message("go_lobby")
self.send_lobby()
else:
self.start_crawl(None)
if config.get('dgl_mode'):
# queues a callback to update the status list
update_global_status()
self.try_cleanup()
def init_user(self, callback):
# this would be more cleanly implemented with wait_for_exit, but I
# can't get code for that to work in a way that supports all currently
# in-use versions. TODO: clean up once old Tornado versions are out of
# the picture.
with open("/dev/null", "w") as f:
if tornado.version_info[0] < 3:
# before tornado 3, an async approach would have to be done
# differently, and given that we're deprecating tornado 2.4
# it doesn't seem worth implementing right now. Just stick with
# the old synchronous approach for backwards compatibility.
p = subprocess.Popen([config.get('init_player_program'), self.username],
stdout = f, stderr = subprocess.STDOUT)
callback(p.wait())
else:
# TODO: do we need to care about the streams at all here?
p = tornado.process.Subprocess(
[config.get('init_player_program'), self.username],
stdout = f, stderr = subprocess.STDOUT)
p.set_exit_callback(callback)
def stop_watching(self):
if self.watched_game:
self.logger.info("%s stopped watching %s.",
self.username and self.username or "[Anon]",
self.watched_game.username)
self.watched_game.remove_watcher(self)
self.watched_game = None
def shutdown(self):
if not self.client_closed:
self.logger.info("Shutting down user %s id %d",
self.username and self.username or "[Anon]",
self.id)
msg = to_unicode(self.render_string("shutdown.html", game=self))
self.send_message("close", reason = msg)
self.close()
if self.is_running():
self.process.stop()
def do_login(self, username):
self.username = username
self.user_flags = None
if not self.update_db_info():
# XX consolidate with other ban check / login fail code somehow.
# Also checked in userdb.user_passwd_match.
fail_reason = 'Account is disabled.'
self.logger.warning("[Account] Failed login for user %s: %s", self.username,
fail_reason)
self.send_message("login_fail", reason=fail_reason)
return
def login_callback(result):
success = result == 0
if not success:
msg = ("Could not initialize your rc and morgue!<br>" +
"This probably means there is something wrong " +
"with the server configuration.")
self.send_message("close", reason = msg)
self.logger.warning("User initialization returned an error for user %s!",
self.username)
self.username = None
self.close()
return
self.queue_message("login_success", username=username,
admin=self.is_admin())
if self.account_restricted():
self.queue_message("set_account_hold")
if self.watched_game:
self.watched_game.update_watcher_description()
elif self.is_admin():
self.send_lobby()
else:
self.send_lobby_html()
self.reset_lobby_timeout()
self.init_user(login_callback)
def login(self, username, password):
success, real_username, fail_reason = userdb.user_passwd_match(username, password)
if success and real_username:
self.logger.info("User %s logging in from %s.",
real_username, self.request.remote_ip)
self.do_login(real_username)
elif fail_reason:
self.logger.warning("Failed login for user %s (IP: %s): %s",
real_username, self.request.remote_ip, fail_reason)
self.send_message("login_fail", reason = fail_reason)
else:
self.logger.warning("Failed login for user %s (IP: %s).", username,
self.request.remote_ip)
self.send_message("login_fail")
def token_login(self, cookie):
username, ok = auth.check_login_cookie(cookie)
if ok:
auth.forget_login_cookie(cookie)
self.logger.info("User %s logging in from %s (via token).",
username, self.request.remote_ip)
self.do_login(username)
else:
self.logger.warning("Wrong login token for user %s. (IP: %s)",
username, self.request.remote_ip)
self.send_message("login_fail")
def set_login_cookie(self):
if self.username is None:
return
cookie = auth.log_in_as_user(self, self.username)
self.send_message("login_cookie", cookie = cookie,
expires = config.get('login_token_lifetime'))
def forget_login_cookie(self, cookie):
auth.forget_login_cookie(cookie)
def restore_blocklist(self):
if not self.username:
return
receiver = None
if self.process:
receiver = self.process
elif self.watched_game:
receiver = self.watched_game
if not receiver:
return
db_string = userdb.get_blocklist(self.username)
if db_string is None:
db_string = ""
# list constructor here is for forward compatibility with python 3.
blocked = list([_f for _f in db_string.strip().split(' ') if _f])
receiver.restore_blocklist(self.username, blocked)
def save_blocklist(self, blocked):
db_string = " ".join(blocked).strip()
userdb.set_blocklist(self.username, db_string)
def is_admin(self):
return self.username is not None and userdb.dgl_is_admin(self.user_flags)
def pong(self):
self.received_pong = True
def rcfile_path(self, game_id):
if game_id not in config.games:
return None
if not self.username:
return None
path = config.game_param(game_id, "rcfile_path", username=self.username)
return os.path.join(path, self.username + ".rc")
def send_json_options(self, game_id, player_name):
def do_send(data, returncode):
if returncode != 0:
# fail silently for returncode 1 for now, probably just an old
# version missing the command line option
if returncode != 1:
self.logger.warning("Error while getting JSON options!")
return
self.append_message('{"msg":"options","watcher":true,"options":'
+ data + '}')
if not self.username: return
if game_id not in config.games: return
game = config.games[game_id]
if "send_json_options" in game and not game["send_json_options"]:
return
call = game.get_call_base()
call += ["-name", player_name,
"-rc", self.rcfile_path(game_id)]
if "options" in game:
call += game.templated("options", username=self.username)
call.append("-print-webtiles-options")
checkoutput.check_output(call, do_send)
def watch(self, username):
if self.is_running():
self.process.stop()
if not self.update_db_info():
self.go_lobby()
return
if self.username and self.account_restricted():
self.go_lobby(message="Your account is restricted; spectating unavailable")
return
if not self.username and not config.get('allow_anon_spectate'):
self.send_message("auth_error",
reason="Anonymous spectating disabled")
self.go_lobby()
return
from webtiles.process_handler import processes
procs = [process for process in list(processes.values())
if process.username.lower() == username.lower()]
if len(procs) >= 1:
process = procs[0]
# has the spectatee blocked this user?
if process.is_blocked(self.username) and not self.is_admin():
self.send_message("auth_error",
reason="Spectating this player is restricted.")
self.go_lobby()
return
r = process.get_primary_receiver()
# the spectatee has a restricted account; you can only get to this
# by manually typing a url
if r and r.account_restricted():
self.go_lobby()
return
if self.watched_game:
if self.watched_game == process:
return
self.stop_watching()
self.logger.info("%s started watching %s (%s).",
self.username and self.username or "[Anon]",
process.username, process.id)
self.watched_game = process
process.add_watcher(self)
self.send_message("watching_started", username = process.username)
if not config.get('max_chat_length'):
process.handle_notification(self.username,
"Chat is disabled on this server")
else:
if self.watched_game:
self.stop_watching()
self.go_lobby()
def post_chat_message(self, text):
max_length = config.get('max_chat_length')
if max_length:
max_length = max(100, int(max_length)) # if it's set, enforce a minimum
if len(text) >= max_length:
text = text[:max_length - 5] + "[...]"
receiver = None
if self.process:
receiver = self.process
elif self.watched_game:
receiver = self.watched_game
if receiver:
if self.account_restricted():
self.send_message("chat",
content='Your account is restricted; chat unavailable')
return
if self.username is None:
self.send_message("chat",
content='You need to log in to send messages!')
return
if not receiver.handle_chat_command(self, text):
if not max_length:
return # chat disabled!
receiver.handle_chat_message(self.username, text)
def register(self, username, password, email):
error = userdb.register_user(username, password, email)
if error is None:
self.logger.info("[Account] Registered user %s (IP: %s, email: %s).",
username, self.request.remote_ip, email)
self.do_login(username)
else:
self.logger.info("[Account] Registration attempt failed for user %s (IP: %s): %s",
username, self.request.remote_ip, error)
self.send_message("register_fail", reason = error)
def start_change_password(self):
self.reset_lobby_timeout()
self.send_message("start_change_password")
def change_password(self, cur_password, new_password):
self.reset_lobby_timeout()
if not self.update_db_info():
self.send_message("change_password_fail", reason="Account is disabled")
return
if self.username is None:
self.send_message("change_password_fail",
reason="You need to log in to change your password.")
return
if self.account_restricted():
self.send_message("change_password_fail",
reason="Your account is restricted; change password unavailable.")
return
if not userdb.user_passwd_match(self.username, cur_password)[0]:
self.send_message("change_password_fail", reason = "Your password didn't match.")
self.logger.info("Non-matching current password during password change for %s", self.username)
return
error = userdb.change_password(self.user_id, new_password)
if error is None:
self.logger.info("User %s changed password.", self.username)
self.send_message("change_password_done")
else:
self.logger.info("Failed to change username for %s: %s", self.username, error)
self.send_message("change_password_fail", reason = error)
def start_change_email(self):
self.reset_lobby_timeout()
self.send_message("start_change_email", email = self.user_email)
def change_email(self, email):
self.reset_lobby_timeout()
if not self.update_db_info():
self.send_message("change_email_fail", reason="Account is disabled")
return
if self.username is None:
self.send_message("change_email_fail", reason = "You need to log in to change your email")
return
if self.account_restricted():
self.send_message("change_email_fail",
reason="Your account is restricted; change email unavailable.")
return
error = userdb.change_email(self.user_id, email)
if error is None:
self.update_db_info()
self.logger.info("User %s changed email to %s.",
self.username, self.user_email if self.user_email else "null")
self.send_message("change_email_done", email = self.user_email)
else:
self.logger.info("Failed to change username for %s: %s", self.username, error)
self.send_message("change_email_fail", reason = error)
def forgot_password(self, email):
if not config.get("allow_password_reset", False):
return
self.reset_lobby_timeout()
sent, error = userdb.send_forgot_password(email)
if error is None:
if sent:
self.logger.info("Sent password reset email to %s.", email)
else:
self.logger.info("User requested a password reset, but email "
"is not registered (%s).", email)
self.send_message("forgot_password_done")
else:
self.logger.info("Failed to send password reset email for %s: %s",
email, error)
self.send_message("forgot_password_fail", reason = error)
def reset_password(self, token, password):
self.reset_lobby_timeout()
username, error = userdb.update_user_password_from_token(token,
password)
if error is None:
self.logger.info("User %s has completed their password reset.",
username)
self.send_message("reload_url")
else:
if username is None:
self.logger.info("Failed to update password for token %s: %s",
token, error)
else:
self.logger.info("Failed to update password for user %s: %s",
username, error)
self.send_message("reset_password_fail", reason = error)
def go_lobby(self, message=None):
if not config.get('dgl_mode'):
return
if message:
# a bit hacky: puts the message above the login box / username
self.send_message("auth_error", reason=message)
if self.is_running():
self.process.stop()
# note -- lobby timer is not guaranteed to be started here, because
# process stop is async
self.reset_idle_timeouts()
if self.username and userdb.dgl_is_banned(self.user_flags):
# force a logout. Note that this doesn't check the db at this point
# in order to reduce i/o a bit.
fail_reason = 'Account is disabled.'
self.logger.warning("[Account] Logging out user %s: %s",
self.username, fail_reason)
self.username = self.user_email = self.user_flags = self.user_id = None
self.send_message("go_lobby")
self.send_lobby_html()
self.send_message("logout", reason=fail_reason)
return
if self.watched_game:
self.stop_watching()
self.send_message("go_lobby")
self.send_lobby()
else:
self.send_message("go_lobby")
def go_admin(self):
self.go_lobby()
self.send_message("go_admin")
def get_rc(self, game_id):
if game_id not in config.games: return
self.reset_lobby_timeout()
path = self.rcfile_path(game_id)
try:
with util.SlowWarning("Slow IO: read rc '%s'" % path):
with open(path, 'r') as f:
contents = f.read()
# Handle RC file not existing. IOError for py2, OSError for py3
except (OSError, IOError):
contents = ''
self.send_message("rcfile_contents", game_id = game_id, contents = contents)
def set_rc(self, game_id, contents):
rcfile_path = self.rcfile_path(game_id)
self.reset_lobby_timeout()
try:
with util.SlowWarning("Slow IO: write rc '%s'" % rcfile_path):
with open(rcfile_path, 'wb') as f:
# TODO: is binary + encode necessary in py 3?
f.write(utf8(contents))
except Exception:
self.logger.warning(
"Couldn't save rcfile for %s!",
self.username, exc_info=True)
return False
return True
def on_message(self, message): # type: (Union[str, bytes]) -> None
try:
obj = json_decode(message) # type: Dict[str, Any]
if obj["msg"] in self.message_handlers:
handler = self.message_handlers[obj["msg"]]
del obj["msg"]
handler(**obj)
elif self.process:
self.process.handle_input(message)
elif (not self.watched_game
and obj["msg"] != 'ui_state_sync'
and obj["msg"] != 'key'):
# ui_state_sync can get queued by the js client just before
# shutdown, and have its sending delayed by enough that the
# process has stopped. I do not currently think there's a
# principled way to suppress it with this timing on the js
# side (because it's basically just a consequence of general
# ui code), so have an ugly exception here. Otherwise, various
# game ending conditions log a warning. TODO: fixes?
self.logger.warning("Didn't know how to handle msg (user %s): %s",
self.username and self.username or "[Anon]",
obj["msg"])
if self.failed_on_messages > 1:
self.logger.warning("%d more on_message errors...", self.failed_on_messages)
self.failed_on_messages = 0
except OSError as e:
# maybe should throw a custom exception from the socket call rather
# than rely on these cases?
if self.failed_on_messages == 0:
excerpt = message[:50] if len(message) > 50 else message
trunc = "..." if len(message) > 50 else ""
if e.errno == errno.EAGAIN or e.errno == errno.ENOBUFS:
# errno is different on mac vs linux, maybe also depending on
# python version
self.logger.warning(
"Socket buffer full; skipping JSON message ('%r%s')!",
excerpt, trunc)
else:
self.logger.warning(
"Error while handling JSON message ('%r%s')!",
excerpt, trunc,
exc_info=True)
self.failed_on_messages += 1
except Exception:
if self.failed_on_messages == 0:
excerpt = message[:50] if len(message) > 50 else message
trunc = "..." if len(message) > 50 else ""
self.logger.warning("Error while handling JSON message ('%r%s')!",
excerpt, trunc,
exc_info=True)
self.failed_on_messages += 1
def _encode_for_send(self, msg, deflate):
try:
binmsg = utf8(msg)
if deflate:
# Compress like in deflate-frame extension:
# Apply deflate, flush, then remove the 00 00 FF FF
# at the end
# note: a compressed stream is stateful, you can't use this
# compressobj for other sockets
compressed = self._compressobj.compress(binmsg)
compressed += self._compressobj.flush(zlib.Z_SYNC_FLUSH)
compressed = compressed[:-4]
return MessageBundle(binmsg, compressed)
else:
return MessageBundle(binmsg, None)
except:
# might happen with weird utf-8 stuff...can this be handled more
# precisely?
self.logger.warning("Exception trying to encode message.", exc_info = True)
return MessageBundle(None, None)
# send a single message batch, encoding and compressing it if necessary
def _send_raw_message(self, msg):
if self.client_closed or not msg:
return False
bundle = self._encode_for_send(msg, self.deflate)
if not bundle:
self.failed_messages += 1
return False
try:
self.total_message_bytes += len(bundle.binmsg)
if self.deflate:
self.compressed_bytes_sent += len(bundle.compressed)
f = self.write_message(bundle.compressed, binary=True)
else:
self.uncompressed_bytes_sent += len(bundle.binmsg)
f = self.write_message(bundle.binmsg)
import traceback
cur_stack = traceback.format_stack()
# handle any exceptions lingering in the Future
# TODO: this whole call chain should be converted to use coroutines
def after_write_callback(f):
try:
f.result()
except tornado.websocket.StreamClosedError as e:
# not supposed to be raised here in current versions of
# tornado, but in some older versions it is.
if self.failed_messages == 0:
self.logger.warning("Connection closed during async write_message")
self.failed_messages += 1
if self.ws_connection is not None:
self.ws_connection._abort()
except tornado.websocket.WebSocketClosedError as e:
if self.failed_messages == 0:
self.logger.warning("Connection closed during async write_message")
self.failed_messages += 1
if self.ws_connection is not None:
self.ws_connection._abort()
except Exception as e:
self.logger.warning("Exception during async write_message, stack at call:")
self.logger.warning("".join(cur_stack))
self.logger.warning(e, exc_info=True)
self.failed_messages += 1
if self.ws_connection is not None:
self.ws_connection._abort()
# extreme back-compat try-except block, `f` should be None in
# ancient tornado versions
try:
f.add_done_callback(after_write_callback)
except:
pass
# true means that something was queued up to send, but it may be
# async
return True
except tornado.websocket.WebSocketClosedError as e:
if self.failed_messages == 0:
self.logger.warning("Connection closed during write_message")
self.failed_messages += 1
if self.ws_connection is not None:
self.ws_connection._abort()
except:
self.logger.warning("Exception trying to send message.", exc_info = True)
self.failed_messages += 1
if self.ws_connection is not None:
self.ws_connection._abort()
return False
# send anything in the per-socket queue
def flush_messages(self):
# type: () -> bool
if self.client_closed or len(self.message_queue) == 0:
return False
batch = ("{\"msgs\":["
+ ",".join(self.message_queue)
+ "]}")
self.message_queue = [] # always empty the queue
return self._send_raw_message(batch)
# n.b. this looks a lot like superclass write_message, but has a static
# type signature that is not compatible with it, so we do not override
# that function.
def append_message(self,
msg, # type: str
send=True # type: bool
):
# type: (...) -> bool
if self.client_closed:
return False
self.message_queue.append(msg)
if send:
return self.flush_messages()
return False
def send_message(self, msg, **data):
# type: (str, Any) -> bool
"""Sends a JSON message to the client."""
data["msg"] = msg
return self.append_message(json_encode(data), True)
def queue_message(self, msg, **data):
# type: (str, Any) -> bool
data["msg"] = msg
return self.append_message(json_encode(data), False)
def try_cleanup(self):
global sockets
# try to do what cleanup can be done on game end or close at the
# current point in time.
# If there is a running process, some cleanup will need to be
# deferred, and if the client is not closed only the process will
# be cleaned up.
if not self.is_running():
self.process = None
if self.client_closed:
self.clear_timeouts()
if self in sockets:
sockets.remove(self)
else:
self.reset_idle_timeouts()
if self.watched_game:
self.watched_game.remove_watcher(self)
def on_close(self):
# at this point, self.client_closed is guaranteed to be true
extra = []
if self.is_running():
# this will (sooner or later) trigger _on_crawl_end, which will
# remove `self` from `sockets`
# XX would it be better to handle on_close messaging at that point?
self.process.stop()
elif self in sockets and self.process:
# buggy state (I think): `self.process` did not get set to
# None, but process is not actually running.
extra += ["stale process"]
self.try_cleanup()
if self.total_message_bytes == 0:
comp_ratio = "N/A"
else:
comp_ratio = 100 - 100 * (self.compressed_bytes_sent + self.uncompressed_bytes_sent) / self.total_message_bytes
comp_ratio = round(comp_ratio, 2)
if self.failed_messages > 0 or self.failed_on_messages > 0:
extra += ["%d (client) + %d (process) failed messages" % (self.failed_messages, self.failed_on_messages)]
extra_msg = ""
if len(extra):
extra_msg = ", " + ", ".join(extra)
self.logger.info("Socket closed. (%s sent, compression ratio %s%%%s)",
util.humanise_bytes(self.total_message_bytes),
comp_ratio,
extra_msg)
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