0ad/source/tools/XpartaMuPP/XpartaMuPP.py
elexis d7d0a7f869 Submit and display more information about matches in the lobby. Patch by Imarok, refs #3476.
Includes team numbers, online/offline- and won/defeated state, AI type
and difficulty for running games and
only the playernames with observer-player distinction in the gamesetup.
Use JSON format inside the XML stanza and minimize traffic by packing
teams.

Use the observer distinction to correctly apply the "full games" trigger
in the lobby, fixes #3143.

XPartaMupp patch applied by scythetwirler.
unescapeText function by sanderd17, refs #3409.

This was SVN commit r18534.
2016-07-20 16:04:23 +00:00

930 lines
33 KiB
Python

#!/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).filter(Player.rating != -1).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', 'lootCollected', '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', 'traderUnitsTrained',
'traderUnitsLost', 'enemyTraderUnitsKilled'}
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.lower()))
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).filter(Player.rating != -1).order_by(Player.rating.desc()).limit(100).all()
for rank, player in enumerate(players):
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 list(nicks):
players = db.query(Player.jid, Player.rating).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]['state'] = 'waiting'
else:
logging.debug("change game (%s) state from %s to %s", JID, self.gameList[JID]['state'], 'running')
self.gameList[JID]['state'] = 'running'
self.gameList[JID]['nbp'] = data['nbp']
self.gameList[JID]['players'] = data['players']
## 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).lower()
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).lower()
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()
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 the false split positive.
return len(rawGameReport[key].split(","))-1
# 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
self.ratingListUpdate = False
# 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.
"""
self.ratingListUpdate = True
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.
# 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)
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)
if self.ratingListUpdate == True:
self.sendRatingList()
self.ratingListUpdate = False
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 list(self.nicks):
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 list(self.nicks):
## 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 list(self.nicks):
## 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 list(self.nicks):
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")