#!/usr/bin/env python3 import sys import re from twisted.internet import defer from twisted.internet import protocol from twisted.internet import reactor from twisted.python import log from twisted.python.logfile import DailyLogFile import pendulum from subprocess import check_output from colorama import Fore, Back, Style # This isn't the best configuration, but it's simple # and works. Mostly. try: from config_dev import * except ModuleNotFoundError: from config import * # Extract the version information from git. # The match gives us only tags starting with v[0-9]* Using anything else trips up on double digits. version = check_output( [ "git", "describe", "--abbrev=8", "--long", "--tags", "--dirty", "--always", "--match", "v[0-9]*", ], universal_newlines=True, ).strip() def merge(color_string): """ Given a string of colorama ANSI, merge them if you can. """ return color_string.replace("m\x1b[", ";") # Cleans all ANSI cleaner = re.compile(r"\x1b\[[0-9;]*[A-Zmh]") # Looks for ANSI (that should be considered to be a newline) # This needs to see what is send when something enters / leaves # the player's current sector. (That doesn't work/isn't # detected. NNY!) makeNL = re.compile(r"\x1b\[[0-9;]*[J]") def treatAsNL(line): """ Replace any ANSI codes that would be better understood as newlines. """ global makeNL return makeNL.sub("\n", line) def cleanANSI(line): """ Remove all ANSI codes. """ global cleaner return cleaner.sub("", line) # return re.sub(r'\x1b\[([0-9,A-Z]{1,2}(;[0-9]{1,2})?(;[0-9]{3})?)?[m|K]?', '', line) class Observer(object): def __init__(self): self.dispatch = {} def emit(self, signal, message): """ emit a signal, return True if sent somewhere. """ if signal in self.dispatch: # something to do ret = False for listener in self.dispatch[signal]: ret = True reactor.callLater(0, listener, message) return ret return False def connect(self, signal, func): """ Connect a signal to a given function. """ if not signal in self.dispatch: self.dispatch[signal] = [] self.dispatch[signal].append(func) def disconnect(self, signal, func): """ Disconnect a signal with a certain function. """ if signal in self.dispatch: self.dispatch[signal].remove(func) if len(self.dispatch[signal]) == 0: self.dispatch.pop(signal) def get_funcs(self, signal): """ Gives a copy of the dispatch for a given signal. """ if signal in self.dispatch: return list(self.dispatch[signal]) else: return [] def set_funcs(self, signal, funcs): """ Replaces the dispatch for a given signal. """ if signal in self.dispatch: if len(funcs) == 0: self.dispatch.pop(signal) else: self.dispatch = list(funcs) else: if len(funcs) != 0: self.dispatch = list(funcs) class Game(protocol.Protocol): def __init__(self): self.buffer = "" self.game = None self.to_player = True def connectionMade(self): log.msg("Connected to Game Server") self.queue_player = self.factory.queue_player self.queue_game = self.factory.queue_game self.observer = self.factory.observer self.setPlayerReceived() self.observer.connect("user", self.show_user) self.observer.connect("user-game", self.show_game) def show_user(self, user): """ This doesn't always show up. :P Because we're still connecting to the game server when the player object has already sent the 'user' signal. """ log.msg("## User:", user) def show_game(self, game): log.msg("## User-Game:", game) def setPlayerReceived(self): """ Get deferred from client queue, callback clientDataReceived. """ self.queue_player.get().addCallback(self.playerDataReceived) def playerDataReceived(self, chunk): if chunk is False: self.queue_player = None log.msg("Player: disconnected, close connection to game") # I don't believe I need this if I'm using protocol.Factory self.factory.continueTrying = False self.transport.loseConnection() else: # Pass received data to the server self.transport.write(chunk) self.setPlayerReceived() def lineReceived(self, line): """ line received from the game. """ if LOG_LINES: log.msg(">> [{0}]".format(line)) if "TWGS v2.20b" in line and "www.eisonline.com" in line: self.queue_game.put( "TWGS Proxy build " + version + " is active. \x1b[1;34m~\x1b[0m to activate.\n\r\n\r", ) if "TradeWars Game Server" in line and "Copyright (C) EIS" in line: # We are not in a game if not self.game is None: # We were in a game. self.game = None self.observer.emit("user-game", (self.factory.player.user, self.game)) if "Selection (? for menu): " in line: game = line[-1] if game >= "A" and game < "Q": self.game = game log.msg("Game: {0}".format(self.game)) self.observer.emit("user-game", (self.factory.player.user, self.game)) self.observer.emit("game-line", line) def dataReceived(self, chunk): """ Data received from the Game. Remove backspaces. Treat some ANSI codes as NewLine. Remove ANSI. Break into lines. Trim out carriage returns. Call lineReceived(). "Optionally" pass data to player. FUTURE: trigger on prompt. [cleanANSI(buffer)] """ # Sequence error: # If I don't put the chunk(I received) to the player. # anything I display -- lineReceive() put() ... would # be out of order. (I'd be responding -- before it # was displayed to the user.) if self.to_player: self.queue_game.put(chunk) self.buffer += chunk.decode("utf-8", "ignore") # Process any backspaces while "\x08" in self.buffer: part = self.buffer.partition("\x08") self.buffer = part[0][:-1] + part[2] # Treat some ANSI codes as a newline self.buffer = treatAsNL(self.buffer) # Break into lines while "\n" in self.buffer: part = self.buffer.partition("\n") line = part[0].replace("\r", "") # Clean ANSI codes from line line = cleanANSI(line) self.lineReceived(line) self.buffer = part[2] self.observer.emit("prompt", cleanANSI(self.buffer)) def connectionLost(self, why): log.msg("Game connectionLost because: %s" % why) self.queue_game.put(False) self.transport.loseConnection() class GlueFactory(protocol.ClientFactory): # class GlueFactory(protocol.Factory): maxDelay = 10 protocol = Game def __init__(self, player): self.player = player self.queue_player = player.queue_player self.queue_game = player.queue_game self.observer = player.observer def closeIt(self): log.msg("closeIt") self.queue_game.put(False) def getUser(self, user): log.msg("getUser( %s )" % user) self.twgs.logUser(user) # This was needed when I replaced ClientFactory with Factory. # def clientConnectionLost(self, connector, why): # log.msg("clientconnectionlost: %s" % why) # self.queue_client.put(False) def clientConnectionFailed(self, connector, why): log.msg("connection to game failed: %s" % why) self.queue_game.put(b"Sorry! I'm Unable to connect to the game server.\r\n") # syncterm gets cranky/locks up if we close this here. # (Because it is still sending rlogin information?) reactor.callLater(2, self.closeIt) class Player(protocol.Protocol): def __init__(self): self.buffer = "" self.user = None self.observer = Observer() def connectionMade(self): """ connected, setup queues. queue_player is data from player. queue_game is data to player. (possibly from game) """ self.queue_player = defer.DeferredQueue() self.queue_game = defer.DeferredQueue() self.setGameReceived() # Connect GlueFactory to this Player object. factory = GlueFactory(self) # Make connection to the game server reactor.connectTCP(HOST, PORT, factory, 5) def setGameReceived(self): """ Get deferred from client queue, callback clientDataReceived. """ self.queue_game.get().addCallback(self.gameDataReceived) def gameDataReceived(self, chunk): """ Data received from the game. """ if chunk is False: self.transport.loseConnection() else: if type(chunk) == bytes: self.transport.write(chunk) elif type(chunk) == str: self.transport.write(chunk.encode()) else: log.err("gameDataReceived: type (%s) given!", type(chunk)) self.transport.write(chunk) self.setGameReceived() def dataReceived(self, chunk): if self.user is None: self.buffer += chunk.decode("utf-8", "ignore") parts = self.buffer.split("\x00") if len(parts) >= 5: # rlogin we have the username self.user = parts[1] log.msg("User: {0}".format(self.user)) zpos = self.buffer.rindex("\x00") self.buffer = self.buffer[zpos + 1 :] # but I don't need the buffer anymore, so: self.buffer = "" # Pass user value on to whatever needs it. self.observer.emit("user", self.user) if not self.observer.emit("player", chunk): # Was not dispatched. Send to game. self.queue_player.put(chunk) def connectionLost(self, why): log.msg("lost connection %s" % why) self.queue_player.put(False) def connectionFailed(self, why): log.msg("connectionFailed: %s" % why) if __name__ == "__main__": if LOGFILE: log.startLogging(DailyLogFile("proxy.log", ".")) else: log.startLogging(sys.stdout) log.msg("This is version: %s" % version) factory = protocol.Factory() factory.protocol = Player reactor.listenTCP(LISTEN_PORT, factory, interface=LISTEN_ON) reactor.run()