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########################################################################################
#     This file is part of Spheres.
#     Copyright (C) 2019  Jesusalva

#     This library is free software; you can redistribute it and/or
#     modify it under the terms of the GNU Lesser General Public
#     License as published by the Free Software Foundation; either
#     version 2.1 of the License, or (at your option) any later version.

#     This library 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
#     Lesser General Public License for more details.

#     You should have received a copy of the GNU Lesser General Public
#     License along with this library; if not, write to the Free Software
#     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
########################################################################################
# Definitions: WebSocket 

init python:
    # FIXME: Drop dead if session_id mismatches (new "token")
    # REMINDER: onmsg() runs within the thread, not the main app!
    def onmsg(self, message):
        global tr_load, tr_val, tr_busy
        stdout("Server : " + str(message))

        # Wait wait, it might have been a SERVNOTICE!
        # TODO: Validate the ServNotice with token or something
        try:
         if (message.split(':')[0] == "NOTICE"):
            display_msgbox(str(":".join(message.split(':')[1:])))
            return
        except:
            stdout("Error displaying SERVNOTICE!!")
            return

        # It could also have been an APREFRESH token!
        try:
         if (message.split(':')[0] == "APREFRESH"):
            Player["ap"]=(int(":".join(message.split(':')[1:])))
            # TODO: Reload timer (DynamicDisplayable(countdown, length=360.0))
            Player["aptime"] = now()
            renpy.restart_interaction() # I hope it does not explodes
            return
        except:
            stdout("Error enacting APREFRESH!!")
            return

        # Inform whatever is waiting for us that a reply was obtained
        tr_load=True
        tr_val=str(message)
        # We do not clean tr_busy here
        return

    def onopen(self):
        global tr_busy, tr_load, tr_val, HOST
        print("Opening connection to %s" % HOST)
        tr_load=True
        tr_val=""
        tr_busy=False
        send_packet_now("PING")

    def onerror(self, err):
        global TERMINATE
        if err == "Quit":
            return
        elif err == "K-Lined":
            sdelay(30.0) # We are banned, so pretend it is just taking long...
            # TODO FIXME: ...Might be a very bad idea.

        stdout("ERROR RECEIVED")
        stdout("More details: %s" % repr(err))
        stdout("An error happened: %s" % str(err))
        # NOTE: Game might die suddenly... In case it is already exiting...
        try:
            renpy.call_screen("msgbox",
            #                  "An unrecoverable error happened.\nPlease close and re-open the app.")
                              "An unrecoverable error happened.\nPress OK to return to main menu screen.")
        except:
            pass
        TERMINATE=True # Relay a TERM to overlay
        return

    class GameClient(WebSocketClient):
        def opened(self):
            onopen(self)

        # FIXME This is also onerror
        def closed(self, code, reason=None):
            print("Closed down", code, reason)
            if reason is None:
                reason="Connection died"
            if reason != "Quit":
                onerror(self, "%s" % str(reason))

        def received_message(self, m):
            onmsg(self, str(m))

    # Be mindful of where/when using this function
    # Or "onmsg" may accidentally not be cast =/
    def send_packet_now(packet, args=""):
        global ws, tr_load, tr_val, tr_busy, TERMINATE, CLOSING

        stdout("Sending: %s" % packet)
        cnt = 0
        while cnt < MAX_RETRIES:
            cnt+=1
            try:
                ws.send(get_token() + ";" + packet + ";" + args)
                break # Success attained, continue
            except:
                traceback.print_exc()
                stdout("FATAL ERROR, packet was not sent!")
                if cnt >= MAX_RETRIES:
                    try:
                        renpy.call_screen("msgbox",
                                          "An unrecoverable error happened.\nPlease close and re-open the app.")
                    except:
                        pass
                    TERMINATE=True
                    if not CLOSING:
                        renpy.quit(relaunch=True)
        return


    def wait_packet(fg=True):
        global tr_load, tr_val, tr_busy
        timeout=0.0
        print("Now waiting for packet!")

        while not tr_load:
            if fg:
                sdelay() # FIXME: This can cause errors in mobile?
            else:
                time.sleep(0.02)
            timeout+=0.02

            if timeout >= TIMEOUT_INTERVAL:
                # FIXME: What if a screen is already being displayed? BUG
                try:
                    renpy.call_screen("msgbox", "Error Code: %d\n\nApplication timeout, click to try again" % (ERR_TIMEOUT))
                    timeout=0.0
                    # TODO: Maybe we should, like, _resent_ the packet?
                    # Or just allow user to be booted to main menu?
                    # Or even yet, send ERR_INVALID and let the game handle it?
                    # Sooo use confirm instead of msgbox?
                except:
                    stdout("ERROR: Timeout and retry failure")
                    break

        val=tr_val
        tr_busy=False

        stdout("Packet received successfully.")
        #print("value obtained: %s" % str(val))
        if (val is None):
            return ERR_INVALID
        return val


    def schedule_packet():
        global tr_load, tr_val, tr_busy
        # TODO: if tr_busy already true, wait until it is made false
        while tr_busy:
            sdelay()

        # Book processing space for ourselves
        tr_busy=True
        tr_load=False
        tr_val=None
        return


    def send_packet(packet, args="", fg=True):
        global tr_busy, tr_load
        schedule_packet()
        send_packet_now(packet, args)
        return wait_packet(fg)

    # In past, this would keep running, in hopes of catching the program quit
    # and being able to kill the threads... But well, it worked poorly.
    # Still called "supervisor" but all it does now is init.
    # sslopt={"cert_reqs": CERT_NONE})
    def supervisor(use_ssl):
        global ws
        stdout(_("Opening new socket..."))
        done=False
        while not done:
            try:
                if use_ssl:
                    ws = GameClient("wss://"+HOST+":"+PORT)
                else:
                    ws = GameClient("ws://"+HOST+":"+PORT)
                ws.connect()
                # May be problematic.
                # Specially if exception is uncaught
                renpy.invoke_in_thread(ws.run_forever)
                done=True
                stdout("Connection established!")
            except:
                traceback.print_exc()
                stdout("CONNECTION FAILED, PLEASE TRY AGAIN")
                display_msgbox("Connection Error. Please check internet connection.")
                sdelay(10.0) # It will keep trying again, ever and ever.
                # FIXME: sdelay(), with fixed time is a bad idea.
                # We should allow user to retry (no hard pause)
                # And we should scale up the time between attempts
                # Just in case server is flooded, we do not want to DoS it =/
                # (And incur in firewall's wrath while at that!)

        # The supervisor module is now uneeded as thread was cast, so return
        return