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unreal: update spawnClient to latest spec, improve handle_events and documentation to be more correct

This commit is contained in:
James Lu 2015-10-08 20:28:21 -07:00
parent 7c7f07b3a9
commit 665481276d

View File

@ -34,7 +34,12 @@ class UnrealProtocol(TS6BaseProtocol):
### OUTGOING COMMAND FUNCTIONS
def spawnClient(self, nick, ident='null', host='null', realhost=None, modes=set(),
server=None, ip='0.0.0.0', realname=None, ts=None, opertype=None):
server=None, ip='0.0.0.0', realname=None, ts=None, opertype=None,
manipulatable=True):
"""Spawns a client with nick <nick> on the given IRC connection.
Note: No nick collision / valid nickname checks are done here; it is
up to plugins to make sure they don't introduce anything invalid."""
server = server or self.irc.sid
if not utils.isInternalServer(self.irc, server):
raise ValueError('Server %r is not a PyLink internal PseudoServer!' % server)
@ -61,6 +66,8 @@ class UnrealProtocol(TS6BaseProtocol):
pass
def pingServer(self, source=None, target=None):
"""Sends a PING to a target server. Periodic PINGs are sent to our uplink
automatically by the Irc() internals; plugins shouldn't have to use this."""
source = source or self.irc.sid
target = target or self.irc.uplink
if not (target is None or source is None):
@ -69,6 +76,7 @@ class UnrealProtocol(TS6BaseProtocol):
### HANDLERS
def connect(self):
"""Initializes a connection to a server."""
ts = self.irc.start_ts
self.irc.prefixmodes = {'q': '~', 'a': '&', 'o': '@', 'h': '%', 'v': '+'}
### XXX: fill out self.irc.umodes
@ -194,43 +202,46 @@ class UnrealProtocol(TS6BaseProtocol):
self.caps['SJ3'] = True
def _sidToServer(self, sname):
"""<self.irc object> <server name>
Returns the SID of a server named <server name>, if present."""
"""Returns the SID of a server with the given name, if present."""
nick = sname.lower()
for k, v in self.irc.servers.items():
if v.name.lower() == nick:
return k
def _convertNick(self, target):
"""Converts a nick argument to its matching UID."""
target = utils.nickToUid(self.irc, target) or target
if target not in self.irc.users:
log.warning("(%s) Possible desync? Got command target %s, who "
"isn't in our user list!")
"isn't in our user list!", self.irc.name, target)
return target
def handle_events(self, data):
# Unreal's protocol has three styles of commands, @servernumeric, :user, and plain commands.
# e.g. NICK introduction looks like:
# <- NICK nick hopcount timestamp username hostname server service-identifier-token +usermodes virtualhost :realname
# while PRIVMSG looks like:
# <- :source ! target :message
# and SJOIN looks like:
# <- @servernumeric SJOIN <ts> <chname> [<modes>] [<mode para> ...] :<[[*~@%+]member] [&"ban/except] ...>
# Same deal as TS6 with :'s indicating a long argument lasting to the
# end of the line.
args = self.parseArgs(data.split(" "))
# Message starts with a SID/UID prefix.
if args[0][0] in ':@':
sender = args[0].lstrip(':@')
"""Event handler for the UnrealIRCd 3.4+ protocol.
This passes most commands to the various handle_ABCD() functions
elsewhere in this module, coersing various sender prefixes from nicks
to UIDs wherever possible.
Unreal 3.4's protocol operates similarly to TS6, where lines can have :
indicating a long argument lasting to the end of the line. Not all commands
send an explicit sender prefix, in which case, it will be set to the SID
of the uplink server.
"""
data = data.split(" ")
try: # Message starts with a SID/UID prefix.
args = self.parseTS6Args(data)
sender = args[0]
command = args[1]
args = args[2:]
# If the sender isn't in UID format, try to convert it automatically.
# Unreal's protocol isn't quite consistent with this yet!
numeric = self._sidToServer(sender) or utils.nickToUid(self.irc, sender) or \
sender
else:
# parseTS6Args() will raise IndexError if the TS6 sender prefix is missing.
except IndexError:
# Raw command without an explicit sender; assume it's being sent by our uplink.
args = self.parseArgs(data)
numeric = self.irc.uplink
command = args[0]
args = args[1:]
@ -265,7 +276,8 @@ class UnrealProtocol(TS6BaseProtocol):
self.irc.channels[ch].users.discard(numeric)
self.irc.users[numeric].channels.discard(ch)
return {'channels': oldchans, 'text': 'Left all channels.', 'parse_as': 'PART'}
# Call hooks manually, because one JOIN command can have multiple channels...
# Call hooks manually, because one JOIN command in UnrealIRCd can
# have multiple channels...
self.irc.callHooks([numeric, command, {'channel': channel, 'users': [numeric], 'modes':
c.modes, 'ts': c.ts}])