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mudserver.py
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mudserver.py
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__filename__ = "mudserver.py"
__author__ = "Bob Mottram"
__credits__ = ["Bartek Radwanski", "Mark Frimston",
"Dave P. https://github.com/dpallot"]
__license__ = "AGPL3+"
__version__ = "1.0.0"
__maintainer__ = "Bob Mottram"
__email__ = "[email protected]"
__status__ = "Production"
__module_group__ = "Core"
"""Basic MUD server module for creating text-based Multi-User Dungeon
(MUD) games.
Contains one class, MudServer, which can be instantiated to start a
server running then used to send and receive messages from players.
author: Mark Frimston - [email protected]
"""
import signal
import socket
import select
import time
import sys
import ssl
import textwrap
from cmsg import cmsg
from WebSocketServer import WebSocket, WebSocketServer, tlsWebSocketServer
from threads import threadWithTrace
from functions import show_timing
from ssh_server import run_ssh_server
ws_clients = []
class MudServerWS(WebSocket):
_id = -1
_CLIENT_WEBSOCKET = 2
def handleMessage(self):
# web interface sent a message
# print('Player ' + str(self._id) + u' sent: ' + self.data)
if self._id < 0:
return
self.server.parent.receive_message(self._id, self.data.strip())
def handleConnected(self):
print(self.address, 'websocket connecting')
for client in ws_clients:
client.send_message(self.address[0] +
u' - websocket connected')
parent = self.server.parent
if parent:
self._id = parent.get_next_id()
print('Connect websocket client ' + str(self._id))
parent.add_new_player(self._CLIENT_WEBSOCKET,
self, self.address[0],
None, None)
ws_clients.append(self)
print(self.address, 'websocket connected')
def handleClose(self):
if self.server.parent:
print('Disconnect websocket client ' + str(self._id))
self.server.parent.handle_disconnect(self._id)
ws_clients.remove(self)
print(self.address, 'websocket closed')
for client in ws_clients:
client.send_message(self.address[0] +
u' - websocket disconnected')
class MudServer(object):
"""A basic server for text-based Multi-User Dungeon (MUD) games.
Once created, the server will listen for players connecting using
Telnet, SSH or WebSockets. Messages can then be sent to and from
multiple connected players.
The 'update' method should be called in a loop to keep the server
running.
"""
# An inner class which is instantiated for each connected client
# to store info about them
class _Client(object):
"""Holds information about a connected player"""
# The type of client
client_type = 0
# the socket object used to communicate with this client
socket = None
# the ip address of this client
address = ""
# holds data send from the client until a full message is received
buffer = ""
# the last time we checked if the client was still connected
lastcheck = 0
def __init__(self, client_type: int,
socket, address: str, buffer: str,
lastcheck, username: str, password: str):
self.client_type = client_type
self.socket = socket
self.address = address
self.buffer = buffer
self.lastcheck = lastcheck
self.username = username
self.password = password
_CLIENT_TELNET = 1
_CLIENT_WEBSOCKET = 2
_CLIENT_SSH = 3
# Used to store different types of occurences
_EVENT_NEW_PLAYER = 1
_EVENT_PLAYER_LEFT = 2
_EVENT_COMMAND = 3
# Different states we can be in while reading data from client
# See _process_sent_data function
_READ_STATE_NORMAL = 1
_READ_STATE_COMMAND = 2
_READ_STATE_SUBNEG = 3
# Command codes used by Telnet protocol
# See _process_sent_data function
_TN_INTERPRET_AS_COMMAND = 255
_TN_ARE_YOU_THERE = 246
_TN_WILL = 251
_TN_WONT = 252
_TN_DO = 253
_TN_DONT = 254
_TN_SUBNEGOTIATION_START = 250
_TN_SUBNEGOTIATION_END = 240
# socket used to listen for new clients
_listen_socket = None
# holds info on clients. Maps client id to _Client object
_clients = {}
# counter for assigning each client a new id
_nextid = 0
# list of occurences waiting to be handled by the code
_events = []
# list of newly-added occurences
_new_events = []
_WS_PORT = 6221
_TELNET_PORT = 35123
_SSH_PORT = 35124
def get_next_id(self) -> int:
"""Get next id
"""
return self._nextid
def close_sig_handler(self, signal, frame) -> None:
"""Close handler
"""
self._websocket_server_thread.kill()
self._websocket_server.close()
print('Websocket server closed')
self.shutdown()
sys.exit()
def run_websocket_server(self, tls: bool,
cert: str, key: str, ver) -> None:
"""start the websocket server
"""
if not tls:
self._websocket_server = \
WebSocketServer('localhost', self._WS_PORT, MudServerWS, self)
else:
self._websocket_server = \
tlsWebSocketServer('localhost', self._WS_PORT,
MudServerWS, cert, key, ver)
signal.signal(signal.SIGINT, self.close_sig_handler)
print('Websocket server starting on port ' + str(self._WS_PORT))
self._websocket_server_thread = \
threadWithTrace(target=self._websocket_server.serveforever,
args=(), daemon=True)
self._websocket_server_thread.start()
print('Websocket server running')
def __init__(self, tls=False,
cert='./cert.pem', key='./key.pem',
ver=ssl.PROTOCOL_TLS_SERVER, noweb: bool = False,
nossh: bool = False):
"""Constructs the MudServer object and starts listening for
new players.
"""
local_domain = "0.0.0.0"
if not nossh:
run_ssh_server(local_domain, self._SSH_PORT, self)
else:
print('SSH interface disabled')
if not noweb:
self.run_websocket_server(tls, cert, key, ver)
else:
print('WebSockets interface disabled')
self._clients = {}
self._nextid = 0
self._events = []
self._new_events = []
# create a new tcp socket which will be used to listen for
# new clients
self._listen_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# set a special option on the socket which allows the port to
# be used immediately without having to wait
self._listen_socket.setsockopt(socket.SOL_SOCKET,
socket.SO_REUSEADDR, 1)
# bind the socket to an ip address and port. Port 23 is the standard
# telnet port which telnet clients will use, however on some
# platforms this requires root permissions, so we use a higher
# arbitrary port number instead
self._listen_socket.bind((local_domain, self._TELNET_PORT))
# set to non-blocking mode. This means that when we call
# 'accept', it will return immediately without waiting for a
# connection
self._listen_socket.setblocking(False)
# start listening for connections on the socket
self._listen_socket.listen(1)
def update(self) -> None:
"""Checks for new players, disconnected players, and new
messages sent from players. This method must be called before
up-to-date info can be obtained from the 'get_new_players',
'get_disconnected_players' and 'get_commands' methods.
It should be called in a loop to keep the game running.
"""
# check for new stuff
self._check_for_new_connections()
self._check_for_disconnected()
self._check_for_messages()
# move the new events into the main events list so that they can be
# obtained with 'get_new_players', 'get_disconnected_players' and
# 'get_commands'. The previous events are discarded
self._events = list(self._new_events)
self._new_events = []
def get_new_players(self) -> []:
"""Returns a list containing info on any new players that have
entered the game since the last call to 'update'. Each item in
the list is a player id number.
"""
retval = []
# go through all the events in the main list
for evnt in self._events:
# if the event is a new player occurence, add the info to
# the list
if evnt[0] == self._EVENT_NEW_PLAYER:
retval.append(evnt[1])
# return the info list
return retval
def get_disconnected_players(self) -> []:
"""Returns a list containing info on any players that have left
the game since the last call to 'update'. Each item in the list
is a player id number.
"""
retval = []
# go through all the events in the main list
for evnt in self._events:
# if the event is a player disconnect occurence, add the info to
# the list
if evnt[0] == self._EVENT_PLAYER_LEFT:
retval.append(evnt[1])
# return the info list
return retval
def get_commands(self) -> []:
"""Returns a list containing any commands sent from players
since the last call to 'update'. Each item in the list is a
3-tuple containing the id number of the sending player, a
string containing the command (i.e. the first word of what
they typed), and another string containing the text after the
command
"""
retval = []
# go through all the events in the main list
for evnt in self._events:
# if the event is a command occurence, add the info to the list
if evnt[0] == self._EVENT_COMMAND:
retval.append((evnt[1], evnt[2], evnt[3]))
# return the info list
return retval
def player_using_web_interface(self, pid: int) -> bool:
"""Returns true if the player with the given id is
using the web interface
"""
try:
clid = self._clients[pid]
except BaseException:
print('player_using_web_interface: client index ' +
str(pid) + ' was not found')
return False
if clid.client_type == self._CLIENT_WEBSOCKET:
return True
return False
def _remove_web_socket_commands(self, pid: int, message: str) -> str:
"""Removes special commands used by the web interface
"""
try:
cli = self._clients[pid]
except BaseException:
print('_remove_web_socket_commands: client index ' +
str(pid) + ' was not found')
return message
if cli.client_type != self._CLIENT_WEBSOCKET:
if '****TITLE****' in message:
message = message.replace('****TITLE****', '')
if '****CLEAR****' in message:
message = message.replace('****CLEAR****', '')
if '****DISCONNECT****' in message:
message = message.replace('****DISCONNECT****', '')
return message
def send_message_wrap(self, to_id, prefix, message: str) -> None:
"""Sends the text in the 'message' parameter to the player with
the id number given in the 'to' parameter. The text will be
printed out in the player's terminal.
"""
try:
clid = self._clients[to_id]
except BaseException:
print('send_message_wrap: client index ' +
str(to_id) + ' was not found')
return
# Don't wrap on the websockets version, because html
# will do this for us
if clid.client_type == self._CLIENT_WEBSOCKET:
self.send_message(to_id, message)
return
message = self._remove_web_socket_commands(to_id, message)
# we make sure to put a newline on the end so the client receives
# the message on its own line
# print("sending...")
# self._attempt_send(to, cmsg(message) + "\n\r")
wrapped = textwrap.wrap(message, width=65)
prepend_char = '<f15><b0>'
if prefix:
prepend_char = prefix
for message_line in wrapped:
send_ctr = 0
while not self._attempt_send(to_id,
cmsg(prepend_char + message_line) +
'\n'):
time.sleep(1)
send_ctr += 1
if send_ctr > 4:
break
self._attempt_send(to_id, '\n')
def send_message(self, to_id: int, message: str) -> None:
"""Sends the text in the 'message' parameter to the player with
the id number given in the 'to' parameter. The text will be
printed out in the player's terminal.
"""
previous_timing = time.time()
message = self._remove_web_socket_commands(to_id, message)
previous_timing = \
show_timing(previous_timing, "_remove_web_socket_commands")
# we make sure to put a newline on the end so the client receives
# the message on its own line
# print("sending...")
# self._attempt_send(to, cmsg(message) + "\n\r")
send_ctr = 0
while not self._attempt_send(to_id,
cmsg('<f15><b0>' + message) +
'\n'):
time.sleep(1)
send_ctr += 1
if send_ctr > 4:
break
previous_timing = \
show_timing(previous_timing, "_attempt_send")
def send_image(self, to_id, message, no_delay=False) -> None:
"""Sends the ANSI image in the 'message' parameter to the player with
the id number given in the 'to' parameter. The text will be
printed out in the player's terminal.
"""
if '\n' not in message:
return
message_lines = message.split('\n')
if len(message_lines) < 10:
return
try:
clid = self._clients[to_id]
except BaseException:
print('send_image: client index ' + str(to_id) +
' was not found')
return
try:
# look up the client in the client map and use 'sendall' to send
# the message string on the socket. 'sendall' ensures that
# all of the data is sent in one go
linectr = len(message_lines)
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
for line_str in message_lines:
if linectr <= 30:
msg_str = line_str + '\n'
clid.socket.sendall(bytearray(msg_str, 'utf-8'))
time.sleep(0.03)
linectr -= 1
elif clid.client_type == self._CLIENT_WEBSOCKET:
clid.socket.send_message('****IMAGE****' + message)
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
clid.socket.sendall(bytearray(cmsg('<b0>'), 'utf-8'))
elif clid.client_type == self._CLIENT_WEBSOCKET:
clid.socket.send_message(cmsg('<b0>'))
# KeyError will be raised if there is no client with the given id in
# the map
except KeyError as ex:
print("Couldnt send image to Player ID " + str(to_id) +
", socket error: " + str(ex))
except BlockingIOError as ex:
print("Couldnt send image to Player ID " + str(to_id) +
", socket error: " + str(ex))
# If there is a connection problem with the client (e.g. they have
# disconnected) a socket error will be raised
except socket.error as ex:
print("Couldnt send image to Player ID " + str(to_id) +
", socket error: " + str(ex))
self.handle_disconnect(to_id)
if not no_delay:
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
time.sleep(1)
def send_game_board(self, to_id, message: str) -> None:
"""Sends the ANSI game board in the 'message' parameter to the player
with the id number given in the 'to' parameter. The text will be
printed out in the player's terminal.
"""
if '\n' not in message:
return
message_lines = message.split('\n')
try:
# look up the client in the client map and use 'sendall' to send
# the message string on the socket. 'sendall' ensures that
# all of the data is sent in one go
clid = self._clients[to_id]
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
for line_str in message_lines:
msg_str = line_str + '\n'
if clid.client_type in (self._CLIENT_TELNET,
self._CLIENT_SSH):
clid.socket.sendall(bytearray(cmsg(msg_str), 'utf-8'))
elif clid.client_type == self._CLIENT_WEBSOCKET:
clid.socket.send_message(msg_str)
time.sleep(0.03)
elif clid.client_type == self._CLIENT_WEBSOCKET:
if '<img class="playingcard' not in message:
clid.socket.send_message('****IMAGE****' + message)
else:
clid.socket.send_message('****CLEAR****' + message)
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
clid.socket.sendall(bytearray(cmsg('<b0>'), 'utf-8'))
elif clid.client_type == self._CLIENT_WEBSOCKET:
clid.socket.send_message(cmsg('<b0>'))
# KeyError will be raised if there is no client with the given
# id in the map
except KeyError as ex:
print("Couldnt send game board to player ID " + str(to_id) +
", socket error: " + str(ex))
except BlockingIOError as ex:
print("Couldnt send game board to player ID " + str(to_id) +
", socket error: " + str(ex))
# If there is a connection problem with the client (e.g. they have
# disconnected) a socket error will be raised
except socket.error as ex:
print("Couldnt send game board to player ID " + str(to_id) +
", socket error: " + str(ex))
self.handle_disconnect(to_id)
def shutdown(self) -> None:
"""Closes down the server, disconnecting all clients and
closing the listen socket.
"""
# for each client
for clid in self._clients.values():
# close the socket, disconnecting the client
if clid.client_type != self._CLIENT_SSH:
clid.socket.shutdown()
else:
clid.socket.shutdown(2)
clid.socket.close()
# stop listening for new clients
self._listen_socket.close()
def _attempt_send(self, clid: int, data) -> bool:
try:
# look up the client in the client map and use 'sendall'
# to send the message string on the socket. 'sendall'
# ensures that all of the data is sent in one go
clid = self._clients[clid]
if clid.client_type in (self._CLIENT_TELNET, self._CLIENT_SSH):
clid.socket.sendall(bytearray(data, "latin1"))
elif clid.client_type == self._CLIENT_WEBSOCKET:
clid.socket.send_message(data)
return True
# KeyError will be raised if there is no client with the given
# id in the map
except KeyError:
return False
except BlockingIOError:
return False
# If there is a connection problem with the client (e.g. they have
# disconnected) a socket error will be raised
except socket.error as ex:
if str(clid).isdigit():
err_str = "Failed to send data."
err_str += " Player ID " + str(clid)
err_str += ": " + str(ex) + '. Disconnecting.'
print(err_str)
self.handle_disconnect(clid)
return False
return True
def add_new_player(self, client_type: int,
joined_socket, address: str,
username: str, password: str) -> int:
"""construct a new _Client object to hold info about the newly
connected client. Use 'nextid' as the new client's id number
"""
self._clients[self._nextid] = \
MudServer._Client(client_type, joined_socket, address,
"", time.time(), username, password)
# add a new player occurence to the new events list with the
# player's id number
self._new_events.append((self._EVENT_NEW_PLAYER, self._nextid))
# try to log in
if username and password:
self._new_events.append((self._EVENT_COMMAND, self._nextid,
'CONNECT', username + ' ' + password))
# add 1 to 'nextid' so that the next client to connect will get a
# unique id number
self._nextid += 1
return self._nextid - 1
def _check_for_new_connections(self) -> None:
# 'select' is used to check whether there is data waiting to be
# read from the socket. We pass in 3 lists of sockets, the
# first being those to check for readability. It returns 3
# lists, the first being the sockets that are readable. The
# last parameter is how long to wait - we pass in 0 so that
# it returns immediately without waiting
rlist, _, _ = select.select([self._listen_socket], [], [], 0)
# if the socket wasn't in the readable list, there's no data
# available, meaning no clients waiting to connect, and so we
# can exit the method here
if self._listen_socket not in rlist:
return
# 'accept' returns a new socket and address info which can be
# used to communicate with the new client
joined_socket, addr = self._listen_socket.accept()
# set non-blocking mode on the new socket. This means that 'send'
# and 'recv' will return immediately without waiting
joined_socket.setblocking(False)
self.add_new_player(self._CLIENT_TELNET, joined_socket, addr[0],
None, None)
def _check_for_disconnected(self) -> None:
# go through all the clients
for pid, clid in list(self._clients.items()):
# if we last checked the client less than 5 seconds ago,
# skip this client and move on to the next one
if time.time() - clid.lastcheck < 5.0:
continue
# send the client an invisible character. It doesn't actually
# matter what we send, we're really just checking that data can
# still be written to the socket. If it can't, an error will be
# raised and we'll know that the client has disconnected.
# self._attempt_send(id, "\x00")
self._attempt_send(pid, "\x00")
# update the last check time
clid.lastcheck = time.time()
def receive_message(self, pid: int, message: str) -> None:
"""Receives a command from a player
"""
# separate the message into the command (the first word)
# and its parameters (the rest of the message)
command, params = (message.split(" ", 1) + ["", ""])[:2]
# add a command occurence to the new events list with
# the player's id number, the command and its parameters
# self._new_events.append((self._EVENT_COMMAND, id,
# command.lower(), params))
self._new_events.append((self._EVENT_COMMAND, pid,
command, params))
def _check_for_messages(self) -> None:
# go through all the clients
for pid, clid in list(self._clients.items()):
if self._clients[pid].client_type != self._CLIENT_TELNET:
continue
sock = clid.socket
# we use 'select' to test whether there is data waiting to
# be read from the client socket. The function takes 3 lists
# of sockets, the first being those to test for readability.
# It returns 3 list of sockets, the first being those that
# are actually readable.
rlist, _, _ = select.select([sock], [], [], 0)
# if the client socket wasn't in the readable list, there
# is no new data from the client - we can skip it and move
# on to the next one
if sock not in rlist:
continue
data = None
try:
# read data from the socket, using a max length of 4096
data = sock.recv(4096).decode("latin1")
# if there is a problem reading from the socket (e.g. the client
# has disconnected) a socket error will be raised
except socket.error:
print('Socket error receiving data. ' +
'Disconnecting Player ID ' + str(pid))
self.handle_disconnect(pid)
return
if data is not None:
# process the data, stripping out any special Telnet
# commands
message = self._process_sent_data(clid, data)
# if there was a message in the data
if message:
# remove any spaces, tabs etc from the start and end of
# the message
self.receive_message(pid, message.strip())
def handle_disconnect(self, clid: int) -> None:
"""Disconnect
"""
player_left = True
if self._clients.get(clid):
player_left = False
try:
# remove the client from the clients map
del self._clients[clid]
player_left = True
except BaseException:
print('Unable to remove client ' + str(clid))
pass
if player_left:
# add a 'player left' occurence to the new events list, with the
# player's id number
self._new_events.append((self._EVENT_PLAYER_LEFT, clid))
def _process_sent_data(self, client, data) -> str:
# the Telnet protocol allows special command codes to be inserted
# into messages. For our very simple server we don't need to
# response to any of these codes, but we must at least detect
# and skip over them so that we don't interpret them as text data.
# More info on the Telnet protocol can be found here:
# http://pcmicro.com/netfoss/telnet.html
# start with no message and in the normal state
message = None
state = self._READ_STATE_NORMAL
# go through the data a character at a time
for char in data:
# handle the character differently depending on the state
# we're in: normal state
if state == self._READ_STATE_NORMAL:
# if we received the special 'interpret as command' code,
# switch to 'command' state so that we handle the next
# character as a command code and not as regular text data
if ord(char) == self._TN_INTERPRET_AS_COMMAND:
state = self._READ_STATE_COMMAND
# if we get a newline character, this is the end of the
# message. Set 'message' to the contents of the buffer and
# clear the buffer
elif char == "\n":
message = client.buffer
client.buffer = ""
# some telnet clients send the characters as soon as the
# user types them. So if we get a backspace character,
# this is where the user has deleted a character and we
# should delete the last character from the buffer.
elif char == "\x08":
client.buffer = client.buffer[:-1]
# otherwise it's just a regular character - add it to the
# buffer where we're building up the received message
else:
client.buffer += char
# command state
elif state == self._READ_STATE_COMMAND:
# the special 'start of subnegotiation' command code
# indicates that the following characters are a list of
# options until we're told otherwise. We switch into
# 'subnegotiation' state to handle this
if ord(char) == self._TN_SUBNEGOTIATION_START:
state = self._READ_STATE_SUBNEG
# if the command code is one of the 'will', 'wont', 'do' or
# 'dont' commands, the following character will be an option
# code so we must remain in the 'command' state
elif ord(char) in (self._TN_WILL, self._TN_WONT, self._TN_DO,
self._TN_DONT):
state = self._READ_STATE_COMMAND
# for all other command codes, there is no accompanying
# data so we can return to 'normal' state.
else:
state = self._READ_STATE_NORMAL
# subnegotiation state
elif state == self._READ_STATE_SUBNEG:
# if we reach an 'end of subnegotiation' command, this
# ends the list of options and we can return to 'normal'
# state. Otherwise we must remain in this state
if ord(char) == self._TN_SUBNEGOTIATION_END:
state = self._READ_STATE_NORMAL
# return the contents of 'message' which is either a string or None
return message