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emod-cli/debug_mod/DEBUG_ENV_SCRIPT/IPCSystem.py

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# -*- coding: utf-8 -*-
import mod.server.extraServerApi as serverApi
import mod.client.extraClientApi as clientApi
from .Config import GET_DEBUG_IPC_PORT
import socket
import threading
import json
def U16_BE(b):
# type: (bytearray | str) -> int
if isinstance(b, bytearray):
return (b[0] << 8) | b[1]
return (ord(b[0]) << 8) | ord(b[1])
def U32_BE(b):
# type: (bytearray | str) -> int
if isinstance(b, bytearray):
return (b[0] << 24) | (b[1] << 16) | (b[2] << 8) | b[3]
return (ord(b[0]) << 24) | (ord(b[1]) << 16) | (ord(b[2]) << 8) | ord(b[3])
class IPCSystem:
def __init__(self, port=None):
# type: (int | None) -> None
self.port = port
self.sock = None
self.mLock = threading.Lock()
self.handers = {}
def registerHandler(self, typeID, handler):
# type: (int, callable) -> None
self.handers[typeID] = handler
def updateHandlers(self, handlers):
# type: (dict[int, callable]) -> None
self.handers.update(handlers)
def start(self):
if self.sock or not self.port:
return
threading.Thread(target=self._threadListenLoop).start()
def close(self):
sock = None
with self.mLock:
sock = self.sock
self.sock = None
if sock:
sock.shutdown(socket.SHUT_RDWR)
sock.close()
def _threadListenLoop(self):
with self.mLock:
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock = self.sock
sock.connect(("localhost", self.port))
sock.settimeout(0.05)
print("[IPCSystem] 已连接到调试服务器,端口:" + str(self.port))
# [2B TypeID][4B DataLength][Data]
def _recvAll(sock, length):
# type: (socket.socket, int) -> bytearray
buf = bytearray()
while len(buf) < length:
more = sock.recv(length - len(buf))
if not more:
raise EOFError("Socket closed before receiving all data")
buf.extend(more)
return buf
while 1:
try:
header = _recvAll(sock, 6)
typeID = U16_BE(header[0:2])
dataLength = U32_BE(header[2:6])
data = _recvAll(sock, dataLength)
except socket.timeout:
continue
except EOFError:
break
except socket.error:
break
except Exception:
import traceback
traceback.print_exc()
break
if typeID in self.handers:
try:
self.handers[typeID](data)
except Exception:
import traceback
traceback.print_exc()
else:
print("[IPCSystem] 未知的TypeID数据包" + str(typeID))
with self.mLock:
self.sock = None
print("[IPCSystem] 连接已关闭")
_CL_GAME_COMP = None
_SR_GAME_COMP = None
def AUTO_RELOAD(_=None):
from .Game import RELOAD_MOD
if _CL_GAME_COMP:
_CL_GAME_COMP.AddTimer(0, lambda: RELOAD_MOD())
return
def FAST_RELOAD(data):
from .Game import RELOAD_ONCE_MODULE
pathList = json.loads(str(data))
def _FAST_RELOAD():
for path in pathList:
if RELOAD_ONCE_MODULE(path):
print("[FAST_RELOAD] Reloaded module successfully: \"" + path + "\"")
if _CL_GAME_COMP:
_CL_GAME_COMP.AddTimer(0, _FAST_RELOAD)
return
def EXEC_CLIENT_CODE(data):
code = compile(str(data), "<string>", "exec")
def _EXEC_CODE():
print("[CLIENT_CODE] Executed successfully: " + str(eval(code)))
_CL_GAME_COMP.AddTimer(0, _EXEC_CODE)
def EXEC_SERVER_CODE(data):
code = compile(str(data), "<string>", "exec")
def _EXEC_CODE():
print("[SERVER_CODE] Executed successfully: " + str(eval(code)))
_SR_GAME_COMP.AddTimer(0, _EXEC_CODE)
def RELOAD_GAME(_=None):
def _RELOAD_GAME():
from .Game import RELOAD_WORLD
print("[RELOAD_GAME] Reloading the game...")
RELOAD_WORLD()
_CL_GAME_COMP.AddTimer(0, _RELOAD_GAME)
def RELOAD_SHADERS(_=None):
def _RELOAD_SHADERS():
from .Game import RELOAD_SHADERS
RELOAD_SHADERS()
_CL_GAME_COMP.AddTimer(0, _RELOAD_SHADERS)
def RELOAD_ONCE_SHADERS(fileName):
def _RELOAD_ONCE_SHADERS():
if clientApi.ReloadOneShader(str(fileName)):
print("[RELOAD_ONCE_SHADERS] Reloaded shaders successfully.")
return
print("[RELOAD_ONCE_SHADERS] Failed to reload shaders.")
_CL_GAME_COMP.AddTimer(0, _RELOAD_ONCE_SHADERS)
def RELOAD_ADDON_AND_GAME(_=None):
def _RELOAD_ADDON_AND_GAME():
from .Game import RELOAD_WORLD, RELOAD_ADDON
print("[RELOAD_ADDON_AND_GAME] Reloading the addon and the game...")
RELOAD_ADDON()
RELOAD_WORLD()
_CL_GAME_COMP.AddTimer(0, _RELOAD_ADDON_AND_GAME)
_IPCSYSTEM = IPCSystem(GET_DEBUG_IPC_PORT())
_IPCSYSTEM.updateHandlers(
{
1: AUTO_RELOAD,
2: FAST_RELOAD,
3: EXEC_CLIENT_CODE,
4: EXEC_SERVER_CODE,
5: RELOAD_GAME,
6: RELOAD_SHADERS,
7: RELOAD_ONCE_SHADERS,
8: RELOAD_ADDON_AND_GAME,
}
)
def ON_CLIENT_INIT():
global _CL_GAME_COMP
_CL_GAME_COMP = clientApi.GetEngineCompFactory().CreateGame(clientApi.GetLevelId())
_IPCSYSTEM.start()
def ON_CLIENT_EXIT():
_IPCSYSTEM.close()
def ON_SERVER_INIT():
global _SR_GAME_COMP
_SR_GAME_COMP = serverApi.GetEngineCompFactory().CreateGame(serverApi.GetLevelId())