Source code for bacommon.servermanager

# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to the server manager script."""
from __future__ import annotations

from enum import Enum
from dataclasses import field, dataclass
from typing import TYPE_CHECKING, Any

from efro.dataclassio import ioprepped

if TYPE_CHECKING:
    pass


[docs] @ioprepped @dataclass class ServerConfig: """Configuration for the server manager app (<appname>_server).""" # Name of our server in the public parties list. party_name: str = 'FFA' # If True, your party will show up in the global public party list # Otherwise it will still be joinable via LAN or connecting by IP # address. party_is_public: bool = True # If True, all connecting clients will be authenticated through the # master server to screen for fake account info. Generally this # should always be enabled unless you are hosting on a LAN with no # internet connection. authenticate_clients: bool = True # IDs of server admins. Server admins are not kickable through the # default kick vote system and they are able to kick players without # a vote. To get your account id, enter 'getaccountid' in # settings->advanced->enter-code. admins: list[str] = field(default_factory=list) # Whether the default kick-voting system is enabled. enable_default_kick_voting: bool = True # To be included in the public server list, your server MUST be # accessible via an ipv4 address. By default, the master server will # try to use the address your server contacts it from, but this may # be an ipv6 address these days so you may need to provide an ipv4 # address explicitly. public_ipv4_address: str | None = None # You can optionally provide an ipv6 address for your server for the # public server list. Unlike ipv4, a server is not required to have # an ipv6 address to appear in the list, but is still good to # provide when available since more and more devices are using ipv6 # these days. Your server's ipv6 address will be autodetected if # your server uses ipv6 when communicating with the master server. You # can pass an empty string here to explicitly disable the ipv6 # address. public_ipv6_address: str | None = None # UDP port to host on. Change this to work around firewalls or run # multiple servers on one machine. # # 43210 is the default and the only port that will show up in the # LAN browser tab. port: int = 43210 # Max devices in the party. Note that this does *NOT* mean max # players. Any device in the party can have more than one player on # it if they have multiple controllers. Also, this number currently # includes the server so generally make it 1 bigger than you need. max_party_size: int = 6 # Max players that can join a session. If present this will override # the session's preferred max_players. if a value below 0 is given # player limit will be removed. session_max_players_override: int | None = None # Options here are 'ffa' (free-for-all), 'teams' and 'coop' # (cooperative) This value is ignored if you supply a playlist_code # (see below). session_type: str = 'ffa' # Playlist-code for teams or free-for-all mode sessions. To host # your own custom playlists, use the 'share' functionality in the # playlist editor in the regular version of the game. This will give # you a numeric code you can enter here to host that playlist. playlist_code: int | None = None # Alternately, you can embed playlist data here instead of using # codes. Make sure to set session_type to the correct type for the # data here. playlist_inline: list[dict[str, Any]] | None = None # Whether to shuffle the playlist or play its games in designated # order. playlist_shuffle: bool = True # If True, keeps team sizes equal by disallowing joining the largest # team (teams mode only). auto_balance_teams: bool = True # The campaign used when in co-op session mode. Do # print(ba.app.campaigns) to see available campaign names. coop_campaign: str = 'Easy' # The level name within the campaign used in co-op session mode. For # campaign name FOO, do print(ba.app.campaigns['FOO'].levels) to see # available level names. coop_level: str = 'Onslaught Training' # Whether to enable telnet access. # # IMPORTANT: This option is no longer available, as it was being # used for exploits. Live access to the running server is still # possible through the mgr.cmd() function in the server script. Run # your server through tools such as 'screen' or 'tmux' and you can # reconnect to it remotely over a secure ssh connection. enable_telnet: bool = False # Series length in teams mode (7 == 'best-of-7' series; a team must # get 4 wins) teams_series_length: int = 7 # Points to win in free-for-all mode (Points are awarded per game # based on performance) ffa_series_length: int = 24 # If you have a custom stats webpage for your server, you can use # this to provide a convenient in-game link to it in the # server-browser alongside the server name. # # if ${ACCOUNT} is present in the string, it will be replaced by the # currently-signed-in account's id. To fetch info about an account, # your back-end server can use the following url: # https://legacy.ballistica.net/accountquery?id=ACCOUNT_ID_HERE stats_url: str | None = None # If present, the server subprocess will attempt to gracefully exit # after this amount of time. A graceful exit can occur at the end of # a series or other opportune time. Server-managers set to # auto-restart (the default) will then spin up a fresh subprocess. # This mechanism can be useful to clear out any memory leaks or # other accumulated bad state in the server subprocess. clean_exit_minutes: float | None = None # If present, the server subprocess will shut down immediately after # this amount of time. This can be useful as a fallback for # clean_exit_time. The server manager will then spin up a fresh # server subprocess if auto-restart is enabled (the default). unclean_exit_minutes: float | None = None # If present, the server subprocess will shut down immediately if # this amount of time passes with no activity from any players. The # server manager will then spin up a fresh server subprocess if # auto-restart is enabled (the default). idle_exit_minutes: float | None = None # Should the tutorial be shown at the beginning of games? show_tutorial: bool = False # Team names (teams mode only). team_names: tuple[str, str] | None = None # Team colors (teams mode only). team_colors: ( tuple[tuple[float, float, float], tuple[float, float, float]] | None ) = None # Whether to enable the queue where players can line up before # entering your server. Disabling this can be used as a workaround # to deal with queue spamming attacks. enable_queue: bool = True # Protocol version we host with. Currently the default is 33 which # still allows older 1.4 game clients to connect. Explicitly setting # to 35 no longer allows those clients but adds/fixes a few things # such as making camera shake properly work in net games. protocol_version: int | None = None # (internal) stress-testing mode. stress_test_players: int | None = None # How many seconds individual players from a given account must wait # before rejoining the game. This can help suppress exploits # involving leaving and rejoining or switching teams rapidly. player_rejoin_cooldown: float = 10.0 # Log levels for particular loggers, overriding the engine's # defaults. Valid values are NOTSET, DEBUG, INFO, WARNING, ERROR, or # CRITICAL. log_levels: dict[str, str] | None = None
# NOTE: as much as possible, communication from the server-manager to # the child-process should go through these and not ad-hoc Python string # commands since this way is type safe.
[docs] class ServerCommand: """Base class for commands that can be sent to the server."""
[docs] @dataclass class StartServerModeCommand(ServerCommand): """Tells the app to switch into 'server' mode.""" config: ServerConfig
[docs] class ShutdownReason(Enum): """Reason a server is shutting down.""" NONE = 'none' RESTARTING = 'restarting'
[docs] @dataclass class ShutdownCommand(ServerCommand): """Tells the server to shut down.""" reason: ShutdownReason immediate: bool
[docs] @dataclass class ChatMessageCommand(ServerCommand): """Chat message from the server.""" message: str clients: list[int] | None
[docs] @dataclass class ScreenMessageCommand(ServerCommand): """Screen-message from the server.""" message: str color: tuple[float, float, float] | None clients: list[int] | None
[docs] @dataclass class ClientListCommand(ServerCommand): """Print a list of clients."""
[docs] @dataclass class KickCommand(ServerCommand): """Kick a client.""" client_id: int ban_time: int | None