Managing Clients of Perspectives

  1. Overview
  2. Managing Avatars
  3. Managing Clients

Overview

In all the IPerspective uses we have shown so far, we ignored the mind argument and created a new Avatar for every connection. This is usually an easy design choice, and it works well for simple cases.

In more complicated cases, for example an Avatar that represents a player object which is persistent in the game universe, we will want connections from the same player to use the same Avatar.

Another thing which is necessary in more complicated scenarios is notifying a player asynchronously. While it is possible, of course, to allow a player to call perspective_remoteListener(referencable) that would mean both duplication of code and a higher latency in logging in, both bad.

In previous sections all realms looked to be identical. In this one we will show the usefulness of realms in accomplishing those two objectives.

Managing Avatars

The simplest way to manage persistent avatars is to use a straight-forward caching mechanism:

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from zope.interface import implements class SimpleAvatar(pb.Avatar): greetings = 0 def __init__(self, name): self.name = name def perspective_greet(self): self.greetings += 1 return "<%d>hello %s" % (self.greetings, self.name) class CachingRealm: implements(portal.IRealm) def __init__(self): self.avatars = {} def requestAvatar(self, avatarId, mind, *interfaces): if pb.IPerspective not in interfaces: raise NotImplementedError if avatarId in self.avatars: p = self.avatars[avatarId] else: p = self.avatars[avatarId] = SimpleAvatar(avatarId) return pb.IPerspective, p, lambda:None

This gives us a perspective which counts the number of greetings it sent its client. Implementing a caching strategy, as opposed to generating a realm with the correct avatars already in it, is usually easier. This makes adding new checkers to the portal, or adding new users to a checker database, transparent. Otherwise, careful synchronization is needed between the checker and avatar is needed (much like the synchronization between UNIX's /etc/shadow and /etc/passwd).

Sometimes, however, an avatar will need enough per-connection state that it would be easier to generate a new avatar and cache something else. Here is an example of that:

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from zope.interface import implements class Greeter: greetings = 0 def hello(self): self.greetings += 1 return "<%d>hello" % (self.greetings, self.name) class SimpleAvatar(pb.Avatar): def __init__(self, name, greeter): self.name = name self.greeter = greeter def perspective_greet(self): return self.greeter.hello()+' '+self.name class CachingRealm: implements(portal.IRealm) def __init__(self): self.greeters = {} def requestAvatar(self, avatarId, mind, *interfaces): if pb.IPerspective not in interfaces: raise NotImplementedError if avatarId in self.greeters: p = self.greeters[avatarId] else: p = self.greeters[avatarId] = Greeter() return pb.IPerspective, SimpleAvatar(avatarId, p), lambda:None

It might seem tempting to use this pattern to have an avatar which is notified of new connections. However, the problems here are twofold: it would lead to a thin class which needs to forward all of its methods, and it would be impossible to know when disconnections occur. Luckily, there is a better pattern:

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from zope.interface import implements class SimpleAvatar(pb.Avatar): greetings = 0 connections = 0 def __init__(self, name): self.name = name def connect(self): self.connections += 1 def disconnect(self): self.connections -= 1 def perspective_greet(self): self.greetings += 1 return "<%d>hello %s" % (self.greetings, self.name) class CachingRealm: implements(portal.IRealm) def __init__(self): self.avatars = {} def requestAvatar(self, avatarId, mind, *interfaces): if pb.IPerspective not in interfaces: raise NotImplementedError if avatarId in self.avatars: p = self.avatars[avatarId] else: p = self.avatars[avatarId] = SimpleAvatar(avatarId) p.connect() return pb.IPerspective, p, p.disconnect

It is possible to use such a pattern to define an arbitrary limit for the number of concurrent connections:

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from zope.interface import implements class SimpleAvatar(pb.Avatar): greetings = 0 connections = 0 def __init__(self, name): self.name = name def connect(self): self.connections += 1 def disconnect(self): self.connections -= 1 def perspective_greet(self): self.greetings += 1 return "<%d>hello %s" % (self.greetings, self.name) class CachingRealm: implements(portal.IRealm) def __init__(self, max=1): self.avatars = {} self.max = max def requestAvatar(self, avatarId, mind, *interfaces): if pb.IPerspective not in interfaces: raise NotImplementedError if avatarId in self.avatars: p = self.avatars[avatarId] else: p = self.avatars[avatarId] = SimpleAvatar(avatarId) if p.connections >= self.max: raise ValueError("too many connections") p.connect() return pb.IPerspective, p, p.disconnect

Managing Clients

So far, all our realms have ignored the mind argument. In the case of PB, the mind is an object supplied by the remote login method -- usually, when it passes over the wire, it becomes a pb.RemoteReference. This object allows sending messages to the client as soon as the connection is established and authenticated.

Here is a simple remote-clock application which shows the usefulness of the mind argument:

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from zope.interface import implements class SimpleAvatar(pb.Avatar): def __init__(self, client): self.s = internet.TimerService(1, self.telltime) self.s.startService() self.client = client def telltime(self): self.client.callRemote("notifyTime", time.time()) def perspective_setperiod(self, period): self.s.stopService() self.s = internet.TimerService(period, self.telltime) self.s.startService() def logout(self): self.s.stopService() class Realm: implements(portal.IRealm) def requestAvatar(self, avatarId, mind, *interfaces): if pb.IPerspective not in interfaces: raise NotImplementedError p = SimpleAvatar(mind) return pb.IPerspective, p, p.logout

In more complicated situations, you might want to cache the avatars and give each one a set of current clients or something similar.

Index

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