Why do I have to send multiple messages to my Jabber bot before it will logout? - perl

I am trying to make my own Jabber bot but i have run into a little trouble. I have gotten my bot to respond to messages, however, if I try to change the bot's presence then it seems as though all of the messages you send to the bot get delayed.
What I mean is when I run the script I change the presence so I can see that it is online. Then when I send it a message it takes three before the callback subroutine I have set up for messages gets called. After the thirrd message is sent and the chat subroutine is called it still process the first message I sent.
This really doesn't pose too much of a problem except that I have it set up to log out when I send the message "logout" and it has to be followed by two more messages in order to log out. I am not sure what it is that I have to do to fix this but i think it has something to do with iq packets because I have an iq callback set as well and it gets called two times after setting the presence.
Here is my source code:
#!/usr/bin/perl
use strict;
use warnings;
#Libraries
use Net::Jabber;
use DBI;
use DBD::mysql;
#--------------- Config Vars -----------------
# Jabber Client
my $jbrHostname = "DOMAINNAME";
my $jbrUserName = "USERNAME";
my $jbrPassword = "PASSWORD";
my $jbrResource = "RESOURCE";
my $jbrBoss = new Net::Jabber::JID();
$jbrBoss->SetJID(userid=>"USERNAME",server=>$jbrHostname);
# MySQL
my $dbHostname = "DOMAINNAME";
my $dbName = "DATABASENAME";
my $dbUserName = "USERNAME";
my $dbPassword = "PASSWORD";
#--------------- End Config -----------------
# connect to the db
my $dbh = DBI->connect("DBI:mysql:database=$dbName;host=$dbHostname",$dbUserName, $dbPassword, {RaiseError => 1}) or die "Couldn't connect to the database: $!\n";
# create a new jabber client and connect to server
my $jabberBot = Net::Jabber::Client->new();
my $status = $jabberBot->Connect(hostname=>$jbrHostname) or die "Cannot connect ($!)\n";
my #results = $jabberBot->AuthSend(username=>$jbrUserName,password=>$jbrPassword,resource=>$jbrResource);
if($results[0] ne "ok")
{
die "Jabber auth error #results\n";
}
# set jabber bot callbacks
$jabberBot->SetMessageCallBacks(chat=>\&chat);
$jabberBot->SetPresenceCallBacks(available=>\&welcome);
$jabberBot->SetCallBacks(iq=>\&gotIQ);
$jabberBot->PresenceSend(type=>"available");
$jabberBot->Process(1);
sub welcome
{
$jabberBot->MessageSend(to=>$jbrBoss->GetJID(),subject=>"",body=>"Hello There!",type=>"chat",priority=>10);
&keepItGoing;
}
$jabberBot->MessageSend(to=>$jbrBoss->GetJID(),subject=>"",body=>"Hello There! Global...",type=>"chat",priority=>10);
#$jabberBot->Process(5);
&keepItGoing;
sub chat
{
print "Chat Called!\n";
my ($sessionID,$msg) = #_;
$jabberBot->MessageSend(to=>$msg->GetFrom(),subject=>"",body=>"Chatting!",type=>"chat",priority=>10);
if($msg->GetBody() ne 'logout')
{
print $msg->GetBody()."\n";
&keepItGoing;
}
else
{
&killBot($msg);
}
}
sub gotIQ
{
print $_[1]->GetID()."\n";
&chat;
}
sub keepItGoing
{
print "Movin' the chains!\n";
my $proc = $jabberBot->Process(1);
while(defined($proc) && $proc != 1)
{
$proc = $jabberBot->Process(1);
}
}
sub killBot
{
$jabberBot->MessageSend(to=>$_[0]->GetFrom(),subject=>"",body=>"Logging Out!",type=>"chat",priority=>10);
$jabberBot->Process(1);
$jabberBot->Disconnect();
exit;
}
Thanks for your help!

You've got resource starvation because of your keepItGoing routine. In general, trying to use XMPP synchronously like this is not going to work. I suggest getting your callbacks set up, then just calling Process() in one loop.
The docs for Process() say:
Process(integer) - takes the timeout period as an argument. If no
timeout is listed then the function blocks until
a packet is received. Otherwise it waits that
number of seconds and then exits so your program
can continue doing useful things. NOTE: This is
important for GUIs. You need to leave time to
process GUI commands even if you are waiting for
packets. The following are the possible return
values, and what they mean:
1 - Status ok, data received.
0 - Status ok, no data received.
undef - Status not ok, stop processing.
IMPORTANT: You need to check the output of every
Process. If you get an undef then the connection
died and you should behave accordingly.
Each time you call Process(), 0 or more of your callbacks will fire. You never know which, since it depends on server timing. If you want for Process() to return before sending something, you're almost always thinking synchronously, rather than asych, which kills you in XMPP.
In your case, if you remove the call to keepItGoing from chat(), I bet things will work more like you expect.

Replace the line:
$jabberBot->Process(1);
with these:
while (defined($jabberBot->Process(1))) {
# Do stuff here
}

Related

How can I copy a socket into an other variable

I have a backendserver and different clients who provide different services.
In a thread I wait for incoming TCP connections. Then they should send am message with what type they are, like a robot or a frontend.
On the backend I now wait for the connections and check what type they are, and depending on that I want it to be copied into for example a $frontendSocket:
$requestConnectionSocket = new IO::Socket::INET(...);
$frontendSocket;
sub waitForConnection {
threads->create(sub {
while(1){
$newSocket = $requestConnectionSocket->accept();
$newSocket->recv($message, 1024);
if ($message eq "Frontend")
{
$frontendSocket = $newSocket;
$frontendSocket->send("hello\n");
}
if ($message eq "Roboter")
{$robotSocket = $newSocket;}
if ($message eq "Sensor")
{$sensorSocket = $newSocket;}
}
});
}
When I runt the script, in this thread I can send the message "hello". But when I want to use the socket outside I am not able to use $frontendSocket.
I hope you understand my problem.
You have multiple threads accessing the same frontendSocket. This is doomed to fail. What is going to happen when one thread receives a new message (and updates the socket with it), but another thread is still working with the previous socket? Can't do this.
If you're using IO::Socket wouldn't you rather use the accept method from the package like:
my $newSocket = $requestConnectionSocket->accept();
This returns an object and I see no issues assigning that object to a differently named scalar reference.
Okay you updated your question with code like the above, now:
It looks like you're trying to share state in threads, have you planned your thread safety?
# http://perldoc.perl.org/threads/shared.html
use threads;
use threads::shared;
...
my ($requestConnectionSocket, $frontendSocket, $robotSocket, $sensorSocket) :shared;
sub waitForConnection {
threads->create(sub {
while(1){
my $newSocket;
{
lock($requestConnectionSocket);
$newSocket = $requestConnectionSocket->accept();
}
$newSocket->recv($message, 1024);
if ($message eq "Frontend")
{
lock($frontendSocket);
$frontendSocket = $newSocket;
$frontendSocket->send("hello\n");
}
if ($message eq "Roboter")
{lock($robotSocket); $robotSocket = $newSocket;}
if ($message eq "Sensor")
{lock($sensorSocket); $sensorSocket = $newSocket;}
}
});
}
... meanwhile, in another context ...
# I have front end work to do now, figure out if I need to lock or wait and on what.

How can I get these Perl scripts to delay?

I'm making a simple IRC bot in Perl that can be used to "hunt ducks" in response to this IRC game bot. I'm doing this on a private scripting channel, irc.freenode.net ##duckhunt2 so as not to interfere with real people playing the game.
So far I've tried making a Perl bot using Net::IRC and a plugin for XChat, with my code here. The duck source bot sends a message like
・゜゜・。。・゜゜\_O< quack!
a random amount of time in between 8-60 minutes since the last duck was shot to let you know that a duck has arrived. You can then reply with .bang to shoot the duck and get one point added to your score. However, if you reply too quickly (within one second), it puts you in a 2 hour cooldown mode where you can't shoot any ducks. Sometimes it also throws in 7 second cooldowns because of "jammed guns" and such, as shown in line 272 of the game bot code.
Perl code
use Net::IRC;
use Time::HiRes qw(usleep nanosleep);
$ducksource = 'DUCK_SOURCE';
$server = 'IRC_SERVER';
$channel = 'IRC_CHANNEL';
$botnick = 'BOT_NICKNAME';
$botnick2 = 'BOT_BACKUP_NICKNAME';
$password = 'BOT_PASSWORD';
$botadmin = 'BOT_ADMIN_NICKNAME';
$irc = new Net::IRC;
$conn = $irc->newconn(
Nick => $botnick,
Server => $server,
Port => IRC_SERVER_PORT,
Username => $botnick
);
$conn->add_global_handler('376', \&on_connect);
$conn->add_global_handler('disconnect', \&on_disconnect);
$conn->add_global_handler('kick', \&on_kick);
$conn->add_global_handler('msg', \&on_msg);
$conn->add_global_handler('public', \&on_public);
$irc->start;
sub on_connect {
$self = shift;
$self->privmsg('nickserv', "identify $password");
$self->join($channel);
print "Connected\n";
}
sub on_disconnect {
$self = shift;
print "Disconnected, attempting to reconnect\n";
$self->connect();
}
sub on_kick {
$self = shift;
$self->join($channel);
$self->privmsg('nickserv', "/nick $botnick");
}
sub on_msg {
$self = shift;
$event = shift;
if ($event->nick eq $botadmin) {
foreach $arg ($event->args) {
if ($arg =~ m/uptime/) {
$self->privmsg($botadmin, `uptime`);
}
}
}
}
sub on_public {
$self = shift;
$event = shift;
if ($event->nick eq $ducksource) {
foreach $arg ($event->args) {
if (($arg =~ m/</) && ($arg !~ m/>/)) {
usleep(250000);
$self->privmsg($channel, ".bang");
}
if ( ($arg =~ m/missed/)
|| ($arg =~ m/jammed/)
|| ($arg =~ m/luck/)
|| ($arg =~ m/WTF/)) {
$self->privmsg('nickserv', "/nick $botnick2");
$self->privmsg($channel, ".bang");
$self->privmsg('nickserv', "/nick $botnick");
}
if (($arg =~ m/script/) || ($arg =~ m/period/)) {
$self->privmsg('nickserv', "/nick $botnick2");
$self->privmsg($channel, ".bang");
}
}
}
}
The Perl bot connects to the server, joins the chat room, and responds to a duck appearing, but I can't get it to delay the sending of the command .bang so that the game bot receives it after 1 second has passed and I don't go into the two-hour cooldown mode.
I know that the Perl sleep command only accept multiples of one second. I need to delay 0.25 seconds because it takes about 0.75 seconds for the message to reach the game bot, so I've tried using Time::HiRes and the usleep command, which uses microseconds (1,000 microseconds = 1 millisecond).
On line 61 of my code, I added usleep(250000) which should make the script pause for 0.25s before sending the message on the next line
$self->privmsg($channel, ".bang")
But the script does not wait -- it just sends the message as normal. It acts like it is ignoring the usleep command.
How can I fix this and make the bot wait before it sends the message?
Secondly, I'm confused over how to change nicknames. If the game bot gives me a 7 second cooldown, I'd like to quickly change my nick to another nick (e.g. HunterBot6000 to HunterBot6000_) shoot the duck (.bang), and change my nick back before another bot gets the duck. Typically you accomplish a nick change through the /nick NEWNICK command. However, I've tried sending this command to the channel and NickServ, and this doesn't change my nickname. How should I accomplish this?
I also tried writing an XChat plugin for the script to see if that would get rid of the timing issue, but that doesn't work either. After connecting to the server and joining the chat room in XChat, I load the plugin, and I have the same issue -- it responds to ducks with .bang but I cannot get it to wait before sending.
You can see the documentation Writing a simple XChat Perl Script. What am I doing wrong?
You're asking multiple questions, but I can only answer one from my phone
You can change nicknames by sending
NICK newnick
Further information can be found in the RFC 2812.
However, Net::IRC might have more appropriate means for that.
I have also had trouble from usleep from Time::HiRes. This should effect a sleep of 250ms:
select(undef, undef, undef, 0.25);
Thank you for everyone's help. I was able to get the usleep command working and verify that it was delaying properly by changing the delay to a larger amount of seconds (e.g. usleep(25000000), 25 seconds) and then changing back to 0.25 seconds by removing one 0 at a time. I also added print Time::HiRes::time; before and after to verify that the delay was working. I also found that the proper command to change nicks is $self->nick($botnick2);, even though it is nowhere to be found in any Net::IRC documentation. Once again, thank you all for the help and advice.

How do I direct a Perl script to check for website response?

I’m pinging a website and checking the availability and sending an email only when it’s down. (That part is working just fine according to the code below.)
require LWP::UserAgent;
my $ua = LWP::UserAgent->new;
$ua->timeout(20);
my $response = $ua->get('https://www.Mysite.net/websuite/');
if (! $response->is_success) {
#print 'CMM Is up and Running';
$path = "C:\\prac\\send_email_failure.ps1";
$pwspath = "c:\\windows\\system32\\windowspowershell\\v1.0\\powershell.exe";
system("$pwspath -command $path"); #using powershell to invoke email utility
}
Now, I’m working on trying to expand the script to see whether
It can check once it’s down and send email (which it’s doing now) and don’t send email until it’s bought up. By the way, I’m using Windows task scheduler to run the script every twenty minutes.
After it sees the website is up it should goto its normal process of checking whether the site is down again and send email (for example the website went down then bought back up and again went down). I’m running the script every 20 mins using task scheduler.
Any help appreciated.
If your script is executed from some kind of scheduler you'll need to persist the status of your last request somehow. You could for example create a file which flags the last status as "down".
Or you could simply run your script as a daemon and schedule a check every 20 minutes (for example with AnyEvent). This way you wouldn't have to cope with filesystem related issues.
use LWP::UserAgent;
use AnyEvent;
my $previous = 1;
my $watch = AnyEvent->timer(interval => 1200, cb => sub {
if(check_status() == 0) {
if($previous == 1) {
# send e-mail
}
$previous = 0;
}
else {
$previous = 1;
}
});
AnyEvent->condvar->recv;
sub check_status {
my $ua = LWP::UserAgent->new(timeout => 20);
my $response = $ua->get('...');
return $response->is_success ? 1 : 0;
}

Pop Up in perl that goes away automatically after pause

I'm writing a script to assist people who'll scan a barcode and get a response to keep or dispose the scanned sample. I want to have a message, similar to tk's messagebox or Win32::MsgBox but one that requires no user interaction to go away after three seconds.
My thought was to create the messages in a child process, using alarm to kill the process after a delay. In Tk:
sub tmpMsgBox {
my ($message,$delay) = #_;
if (fork() == 0) {
my $topWin = MainWindow->new;
my $label = $topWin->Label();
my $ok = $topWin->Button();
$label->pack(-side => 'top');
$ok->pack(-side => 'bottom');
$label->configure(-text => $message);
$ok->configure(-text => 'Ok', -command => sub {exit});
$SIG{ALRM} = sub {exit};
alarm $delay || 1;
$topWin->MainLoop;
}
}
for (3..10) {
tmpMsgBox("This window will disappear in $_ seconds", $_);
}
I don't think Tk plays nicely with fork, though, so this idea probably won't work so well if you are also using Tk in your main process.
Desktop::Notify is the standard-compliant interface to the desktop's passive notification pop-ups.
perl -MDesktop::Notify -e'
Desktop::Notify
->new
->create(
body => q{why hello there},
timeout => 3000
)->show'
What you want to do is to send a destroy message to the window after your timeout (remembering to cancel the sending of the message if the user does choose something!) Tk's certainly capable of doing this.
# Make the timeout something like this...
$id = $widget->after(3000, sub {
$widget->destroy;
});
# To cancel, just do...
$id->cancel;
You also need to make sure that you don't block when the widget is forced to go away, of course. This also prevents trouble if someone kills the widget by other means too, so it's a double-bonus.

How do I get killed using Perl FCGI?

I'm having a little problem with nginx and the Perl FCGI module. I have a long operation in my FCGI program that may outlive the server (or the user on the server) on the other end of the Unix socket I'm using to communicate FCGI. I need the FCGI accept() loop in my program to break if the FCGI request is closed. I tried installing INT, TERM, etc signal handlers, but they do nothing, since the only communication between nginx and my program happens over the FCGI socket, AFAIK.
I also tried this but there's no way that I can see to use the FCGI module in Perl to send raw data to or from nginx over the FCGI socket. Is there a way I can do it without modifying the FCGI module to have a "ping" function?
The basic problem is that my program does not know if nginx has terminated the FCGI request.
Example:
#!/usr/bin/perl -w
use strict;
use FCGI;
my $fcgi_socket = FCGI::OpenSocket( '/tmp/test.socket', 100000 );
my $request = FCGI::Request(\*STDIN, \*STDOUT, \*STDERR, \%ENV, $fcgi_socket);
REQUEST: while($request->Accept() >= 0) {
#begin handling request
my $result = '';
while (1) { #or select(), etc
if (somehow check whether the fcgi $request is still live) {
next REQUEST;
}
#check for results, set $result if done
}
print $result;
}
You have to use a FCGI implementation which treats FCGI_ABORT_REQUEST.
You cannot use the following, because they ignore FCGI_ABORT_REQUEST:
FCGI <=v0.69 (the one which you are currently using?)
FCGI-Async <=v0.19
Net-FastCGI <=v0.08
FCGI-EV <=1.0.7
You could use the following, which treat FCGI_ABORT_REQUEST:
Vitaly Kramskikh's AnyEvent-FCGI
When using AnyEvent-FCGI, checking for an aborted request is as easy as calling $request->is_active(), but keep in mind that is_active() will not reflect the true state of the request until the on_request handler returns, which means you have to return from on_request as soon as possible and somehow do the actual work "in parallel" (you probably don't want to use Perl threads, but something more akin to continuations) in order to give the AnyEvent loop the opportunity to process any further requests (including FCGI_ABORT_REQUESTs) while you are completing the long-winded operations.
I am not familiar enough with AnyEvent to know for sure whether there is a better way of doing this, but here's my take, below, for a start:
use AnyEvent;
use AnyEvent::FCGI;
my #jobs;
my $process_jobs_watcher;
sub process_jobs {
# cancel aborted jobs
#jobs = grep {
if ($_->[0]->is_active) {
true
} else {
# perform any job cleanup
false
}
} #jobs;
# any jobs left?
if (scalar(#jobs)) {
my $job = $jobs[0];
my ( $job_request, $job_state ) = #$job;
# process another chunk of $job
# if job is done, remove (shift) from #jobs
} else {
# all jobs done; go to sleep until next job request
undef $process_jobs_watcher;
}
}
my $fcgi = new AnyEvent::FCGI(
port => 9000,
on_request => sub {
my $request = shift;
if (scalar(#jobs) < 5) { # set your own limit
# accept request and send back headers, HTTP status etc.
$request.print_stdout("Content-Type: text/plain\nStatus: 200 OK\n\n");
# This will hold your job state; can also use Continutiy
# http://continuity.tlt42.org/
my $job_state = ...;
# Enqueue job for parallel processing:
push #jobs, [ $request, $job_state ];
if (!$process_jobs_watcher) {
# If and only if AnyEvent->idle() does not work,
# use AnyEvent->timer() and renew from process_jobs
$process_jobs_watcher = AnyEvent->idle(cb => \&process_jobs);
}
} else {
# refuse request
$request.print_stdout("Content-Type: text/plain\nStatus: 503 Service Unavailable\n\nBusy!");
}
}
);
AnyEvent->loop;