%global _empty_manifest_terminate_build 0 Name: python-cmyui Version: 1.9.3 Release: 1 Summary: Tools I find myself constantly rebuilding and reusing. License: MIT URL: https://github.com/cmyui/cmyui_pkg Source0: https://mirrors.nju.edu.cn/pypi/web/packages/bd/a8/a30468b80172024715b8d34a557cf1263f5decbc3e4c7efc16e835c4a130/cmyui-1.9.3.tar.gz BuildArch: noarch %description # Generic multipurpose library for the average cmyui (and alike) ## The good stuff - Async multi-domain http server & sql wrapper - Simple logging utilities, for printing in colour w/ timestamps. - osu! tools, such as replay and beatmap parsers, and more. - Simple discord webhook wrapper, likely going to grow into more. ```py # Example of how to use some of the stuff. import asyncio import time import re from typing import NoReturn from typing import Optional from cmyui.logging import Ansi from cmyui.logging import log from cmyui.logging import Rainbow from cmyui.logging import RGB from cmyui.mysql import AsyncSQLPool from cmyui.version import Version from cmyui.utils import rstring from cmyui.web import Connection from cmyui.web import Domain from cmyui.web import Server from pathlib import Path version = Version(1, 0, 3) debug = True sql: Optional[AsyncSQLPool] = None players = [just imagine this is a list with player objects on a game server] # server has built-in gzip compression support, # simply pass the level you'd like to use (1-9). app = Server(name=f'Gameserver v{version}', gzip=4, verbose=debug) # usually, domains are defined externally in # other files, generally in a 'domains' folder. domain1 = Domain('osu.ppy.sh') domain2 = Domain('cmyui.codes') # domains can then have their routes defined # in similar syntax to many other popular web # frameworks. these domains can be defined # either with a plaintext url route, or using # regular expressions, allowing for much # greater complexity. @domain1.route('/ingame/getfriends.php') async def ingame_getfriends(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers: # returning a tuple of (int, bytes) allows # for customization of the return code. return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') # returning bytes alone will simply use 200. return '\n'.join(players[token].friends).encode() # methods can be specified as a list in the route definition @domain1.route('/ingame/screenshot.php', methods=['POST']) async def ingame_screenshot(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers or 'ss' not in conn.files: return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') p = players[token] ss_file = Path.cwd() / 'ss' / rstring(8) with open(ss_file, 'wb') as f: f.write(conn.files['ss']) # there are three colour options available, log(f'{p!r} uploaded {ss_file}.', Ansi.LBLUE) log(f'{p!r} uploaded {ss_file}.', RGB(0x77ffdd)) log(f'{p!r} uploaded {ss_file}.', Rainbow) return b'Uploaded' @domain2.route(re.compile('^/u/(?P\d{1,10}$')) async def user_profile(conn: Connection) -> Optional[bytes]: ... # TODO: templates implementation? # finally, the domains themselves # can be added to the server object. app.add_domains({domain1, domain2}) # and the server allows for any number # of async callables to be enqueued as # tasks once the server is started up. async def on_start(): # this should probably be # in a config somewhere lol sql_info = { 'db': 'cmyui', 'host': 'localhost', 'password': 'lol123', 'user': 'cmyui' } global sql sql = AsyncSQLPool() await sql.connect(sql_info) async def disconnect_inactive_players() -> NoReturn: ping_timeout = 120 global players while True: for p in players: if time.time() - p.last_recv_time > ping_timeout: await p.logout() await asyncio.sleep(ping_timeout) app.add_task(on_start()) app.add_tasks({on_start(), disconnect_inactive_players()}) # both inet & unix sockets are supported. server_addr = ('127.0.0.1', 5001) # inet4 server_addr = '/tmp/myserver.sock' # unix # then, the server can be run; this is a blocking # call after which the server will indefinitely # continue to listen for and handle connections. app.run(server_addr) # and voila, you have an async server. the server # will use uvloop if you have it installed; if you # don't know about the project, consider checking # out https://github.com/MagicStack/uvloop. # cheers B) %package -n python3-cmyui Summary: Tools I find myself constantly rebuilding and reusing. Provides: python-cmyui BuildRequires: python3-devel BuildRequires: python3-setuptools BuildRequires: python3-pip %description -n python3-cmyui # Generic multipurpose library for the average cmyui (and alike) ## The good stuff - Async multi-domain http server & sql wrapper - Simple logging utilities, for printing in colour w/ timestamps. - osu! tools, such as replay and beatmap parsers, and more. - Simple discord webhook wrapper, likely going to grow into more. ```py # Example of how to use some of the stuff. import asyncio import time import re from typing import NoReturn from typing import Optional from cmyui.logging import Ansi from cmyui.logging import log from cmyui.logging import Rainbow from cmyui.logging import RGB from cmyui.mysql import AsyncSQLPool from cmyui.version import Version from cmyui.utils import rstring from cmyui.web import Connection from cmyui.web import Domain from cmyui.web import Server from pathlib import Path version = Version(1, 0, 3) debug = True sql: Optional[AsyncSQLPool] = None players = [just imagine this is a list with player objects on a game server] # server has built-in gzip compression support, # simply pass the level you'd like to use (1-9). app = Server(name=f'Gameserver v{version}', gzip=4, verbose=debug) # usually, domains are defined externally in # other files, generally in a 'domains' folder. domain1 = Domain('osu.ppy.sh') domain2 = Domain('cmyui.codes') # domains can then have their routes defined # in similar syntax to many other popular web # frameworks. these domains can be defined # either with a plaintext url route, or using # regular expressions, allowing for much # greater complexity. @domain1.route('/ingame/getfriends.php') async def ingame_getfriends(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers: # returning a tuple of (int, bytes) allows # for customization of the return code. return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') # returning bytes alone will simply use 200. return '\n'.join(players[token].friends).encode() # methods can be specified as a list in the route definition @domain1.route('/ingame/screenshot.php', methods=['POST']) async def ingame_screenshot(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers or 'ss' not in conn.files: return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') p = players[token] ss_file = Path.cwd() / 'ss' / rstring(8) with open(ss_file, 'wb') as f: f.write(conn.files['ss']) # there are three colour options available, log(f'{p!r} uploaded {ss_file}.', Ansi.LBLUE) log(f'{p!r} uploaded {ss_file}.', RGB(0x77ffdd)) log(f'{p!r} uploaded {ss_file}.', Rainbow) return b'Uploaded' @domain2.route(re.compile('^/u/(?P\d{1,10}$')) async def user_profile(conn: Connection) -> Optional[bytes]: ... # TODO: templates implementation? # finally, the domains themselves # can be added to the server object. app.add_domains({domain1, domain2}) # and the server allows for any number # of async callables to be enqueued as # tasks once the server is started up. async def on_start(): # this should probably be # in a config somewhere lol sql_info = { 'db': 'cmyui', 'host': 'localhost', 'password': 'lol123', 'user': 'cmyui' } global sql sql = AsyncSQLPool() await sql.connect(sql_info) async def disconnect_inactive_players() -> NoReturn: ping_timeout = 120 global players while True: for p in players: if time.time() - p.last_recv_time > ping_timeout: await p.logout() await asyncio.sleep(ping_timeout) app.add_task(on_start()) app.add_tasks({on_start(), disconnect_inactive_players()}) # both inet & unix sockets are supported. server_addr = ('127.0.0.1', 5001) # inet4 server_addr = '/tmp/myserver.sock' # unix # then, the server can be run; this is a blocking # call after which the server will indefinitely # continue to listen for and handle connections. app.run(server_addr) # and voila, you have an async server. the server # will use uvloop if you have it installed; if you # don't know about the project, consider checking # out https://github.com/MagicStack/uvloop. # cheers B) %package help Summary: Development documents and examples for cmyui Provides: python3-cmyui-doc %description help # Generic multipurpose library for the average cmyui (and alike) ## The good stuff - Async multi-domain http server & sql wrapper - Simple logging utilities, for printing in colour w/ timestamps. - osu! tools, such as replay and beatmap parsers, and more. - Simple discord webhook wrapper, likely going to grow into more. ```py # Example of how to use some of the stuff. import asyncio import time import re from typing import NoReturn from typing import Optional from cmyui.logging import Ansi from cmyui.logging import log from cmyui.logging import Rainbow from cmyui.logging import RGB from cmyui.mysql import AsyncSQLPool from cmyui.version import Version from cmyui.utils import rstring from cmyui.web import Connection from cmyui.web import Domain from cmyui.web import Server from pathlib import Path version = Version(1, 0, 3) debug = True sql: Optional[AsyncSQLPool] = None players = [just imagine this is a list with player objects on a game server] # server has built-in gzip compression support, # simply pass the level you'd like to use (1-9). app = Server(name=f'Gameserver v{version}', gzip=4, verbose=debug) # usually, domains are defined externally in # other files, generally in a 'domains' folder. domain1 = Domain('osu.ppy.sh') domain2 = Domain('cmyui.codes') # domains can then have their routes defined # in similar syntax to many other popular web # frameworks. these domains can be defined # either with a plaintext url route, or using # regular expressions, allowing for much # greater complexity. @domain1.route('/ingame/getfriends.php') async def ingame_getfriends(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers: # returning a tuple of (int, bytes) allows # for customization of the return code. return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') # returning bytes alone will simply use 200. return '\n'.join(players[token].friends).encode() # methods can be specified as a list in the route definition @domain1.route('/ingame/screenshot.php', methods=['POST']) async def ingame_screenshot(conn: Connection) -> Optional[bytes]: if 'token' not in conn.headers or 'ss' not in conn.files: return (400, b'Bad Request') token = conn.headers['token'] global players if not token in conn.headers: return (401, b'Unauthorized') p = players[token] ss_file = Path.cwd() / 'ss' / rstring(8) with open(ss_file, 'wb') as f: f.write(conn.files['ss']) # there are three colour options available, log(f'{p!r} uploaded {ss_file}.', Ansi.LBLUE) log(f'{p!r} uploaded {ss_file}.', RGB(0x77ffdd)) log(f'{p!r} uploaded {ss_file}.', Rainbow) return b'Uploaded' @domain2.route(re.compile('^/u/(?P\d{1,10}$')) async def user_profile(conn: Connection) -> Optional[bytes]: ... # TODO: templates implementation? # finally, the domains themselves # can be added to the server object. app.add_domains({domain1, domain2}) # and the server allows for any number # of async callables to be enqueued as # tasks once the server is started up. async def on_start(): # this should probably be # in a config somewhere lol sql_info = { 'db': 'cmyui', 'host': 'localhost', 'password': 'lol123', 'user': 'cmyui' } global sql sql = AsyncSQLPool() await sql.connect(sql_info) async def disconnect_inactive_players() -> NoReturn: ping_timeout = 120 global players while True: for p in players: if time.time() - p.last_recv_time > ping_timeout: await p.logout() await asyncio.sleep(ping_timeout) app.add_task(on_start()) app.add_tasks({on_start(), disconnect_inactive_players()}) # both inet & unix sockets are supported. server_addr = ('127.0.0.1', 5001) # inet4 server_addr = '/tmp/myserver.sock' # unix # then, the server can be run; this is a blocking # call after which the server will indefinitely # continue to listen for and handle connections. app.run(server_addr) # and voila, you have an async server. the server # will use uvloop if you have it installed; if you # don't know about the project, consider checking # out https://github.com/MagicStack/uvloop. # cheers B) %prep %autosetup -n cmyui-1.9.3 %build %py3_build %install %py3_install install -d -m755 %{buildroot}/%{_pkgdocdir} if [ -d doc ]; then cp -arf doc %{buildroot}/%{_pkgdocdir}; fi if [ -d docs ]; then cp -arf docs %{buildroot}/%{_pkgdocdir}; fi if [ -d example ]; then cp -arf example %{buildroot}/%{_pkgdocdir}; fi if [ -d examples ]; then cp -arf examples %{buildroot}/%{_pkgdocdir}; fi pushd %{buildroot} if [ -d usr/lib ]; then find usr/lib -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/lib64 ]; then find usr/lib64 -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/bin ]; then find usr/bin -type f -printf "/%h/%f\n" >> filelist.lst fi if [ -d usr/sbin ]; then find usr/sbin -type f -printf "/%h/%f\n" >> filelist.lst fi touch doclist.lst if [ -d usr/share/man ]; then find usr/share/man -type f -printf "/%h/%f.gz\n" >> doclist.lst fi popd mv %{buildroot}/filelist.lst . mv %{buildroot}/doclist.lst . %files -n python3-cmyui -f filelist.lst %dir %{python3_sitelib}/* %files help -f doclist.lst %{_docdir}/* %changelog * Wed May 10 2023 Python_Bot - 1.9.3-1 - Package Spec generated