From: Christian Heller Date: Tue, 15 Jan 2019 00:58:16 +0000 (+0100) Subject: Refactor. X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/%7B%7Bprefix%7D%7D/static/edit?a=commitdiff_plain;h=992fc9b392c4318bd2fda31f526ea838b0138a9e;p=plomrogue2-experiments Refactor. --- diff --git a/server.py b/server.py index e17b3e6..9ba6d6f 100755 --- a/server.py +++ b/server.py @@ -1,150 +1,15 @@ #!/usr/bin/env python3 import sys import os -import parser import server_.game import server_.io -import game_common - - -def fib(n): - """Calculate n-th Fibonacci number. Very inefficiently.""" - if n in (1, 2): - return 1 - else: - return fib(n-1) + fib(n-2) - - -class CommandHandler(server_.game.Commander): - - def __init__(self, game_file_name): - self.queues_out = {} - self.world = server_.game.World() - self.parser = parser.Parser(self) - self.game_file_name = game_file_name - # self.pool and self.pool_result are currently only needed by the FIB - # command and the demo of a parallelized game loop in cmd_inc_p. - from multiprocessing import Pool - self.pool = Pool() - self.pool_result = None - - def quote(self, string): - """Quote & escape string so client interprets it as single token.""" - quoted = [] - quoted += ['"'] - for c in string: - if c in {'"', '\\'}: - quoted += ['\\'] - quoted += [c] - quoted += ['"'] - return ''.join(quoted) - - def handle_input(self, input_, connection_id=None, store=True): - """Process input_ to command grammar, call command handler if found.""" - from inspect import signature - - def answer(connection_id, msg): - if connection_id: - self.send(msg, connection_id) - else: - print(msg) - - try: - command = self.parser.parse(input_) - if command is None: - answer(connection_id, 'UNHANDLED_INPUT') - else: - if 'connection_id' in list(signature(command).parameters): - command(connection_id=connection_id) - else: - command() - if store: - with open(self.game_file_name, 'a') as f: - f.write(input_ + '\n') - except parser.ArgError as e: - answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e))) - except server_.game.GameError as e: - answer(connection_id, 'GAME_ERROR ' + self.quote(str(e))) - - def send(self, msg, connection_id=None): - if connection_id: - self.queues_out[connection_id].put(msg) - else: - for connection_id in self.queues_out: - self.queues_out[connection_id].put(msg) - - def send_gamestate(self, connection_id=None): - """Send out game state data relevant to clients.""" - - def stringify_yx(tuple_): - """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" - return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1]) - - self.send('NEW_TURN ' + str(self.world.turn)) - self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size)) - visible_map = self.world.get_player().get_visible_map() - for y in range(self.world.map_.size[0]): - self.send('VISIBLE_MAP_LINE %5s %s' % - (y, self.quote(visible_map.get_line(y)))) - visible_things = self.world.get_player().get_visible_things() - for thing in visible_things: - self.send('THING_TYPE %s %s' % (thing.id_, thing.type_)) - self.send('THING_POS %s %s' % (thing.id_, - stringify_yx(thing.position))) - - def proceed(self): - """Send turn finish signal, run game world, send new world data. - - First sends 'TURN_FINISHED' message, then runs game world - until new player input is needed, then sends game state. - """ - self.send('TURN_FINISHED ' + str(self.world.turn)) - self.world.proceed_to_next_player_turn() - msg = str(self.world.get_player().last_task_result) - self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg)) - self.send_gamestate() - - def cmd_FIB(self, numbers, connection_id): - """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. - - Numbers are calculated in parallel as far as possible, using fib(). - A 'CALCULATING …' message is sent to caller before the result. - """ - self.send('CALCULATING …', connection_id) - results = self.pool.map(fib, numbers) - reply = ' '.join([str(r) for r in results]) - self.send(reply, connection_id) - cmd_FIB.argtypes = 'seq:int:nonneg' - - def cmd_INC_P(self, connection_id): - """Increment world.turn, send game turn data to everyone. - - To simulate game processing waiting times, a one second delay between - TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive - calculations are started as pool processes that need to be finished - until a further INC finishes the turn. - - This is just a demo structure for how the game loop could work when - parallelized. One might imagine a two-step game turn, with a non-action - step determining actor tasks (the AI determinations would take the - place of the fib calculations here), and an action step wherein these - tasks are performed (where now sleep(1) is). - """ - from time import sleep - if self.pool_result is not None: - self.pool_result.wait() - self.send('TURN_FINISHED ' + str(self.world.turn)) - sleep(1) - self.world.turn += 1 - self.send_gamestate() - self.pool_result = self.pool.map_async(fib, (35, 35)) if len(sys.argv) != 2: print('wrong number of arguments, expected one (game file)') exit(1) game_file_name = sys.argv[1] -command_handler = CommandHandler(game_file_name) +command_handler = server_.game.CommandHandler(game_file_name) if os.path.exists(game_file_name): if not os.path.isfile(game_file_name): print('game file name does not refer to a valid game file') diff --git a/server_/game.py b/server_/game.py index f596f7b..e611a0e 100644 --- a/server_/game.py +++ b/server_/game.py @@ -186,8 +186,144 @@ class Thing(game_common.Thing): return visible_things -class Commander(game_common.Commander): +def fib(n): + """Calculate n-th Fibonacci number. Very inefficiently.""" + if n in (1, 2): + return 1 + else: + return fib(n-1) + fib(n-2) + + +class CommandHandler(game_common.Commander): + + def __init__(self, game_file_name): + self.queues_out = {} + self.world = World() + self.parser = parser.Parser(self) + self.game_file_name = game_file_name + # self.pool and self.pool_result are currently only needed by the FIB + # command and the demo of a parallelized game loop in cmd_inc_p. + from multiprocessing import Pool + self.pool = Pool() + self.pool_result = None + + def quote(self, string): + """Quote & escape string so client interprets it as single token.""" + quoted = [] + quoted += ['"'] + for c in string: + if c in {'"', '\\'}: + quoted += ['\\'] + quoted += [c] + quoted += ['"'] + return ''.join(quoted) + + def handle_input(self, input_, connection_id=None, store=True): + """Process input_ to command grammar, call command handler if found.""" + from inspect import signature + + def answer(connection_id, msg): + if connection_id: + self.send(msg, connection_id) + else: + print(msg) + + try: + command = self.parser.parse(input_) + if command is None: + answer(connection_id, 'UNHANDLED_INPUT') + else: + if 'connection_id' in list(signature(command).parameters): + command(connection_id=connection_id) + else: + command() + if store: + with open(self.game_file_name, 'a') as f: + f.write(input_ + '\n') + except parser.ArgError as e: + answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e))) + except game.GameError as e: + answer(connection_id, 'GAME_ERROR ' + self.quote(str(e))) + + def send(self, msg, connection_id=None): + """Send message msg to server's client(s) via self.queues_out. + + If a specific client is identified by connection_id, only + sends msg to that one. Else, sends it to all clients + identified in self.queues_out. + """ + if connection_id: + self.queues_out[connection_id].put(msg) + else: + for connection_id in self.queues_out: + self.queues_out[connection_id].put(msg) + + def send_gamestate(self, connection_id=None): + """Send out game state data relevant to clients.""" + + def stringify_yx(tuple_): + """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" + return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1]) + + self.send('NEW_TURN ' + str(self.world.turn)) + self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size)) + visible_map = self.world.get_player().get_visible_map() + for y in range(self.world.map_.size[0]): + self.send('VISIBLE_MAP_LINE %5s %s' % + (y, self.quote(visible_map.get_line(y)))) + visible_things = self.world.get_player().get_visible_things() + for thing in visible_things: + self.send('THING_TYPE %s %s' % (thing.id_, thing.type_)) + self.send('THING_POS %s %s' % (thing.id_, + stringify_yx(thing.position))) + + def proceed(self): + """Send turn finish signal, run game world, send new world data. + + First sends 'TURN_FINISHED' message, then runs game world + until new player input is needed, then sends game state. + """ + self.send('TURN_FINISHED ' + str(self.world.turn)) + self.world.proceed_to_next_player_turn() + msg = str(self.world.get_player().last_task_result) + self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg)) + self.send_gamestate() + + def cmd_FIB(self, numbers, connection_id): + """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. + + Numbers are calculated in parallel as far as possible, using fib(). + A 'CALCULATING …' message is sent to caller before the result. + """ + self.send('CALCULATING …', connection_id) + results = self.pool.map(fib, numbers) + reply = ' '.join([str(r) for r in results]) + self.send(reply, connection_id) + cmd_FIB.argtypes = 'seq:int:nonneg' + + def cmd_INC_P(self, connection_id): + """Increment world.turn, send game turn data to everyone. + + To simulate game processing waiting times, a one second delay between + TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive + calculations are started as pool processes that need to be finished + until a further INC finishes the turn. + + This is just a demo structure for how the game loop could work when + parallelized. One might imagine a two-step game turn, with a non-action + step determining actor tasks (the AI determinations would take the + place of the fib calculations here), and an action step wherein these + tasks are performed (where now sleep(1) is). + """ + from time import sleep + if self.pool_result is not None: + self.pool_result.wait() + self.send('TURN_FINISHED ' + str(self.world.turn)) + sleep(1) + self.world.turn += 1 + self.send_gamestate() + self.pool_result = self.pool.map_async(fib, (35, 35)) def cmd_MOVE(self, direction): """Set player task to 'move' with direction arg, finish player turn.""" if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}: diff --git a/server_/io.py b/server_/io.py index e015b4f..7db47ca 100644 --- a/server_/io.py +++ b/server_/io.py @@ -31,9 +31,10 @@ class IO_Handler(socketserver.BaseRequestHandler): from the game IO loop via that new queue. At the same time, loops over socket's recv to get messages - from the outside via self.server.queue_out into the game IO - loop. Ends connection once a 'QUIT' message is received from - socket, and then also calls for a kill of its own queue. + from the outside into the game IO loop by way of + self.server.queue_out into the game IO. Ends connection once a + 'QUIT' message is received from socket, and then also calls + for a kill of its own queue. All messages to the game IO loop are tuples, with the first element a meta command ('ADD_QUEUE' for queue creation,