X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdeck_id%7D%7D/cards/%7B%7Bcard_id%7D%7D/form?a=blobdiff_plain;f=server_%2Fgame.py;h=b52f16ef8eb3f20e7f2b4699c08bc34093c4d3de;hb=6eae766d1b2cdfe0bdbaaabcbf00977a4df4fbbb;hp=910d60878c3426ddc7f402b82e847f8d204b5a27;hpb=67d04440308c656f5baed5b96899729fe9bcb1e6;p=plomrogue2-experiments diff --git a/server_/game.py b/server_/game.py index 910d608..b52f16e 100644 --- a/server_/game.py +++ b/server_/game.py @@ -179,7 +179,6 @@ class Thing(game_common.Thing): stencil = self.get_stencil() visible_things = [] for thing in self.world.things: - print('DEBUG .....') width = self.world.map_.size[1] pos_i = thing.position[0] * width + thing.position[1] if stencil.terrain[pos_i] == '.': @@ -187,7 +186,144 @@ class Thing(game_common.Thing): return visible_things -class 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 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 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 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 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."""