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:
- self.send_to(connection_id, 'UNHANDLED INPUT')
+ answer(connection_id, 'UNHANDLED INPUT')
else:
if 'connection_id' in list(signature(command).parameters):
command(connection_id=connection_id)
with open(self.game_file_name, 'a') as f:
f.write(input_ + '\n')
except parser.ArgError as e:
- self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+ answer(connection_id, 'ARGUMENT ERROR: ' + str(e))
except server_.game.GameError as e:
- self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+ answer(connection_id, 'GAME ERROR: ' + str(e))
- def send_to(self, connection_id, msg):
- """Send msg to client of connection_id; if no later, print instead."""
+ def send(self, msg, connection_id=None):
if connection_id:
self.queues_out[connection_id].put(msg)
else:
- print(msg)
-
- def send_all(self, msg):
- """Send msg to all clients."""
- for connection_id in self.queues_out:
- self.send_to(connection_id, msg)
+ 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."""
- from functools import partial
def stringify_yx(tuple_):
"""Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
quoted += ['"']
return ''.join(quoted)
- send=self.send_all
- if connection_id:
- send=partial(self.send_to, connection_id)
- send('NEW_TURN ' + str(self.world.turn))
- send('MAP_SIZE ' + stringify_yx(self.world.map_size))
+ self.send('NEW_TURN ' + str(self.world.turn))
+ self.send('MAP_SIZE ' + stringify_yx(self.world.map_size))
for y in range(self.world.map_size[0]):
width = self.world.map_size[1]
terrain_line = self.world.terrain_map[y * width:(y + 1) * width]
- send('TERRAIN_LINE %5s %s' % (y, quoted(terrain_line)))
+ self.send('TERRAIN_LINE %5s %s' % (y, quoted(terrain_line)))
for thing in self.world.things:
- send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- send('THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
+ 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_all('TURN_FINISHED ' + str(self.world.turn))
+ 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_all('LAST_PLAYER_TASK_RESULT ' + msg)
+ self.send('LAST_PLAYER_TASK_RESULT ' + msg)
self.send_gamestate()
def cmd_FIB(self, numbers, connection_id):
Numbers are calculated in parallel as far as possible, using fib().
A 'CALCULATING …' message is sent to caller before the result.
"""
- self.send_to(connection_id, 'CALCULATING …')
+ self.send('CALCULATING …', connection_id)
results = self.pool.map(fib, numbers)
reply = ' '.join([str(r) for r in results])
- self.send_to(connection_id, reply)
+ self.send(reply, connection_id)
cmd_FIB.argtypes = 'seq:int:nonneg'
def cmd_INC_P(self, connection_id):
from time import sleep
if self.pool_result is not None:
self.pool_result.wait()
- self.send_all('TURN_FINISHED ' + str(self.world.turn))
+ self.send('TURN_FINISHED ' + str(self.world.turn))
sleep(1)
self.world.turn += 1
self.send_gamestate()