#!/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')
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'}:
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,