home · contact · privacy
Refactor.
authorChristian Heller <c.heller@plomlompom.de>
Tue, 15 Jan 2019 00:58:16 +0000 (01:58 +0100)
committerChristian Heller <c.heller@plomlompom.de>
Tue, 15 Jan 2019 00:58:16 +0000 (01:58 +0100)
server.py
server_/game.py
server_/io.py

index e17b3e68a7b5f24564ff0bc2a19e56b44fbba81f..9ba6d6fe24fdbf87cec3df148f281e24bc51ff5b 100755 (executable)
--- a/server.py
+++ b/server.py
 #!/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')
index f596f7bd8ffad7126062f864f90921147be10da2..e611a0ed825740cf9eff3bc74a2528738182236d 100644 (file)
@@ -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'}:
index e015b4f6f5cc14cbaeabc398223bf9c0ee7da7aa..7db47ca7857981f266500bc20b44fe4dd136dc96 100644 (file)
@@ -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,