self.save_file = save_file
self.servers = []
+ def train_parser(self):
+ import string
+ self.parser.string_options = {
+ 'map_geometry': {'Hex', 'Square'},
+ 'char': [c for c in
+ string.digits + string.ascii_letters + string.punctuation
+ + ' '],
+ 'direction': self.game.map_geometry.directions,
+ 'direction+here': ['HERE'] + self.game.map_geometry.directions,
+ 'thing_type': self.game.thing_types.keys()
+ }
+
def loop(self, q):
- """Handle commands coming through queue q, run game, send results back."""
+ """Handle commands coming through queue q, run game, send results back.
+
+ As basic flood protection, only accepts ten commands per connection per
+ 1/10 of a second.
+
+ """
+ import time
+ potential_flooders = {}
while True:
try:
- command, connection_id = q.get(timeout=0.001)
- self.handle_input(connection_id, command)
+ connection_id, command = q.get(timeout=0.001)
+ now = int(time.time() * 10)
+ if connection_id in potential_flooders and \
+ potential_flooders[connection_id][0] == now:
+ if potential_flooders[connection_id][1] > 10:
+ continue
+ potential_flooders[connection_id][1] += 1
+ else:
+ potential_flooders[connection_id] = [now, 1]
+ self.handle_input(command, connection_id)
except queue.Empty:
self.game.run_tick()
The game loop works sequentially through game commands received
via self.queue from connected servers' clients."""
+
self.queue = queue.Queue()
+
+ # optionally use this for main thread profiling:
+ # import cProfile
+ # class ProfiledThread(threading.Thread):
+ # def run(self):
+ # profiler = cProfile.Profile()
+ # profiler.runcall(threading.Thread.run, self)
+ # print('profiled thread finished')
+ # profiler.dump_stats('profile')
+ # c = ProfiledThread(target=self.loop, args=(self.queue,))
c = threading.Thread(target=self.loop, args=(self.queue,))
+
c.start()
def start_server(self, port, server_class, certfile=None, keyfile=None):
command(*args, connection_id=connection_id)
elif god_mode:
command(*args)
- #if store and not hasattr(command, 'dont_save'):
- # with open(self.game_file_name, 'a') as f:
- # f.write(input_ + '\n')
+ # if store and not hasattr(command, 'dont_save'):
+ # with open(self.game_file_name, 'a') as f:
+ # f.write(input_ + '\n')
except ArgError as e:
answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e)))
except PlayError as e:
"""
if connection_id:
for server in self.servers:
- if connection_id in server.clients:
+ if connection_id in server.clients:
client = server.clients[connection_id]
client.put(msg)
else: