13 # Avoid "Address already in use" errors.
14 socketserver.TCPServer.allow_reuse_address = True
17 class Server(socketserver.ThreadingTCPServer):
18 """Bind together threaded IO handling server and message queue."""
20 def __init__(self, queue, *args, **kwargs):
21 super().__init__(*args, **kwargs)
22 self.queue_out = queue
23 self.daemon_threads = True # Else, server's threads have daemon=False.
26 class IO_Handler(socketserver.BaseRequestHandler):
29 """Move messages between network socket and main thread via queues.
31 On start, sets up new queue, sends it via self.server.queue_out to
32 main thread, and from then on receives messages to send back from the
33 main thread via that new queue.
35 At the same time, loops over socket's recv to get messages from the
36 outside via self.server.queue_out into the main thread. Ends connection
37 once a 'QUIT' message is received from socket, and then also kills its
40 All messages to the main thread are tuples, with the first element a
41 meta command ('ADD_QUEUE' for queue creation, 'KILL_QUEUE' for queue
42 deletion, and 'COMMAND' for everything else), the second element a UUID
43 that uniquely identifies the thread (so that the main thread knows whom
44 to send replies back to), and optionally a third element for further
49 def caught_send(socket, message):
50 """Send message by socket, catch broken socket connection error."""
52 plom_socket_io.send(socket, message)
53 except plom_socket_io.BrokenSocketConnection:
56 def send_queue_messages(socket, queue_in, thread_alive):
57 """Send messages via socket from queue_in while thread_alive[0]."""
58 while thread_alive[0]:
60 msg = queue_in.get(timeout=1)
63 caught_send(socket, msg)
66 print('CONNECTION FROM:', str(self.client_address))
67 connection_id = uuid.uuid4()
68 queue_in = queue.Queue()
69 self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in))
71 t = threading.Thread(target=send_queue_messages,
72 args=(self.request, queue_in, thread_alive))
74 for message in plom_socket_io.recv(self.request):
76 caught_send(self.request, 'BAD MESSAGE')
77 elif 'QUIT' == message:
78 caught_send(self.request, 'BYE')
81 self.server.queue_out.put(('COMMAND', connection_id, message))
82 self.server.queue_out.put(('KILL_QUEUE', connection_id))
83 thread_alive[0] = False
84 print('CONNECTION CLOSED FROM:', str(self.client_address))
89 """Calculate n-th Fibonacci number. Very inefficiently."""
93 return fib(n-1) + fib(n-2)
96 class CommandHandler(game_common.Commander, server_.game.Commander):
98 def __init__(self, game_file_name):
100 self.world = server_.game.World()
101 self.parser = parser.Parser(self)
102 self.game_file_name = game_file_name
103 # self.pool and self.pool_result are currently only needed by the FIB
104 # command and the demo of a parallelized game loop in cmd_inc_p.
105 from multiprocessing import Pool
107 self.pool_result = None
109 def handle_input(self, input_, connection_id=None, store=True):
110 """Process input_ to command grammar, call command handler if found."""
111 from inspect import signature
113 def answer(connection_id, msg):
115 self.send(msg, connection_id)
120 command = self.parser.parse(input_)
122 answer(connection_id, 'UNHANDLED INPUT')
124 if 'connection_id' in list(signature(command).parameters):
125 command(connection_id=connection_id)
129 with open(self.game_file_name, 'a') as f:
130 f.write(input_ + '\n')
131 except parser.ArgError as e:
132 answer(connection_id, 'ARGUMENT ERROR: ' + str(e))
133 except server_.game.GameError as e:
134 answer(connection_id, 'GAME ERROR: ' + str(e))
136 def quote(self, string):
137 """Quote & escape string so client interprets it as single token."""
145 return ''.join(quoted)
147 def send(self, msg, connection_id=None):
149 self.queues_out[connection_id].put(msg)
151 for connection_id in self.queues_out:
152 self.queues_out[connection_id].put(msg)
154 def send_gamestate(self, connection_id=None):
155 """Send out game state data relevant to clients."""
157 def stringify_yx(tuple_):
158 """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
159 return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
161 self.send('NEW_TURN ' + str(self.world.turn))
162 self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
163 visible_map = self.world.get_player().get_visible_map()
164 for y in range(self.world.map_.size[0]):
165 self.send('VISIBLE_MAP_LINE %5s %s' %
166 (y, self.quote(visible_map.get_line(y))))
167 visible_things = self.world.get_player().get_visible_things()
168 for thing in visible_things:
169 self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
170 self.send('THING_POS %s %s' % (thing.id_,
171 stringify_yx(thing.position)))
174 """Send turn finish signal, run game world, send new world data.
176 First sends 'TURN_FINISHED' message, then runs game world
177 until new player input is needed, then sends game state.
179 self.send('TURN_FINISHED ' + str(self.world.turn))
180 self.world.proceed_to_next_player_turn()
181 msg = str(self.world.get_player().last_task_result)
182 self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
183 self.send_gamestate()
185 def cmd_FIB(self, numbers, connection_id):
186 """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
188 Numbers are calculated in parallel as far as possible, using fib().
189 A 'CALCULATING …' message is sent to caller before the result.
191 self.send('CALCULATING …', connection_id)
192 results = self.pool.map(fib, numbers)
193 reply = ' '.join([str(r) for r in results])
194 self.send(reply, connection_id)
195 cmd_FIB.argtypes = 'seq:int:nonneg'
197 def cmd_INC_P(self, connection_id):
198 """Increment world.turn, send game turn data to everyone.
200 To simulate game processing waiting times, a one second delay between
201 TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive
202 calculations are started as pool processes that need to be finished
203 until a further INC finishes the turn.
205 This is just a demo structure for how the game loop could work when
206 parallelized. One might imagine a two-step game turn, with a non-action
207 step determining actor tasks (the AI determinations would take the
208 place of the fib calculations here), and an action step wherein these
209 tasks are performed (where now sleep(1) is).
211 from time import sleep
212 if self.pool_result is not None:
213 self.pool_result.wait()
214 self.send('TURN_FINISHED ' + str(self.world.turn))
217 self.send_gamestate()
218 self.pool_result = self.pool.map_async(fib, (35, 35))
221 def io_loop(q, commander):
222 """Handle commands coming through queue q, send results back.
224 Commands from q are expected to be tuples, with the first element either
225 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element a UUID, and
226 an optional third element of arbitrary type. The UUID identifies a
227 receiver for replies.
229 An 'ADD_QUEUE' command should contain as third element a queue through
230 which to send messages back to the sender of the command. A 'KILL_QUEUE'
231 command removes the queue for that receiver from the list of queues through
232 which to send replies.
234 A 'COMMAND' command is specified in greater detail by a string that is the
235 tuple's third element. The commander CommandHandler takes care of processing
236 this and sending out replies.
242 content = None if len(x) == 2 else x[2]
243 if command_type == 'ADD_QUEUE':
244 commander.queues_out[connection_id] = content
245 elif command_type == 'COMMAND':
246 commander.handle_input(content, connection_id)
247 elif command_type == 'KILL_QUEUE':
248 del commander.queues_out[connection_id]
251 if len(sys.argv) != 2:
252 print('wrong number of arguments, expected one (game file)')
254 game_file_name = sys.argv[1]
255 commander = CommandHandler(game_file_name)
256 if os.path.exists(game_file_name):
257 if not os.path.isfile(game_file_name):
258 print('game file name does not refer to a valid game file')
260 with open(game_file_name, 'r') as f:
261 lines = f.readlines()
262 for i in range(len(lines)):
264 print("FILE INPUT LINE %s: %s" % (i, line), end='')
265 commander.handle_input(line, store=False)
267 commander.handle_input('MAP_SIZE Y:5,X:5')
268 commander.handle_input('TERRAIN_LINE 0 "xxxxx"')
269 commander.handle_input('TERRAIN_LINE 1 "x...x"')
270 commander.handle_input('TERRAIN_LINE 2 "x.X.x"')
271 commander.handle_input('TERRAIN_LINE 3 "x...x"')
272 commander.handle_input('TERRAIN_LINE 4 "xxxxx"')
273 commander.handle_input('THING_TYPE 0 human')
274 commander.handle_input('THING_POS 0 Y:3,X:3')
275 commander.handle_input('THING_TYPE 1 monster')
276 commander.handle_input('THING_POS 1 Y:1,X:1')
278 c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
280 server = Server(q, ('localhost', 5000), IO_Handler)
282 server.serve_forever()
283 except KeyboardInterrupt:
286 print('Killing server')
287 server.server_close()