import socketserver
import threading
import queue
+import sys
+sys.path.append('../')
+import parser
+from server_.game_error import GameError
# Avoid "Address already in use" errors.
socketserver.TCPServer.allow_reuse_address = True
-# Our default server port.
-SERVER_PORT=5000
-
-
class Server(socketserver.ThreadingTCPServer):
"""Bind together threaded IO handling server and message queue."""
- def __init__(self, queue, *args, **kwargs):
- super().__init__(('localhost', SERVER_PORT), IO_Handler, *args, **kwargs)
+ def __init__(self, queue, port, *args, **kwargs):
+ super().__init__(('localhost', port), IO_Handler, *args, **kwargs)
self.queue_out = queue
self.daemon_threads = True # Else, server's threads have daemon=False.
instructions.
"""
- import plom_socket_io
-
- def caught_send(socket, message):
- """Send message by socket, catch broken socket connection error."""
- try:
- plom_socket_io.send(socket, message)
- except plom_socket_io.BrokenSocketConnection:
- pass
- def send_queue_messages(socket, queue_in, thread_alive):
+ def send_queue_messages(plom_socket, queue_in, thread_alive):
"""Send messages via socket from queue_in while thread_alive[0]."""
while thread_alive[0]:
try:
msg = queue_in.get(timeout=1)
except queue.Empty:
continue
- caught_send(socket, msg)
+ plom_socket.send(msg, True)
import uuid
+ import plom_socket
+ plom_socket = plom_socket.PlomSocket(self.request)
print('CONNECTION FROM:', str(self.client_address))
connection_id = uuid.uuid4()
queue_in = queue.Queue()
self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in))
thread_alive = [True]
t = threading.Thread(target=send_queue_messages,
- args=(self.request, queue_in, thread_alive))
+ args=(plom_socket, queue_in, thread_alive))
t.start()
- for message in plom_socket_io.recv(self.request):
+ for message in plom_socket.recv():
if message is None:
- caught_send(self.request, 'BAD MESSAGE')
+ plom_socket.send('BAD MESSAGE', True)
elif 'QUIT' == message:
- caught_send(self.request, 'BYE')
+ plom_socket.send('BYE', True)
break
else:
self.server.queue_out.put(('COMMAND', connection_id, message))
self.server.queue_out.put(('KILL_QUEUE', connection_id))
thread_alive[0] = False
print('CONNECTION CLOSED FROM:', str(self.client_address))
- self.request.close()
-
-
-def io_loop(q, game_command_handler):
- """Handle commands coming through queue q, send results back.
-
- Commands from q are expected to be tuples, with the first element
- either 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element
- a UUID, and an optional third element of arbitrary type. The UUID
- identifies a receiver for replies.
-
- An 'ADD_QUEUE' command should contain as third element a queue
- through which to send messages back to the sender of the
- command. A 'KILL_QUEUE' command removes the queue for that
- receiver from the list of queues through which to send replies.
-
- A 'COMMAND' command is specified in greater detail by a string
- that is the tuple's third element. The game_command_handler takes
- care of processing this and sending out replies.
-
- """
- while True:
- x = q.get()
- command_type = x[0]
- connection_id = x[1]
- content = None if len(x) == 2 else x[2]
- if command_type == 'ADD_QUEUE':
- game_command_handler.queues_out[connection_id] = content
- elif command_type == 'COMMAND':
- game_command_handler.handle_input(content, connection_id)
- elif command_type == 'KILL_QUEUE':
- del game_command_handler.queues_out[connection_id]
-
-
-def run_server_with_io_loop(command_handler):
- """Run connection of server talking to clients and game IO loop.
-
- We have the TCP server (an instance of Server) and we have the
- game IO loop, a thread running io_loop. Both communicate with each
- other via a queue.Queue. While the TCP server may spawn parallel
- threads to many clients, the IO loop works sequentially through
- game commands received from the TCP server's threads (= client
- connections to the TCP server), calling command_handler to process
- them. A processed command may trigger messages to the commanding
- client or to all clients, delivered from the IO loop to the TCP
- server via the queue.
-
- """
- q = queue.Queue()
- c = threading.Thread(target=io_loop, daemon=True, args=(q, command_handler))
- c.start()
- server = Server(q)
- try:
- server.serve_forever()
- except KeyboardInterrupt:
- pass
- finally:
- print('Killing server')
- server.server_close()
+ plom_socket.socket.close()
+
+
+class GameIO():
+
+ def __init__(self, game_file_name, game):
+ self.game_file_name = game_file_name
+ self.queues_out = {}
+ self.parser = parser.Parser(game)
+
+ def loop(self, q):
+ """Handle commands coming through queue q, send results back.
+
+ Commands from q are expected to be tuples, with the first element
+ either 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element
+ a UUID, and an optional third element of arbitrary type. The UUID
+ identifies a receiver for replies.
+
+ An 'ADD_QUEUE' command should contain as third element a queue
+ through which to send messages back to the sender of the
+ command. A 'KILL_QUEUE' command removes the queue for that
+ receiver from the list of queues through which to send replies.
+
+ A 'COMMAND' command is specified in greater detail by a string
+ that is the tuple's third element. The game_command_handler takes
+ care of processing this and sending out replies.
+
+ """
+ while True:
+ x = q.get()
+ command_type = x[0]
+ connection_id = x[1]
+ content = None if len(x) == 2 else x[2]
+ if command_type == 'ADD_QUEUE':
+ self.queues_out[connection_id] = content
+ elif command_type == 'KILL_QUEUE':
+ del self.queues_out[connection_id]
+ elif command_type == 'COMMAND':
+ self.handle_input(content, connection_id)
+
+ def run_loop_with_server(self):
+ """Run connection of server talking to clients and game IO loop.
+
+ We have the TCP server (an instance of Server) and we have the
+ game IO loop, a thread running self.loop. Both communicate with
+ each other via a queue.Queue. While the TCP server may spawn
+ parallel threads to many clients, the IO loop works sequentially
+ through game commands received from the TCP server's threads (=
+ client connections to the TCP server). A processed command may
+ trigger messages to the commanding client or to all clients,
+ delivered from the IO loop to the TCP server via the queue.
+
+ """
+ q = queue.Queue()
+ c = threading.Thread(target=self.loop, daemon=True, args=(q,))
+ c.start()
+ server = Server(q, 5000)
+ try:
+ server.serve_forever()
+ except KeyboardInterrupt:
+ pass
+ finally:
+ print('Killing server')
+ server.server_close()
+
+ def handle_input(self, input_, connection_id=None, store=True):
+ """Process input_ to command grammar, call command handler if found."""
+ from inspect import signature
+ import server_.game
+
+ def answer(connection_id, msg):
+ if connection_id:
+ self.send(msg, connection_id)
+ else:
+ print(msg)
+
+ try:
+ command, args = self.parser.parse(input_)
+ if command is None:
+ answer(connection_id, 'UNHANDLED_INPUT')
+ else:
+ if 'connection_id' in list(signature(command).parameters):
+ command(*args, connection_id=connection_id)
+ else:
+ command(*args)
+ if store and not hasattr(command, 'dont_save'):
+ with open(self.game_file_name, 'a') as f:
+ f.write(input_ + '\n')
+ except parser.ArgError as e:
+ answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e)))
+ except GameError as e:
+ answer(connection_id, 'GAME_ERROR ' + 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 quote(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 stringify_yx(tuple_):
+ """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
+ return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])