- return fib(n-1) + fib(n-2)
-
-
-class CommandHandler:
-
- def __init__(self, queues_out):
- from multiprocessing import Pool
- self.queues_out = queues_out
- self.world = World()
- self.parser = Parser(self)
- # 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.
- self.pool = Pool()
- self.pool_result = None
-
- def handle_input(self, input_, connection_id):
- """Process input_ to command grammar, call command handler if found."""
- try:
- command = self.parser.parse(input_)
- if command is None:
- self.send_to(connection_id, 'UNHANDLED INPUT')
- else:
- command(connection_id=connection_id)
- except ArgError as e:
- self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
- except GameError as e:
- self.send_to(connection_id, 'GAME ERROR: ' + str(e))
-
- def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
-
- def send_all(self, msg):
- """Send msg to all clients."""
- for connection_id in self.queues_out:
- self.send_to(connection_id, msg)
-
- def stringify_yx(self, tuple_):
- """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
- return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
-
- def quoted(self, string):
- """Quote and 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 quoted_map(self, map_string, map_width):
- """Put \n into map_string at map_width intervals, return quoted whole."""
- map_lines = []
- map_size = len(map_string)
- start_cut = 0
- while start_cut < map_size:
- limit = start_cut + map_width
- map_lines += [map_string[start_cut:limit]]
- start_cut = limit
- return self.quoted("\n".join(map_lines))
-
- def send_all_gamestate(self):
- """Send out game state data relevant to clients."""
- self.send_all('NEW_TURN ' + str(self.world.turn))
- self.send_all('MAP_SIZE ' + self.stringify_yx(self.world.map_size))
- self.send_all('TERRAIN\n' + self.quoted_map(self.world.map_,
- self.world.map_size[1]))
- for thing in self.world.things:
- self.send_all('THING TYPE:' + thing.type_ + ' '
- + self.stringify_yx(thing.position))
-
- def proceed_to_next_player_turn(self, connection_id):
- """Run game world turns until player can decide their next step.
-
- Sends a 'TURN_FINISHED' message, then iterates through all non-player
- things, on each step furthering them in their tasks (and letting them
- decide new ones if they finish). The iteration order is: first all
- things that come after the player in the world things list, then (after
- incrementing the world turn) all that come before the player; then the
- player's .proceed() is run, and if it does not finish his task, the
- loop starts at the beginning. Once the player's task is finished, the
- loop breaks, and client-relevant game data is sent.
- """
- self.send_all('TURN_FINISHED ' + str(self.world.turn))
- while True:
- for thing in self.world.things[self.world.player_i+1:]:
- thing.proceed()
- self.world.turn += 1
- for thing in self.world.things[:self.world.player_i]:
- thing.proceed()
- self.world.player.proceed(is_AI=False)
- if self.world.player.task is None:
- break
- self.send_all_gamestate()
-
- def cmd_MOVE(self, direction, connection_id):
- """Set player task to 'move' with direction arg, finish player turn."""
- if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
- raise ArgError('Move argument must be one of: '
- 'UP, DOWN, RIGHT, LEFT')
- self.world.player.set_task('move', direction=direction)
- self.proceed_to_next_player_turn(connection_id)
- cmd_MOVE.argtypes = 'string'
-
- def cmd_WAIT(self, connection_id):
- """Set player task to 'wait', finish player turn."""
- self.world.player.set_task('wait')
- self.proceed_to_next_player_turn(connection_id)
-
- def cmd_GET_TURN(self, connection_id):
- """Send world.turn to caller."""
- self.send_to(connection_id, str(self.world.turn))
-
- def cmd_ECHO(self, msg, connection_id):
- """Send msg to caller."""
- self.send_to(connection_id, msg)
- cmd_ECHO.argtypes = 'string'
-
- def cmd_ALL(self, msg, connection_id):
- """Send msg to all clients."""
- self.send_all(msg)
- cmd_ALL.argtypes = 'string'
-
- 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_to(connection_id, 'CALCULATING …')
- results = self.pool.map(fib, numbers)
- reply = ' '.join([str(r) for r in results])
- self.send_to(connection_id, reply)
- 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_all('TURN_FINISHED ' + str(self.world.turn))
- sleep(1)
- self.world.turn += 1
- self.send_all_gamestate()
- self.pool_result = self.pool.map_async(fib, (35, 35))
-
-
-def io_loop(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. CommandHandler takes care of processing this and
- sending out replies.
- """
- queues_out = {}
- command_handler = CommandHandler(queues_out)
- 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':
- queues_out[connection_id] = content
- elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
- elif command_type == 'KILL_QUEUE':
- del queues_out[connection_id]
-
-
-q = queue.Queue()
-c = threading.Thread(target=io_loop, daemon=True, args=(q,))
-c.start()
-server = Server(q, ('localhost', 5000), IO_Handler)
-try:
- server.serve_forever()
-except KeyboardInterrupt:
- pass
-finally:
- print('Killing server')
- server.server_close()