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To avoid login/logout race conditions, move login into Game.run_tick.
[plomrogue2] / plomrogue / game.py
index 143248f4e7afaf0546beca3431fe1df485ca2887..ec663b7b4b5bf362b9a4f801fd9d1c78dec421c6 100755 (executable)
@@ -12,7 +12,7 @@ class GameBase:
     def __init__(self):
         self.turn = 0
         self.things = []
-        self.map_geometry = MapGeometrySquare(YX(24, 40))
+        self.map_geometry = MapGeometrySquare(YX(32, 32))
         self.commands = {}
 
     def get_thing(self, id_):
@@ -115,10 +115,12 @@ import os
 class Game(GameBase):
 
     def __init__(self, save_file, *args, **kwargs):
+        from plomrogue.misc import Terrain
         super().__init__(*args, **kwargs)
         self.changed = True
-        self.changed_tiles = []
+        self.changed_tiles = {'fov': [], 'other': []}
         self.io = GameIO(self, save_file)
+        self.login_requests = []
         self.tasks = {}
         self.thing_types = {}
         self.sessions = {}
@@ -131,21 +133,18 @@ class Game(GameBase):
         self.spawn_point = YX(0, 0), YX(0, 0)
         self.portals = {}
         self.player_chars = string.digits + string.ascii_letters
+        self.players_hat_chars = {}
         self.player_char_i = -1
         self.admin_passwords = []
         self.send_gamestate_interval = datetime.timedelta(seconds=0.04)
         self.last_send_gamestate = datetime.datetime.now() -\
             self.send_gamestate_interval
         self.terrains = {
-            '.': 'floor',
-            'X': 'wall',
-            '=': 'window',
-            '#': 'bed',
-            'T': 'desk',
-            '8': 'cupboard',
-            '[': 'glass door',
-            'o': 'sink',
-            'O': 'toilet'
+            '.': Terrain('.', 'floor'),
+            'X': Terrain('X', 'wall', blocks_light=True, blocks_sound=True,
+                         blocks_movement=True),
+            '=': Terrain('=', 'glass', blocks_sound=True, blocks_movement=True),
+            'T': Terrain('T', 'table', blocks_movement=True),
         }
         if os.path.exists(self.io.save_file):
             if not os.path.isfile(self.io.save_file):
@@ -184,6 +183,8 @@ class Game(GameBase):
     def get_string_options(self, string_option_type):
         if string_option_type == 'direction':
             return self.map_geometry.directions
+        elif string_option_type == 'direction+here':
+            return ['HERE'] + self.map_geometry.directions
         elif string_option_type == 'char':
             return [c for c in
                     string.digits + string.ascii_letters + string.punctuation + ' ']
@@ -211,8 +212,12 @@ class Game(GameBase):
         return None
 
     def remove_thing(self, t):
+        if t.carrying:
+            t.uncarry()
         self.things.remove(t)
-        self.record_fov_change(t.position)
+        self.record_change(t.position, 'other')
+        if t.blocks_light:
+            self.record_change(t.position, 'fov')
 
     def add_thing(self, type_, position, id_=0):
         t_old = None
@@ -223,29 +228,37 @@ class Game(GameBase):
             self.things[self.things.index(t_old)] = t
         else:
             self.things += [t]
-        self.record_fov_change(t.position)
+        self.record_change(t.position, 'other')
+        if t.blocks_light:
+            self.record_change(t.position, 'fov')
         return t
 
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
         # TODO: limit to connection_id if provided
-        self.io.send('TURN ' + str(self.turn))
         from plomrogue.mapping import FovMap
         import multiprocessing
-        c_ids = [c_id for c_id in self.sessions]
+        if connection_id:
+            c_ids = [connection_id]
+        else:
+            c_ids = [c_id for c_id in self.sessions]
         # Only recalc FOVs for players with ._fov = None
         player_fovs = []
-        player_fov_ids = []
+        player_ids_send_fov = []
+        player_ids_send_other = []
         for c_id in c_ids:
             player = self.get_player(c_id)
-            if player._fov:
-                continue
-            player.prepare_multiprocessible_fov_stencil()
-            player_fovs += [player._fov]
-            player_fov_ids += [player.id_]
+            if not player._fov:
+                player.prepare_multiprocessible_fov_stencil()
+                player_fovs += [player._fov]
+                player_ids_send_fov += [player.id_]
+            if None in (player._seen_things,
+                        player._seen_annotation_positions,
+                        player._seen_portal_positions):
+                player_ids_send_other += [player.id_]
         new_fovs = []
-        single_core_until = 8  # since multiprocess has its own overhead
+        single_core_until = 16  # since multiprocess has its own overhead
         if len(player_fovs) > single_core_until:
             pool = multiprocessing.Pool()
             new_fovs = pool.map(FovMap.init_terrain, [fov for fov in player_fovs])
@@ -254,60 +267,92 @@ class Game(GameBase):
         elif len(player_fovs) <= single_core_until:
             for fov in player_fovs:
                 new_fovs += [fov.init_terrain()]
-        for i in range(len(player_fov_ids)):
-            id_ = player_fov_ids[i]
+        for i in range(len(player_ids_send_fov)):
+            id_ = player_ids_send_fov[i]
             player = self.get_thing(id_)
             player._fov = new_fovs[i]
         for c_id in c_ids:
+            self.io.send('TURN ' + str(self.turn), c_id)
             player = self.get_player(c_id)
-            self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
-            self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
-                                           player.fov_stencil.geometry.size,
-                                           quote(player.visible_terrain)), c_id)
-            self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
-            for t in [t for t in self.things if player.fov_test(*t.position)]:
-                target_yx = player.fov_stencil.target_yx(*t.position)
-                self.io.send('THING %s %s %s %s %s %s'
-                             % (target_yx, t.type_, quote(t.protection), t.id_,
-                                int(t.portable), int(t.commandable)),
-                             c_id)
-                if hasattr(t, 'name'):
-                    self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
-                    if t.type_ == 'Player' and t.name in self.hats:
-                        hat = self.hats[t.name]
-                        self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
-                face = self.get_face(t)
-                if face:
-                    self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
-                if hasattr(t, 'thing_char'):
-                    self.io.send('THING_CHAR %s %s' % (t.id_,
-                                                       quote(t.thing_char)), c_id)
-                if hasattr(t, 'carrying') and t.carrying:
+            self.io.send('PLAYERS_HAT_CHARS ' + quote(player.get_cookie_chars()),
+                         c_id)
+            if player.id_ in player_ids_send_fov:
+                self.io.send('FOV %s' % quote(player.fov_stencil.terrain), c_id)
+                self.io.send('MAP %s %s %s' % (self.get_map_geometry_shape(),
+                                               player.fov_stencil.geometry.size,
+                                               quote(player.visible_terrain)), c_id)
+                self.io.send('MAP_CONTROL %s' % quote(player.visible_control), c_id)
+            if player.id_ in player_ids_send_other:
+                self.io.send('OTHER_WIPE', c_id)
+                for t in player.seen_things:
+                    target_yx = player.fov_stencil.target_yx(*t.position)
+                    self.io.send('THING %s %s %s %s %s %s'
+                                 % (target_yx, t.type_, quote(t.protection), t.id_,
+                                    int(t.portable), int(t.commandable)),
+                                 c_id)
+                    if hasattr(t, 'name'):
+                        self.io.send('THING_NAME %s %s' % (t.id_, quote(t.name)), c_id)
+                        if t.type_ == 'Player' and t.name in self.hats:
+                            hat = self.hats[t.name]
+                            self.io.send('THING_HAT %s %s' % (t.id_, quote(hat)), c_id)
+                    face = self.get_face(t)
+                    if face:
+                        self.io.send('THING_FACE %s %s' % (t.id_, quote(face)), c_id)
+                    if hasattr(t, 'thing_char'):
+                        self.io.send('THING_CHAR %s %s' % (t.id_,
+                                                           quote(t.thing_char)), c_id)
+                    if hasattr(t, 'installable') and not t.portable:
+                        self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
+                    if hasattr(t, 'design'):
+                        self.io.send('THING_HAT %s %s' % (t.id_,
+                                                          quote(t.design)), c_id)
+                for t in [t for t in player.seen_things if t.carrying]:
+                    # send this last so all carryable things are already created
                     self.io.send('THING_CARRYING %s %s' % (t.id_, t.carrying.id_),
                                  c_id)
-                if hasattr(t, 'installable') and not t.portable:
-                    self.io.send('THING_INSTALLED %s' % (t.id_), c_id)
-            for big_yx in self.portals:
-                for little_yx in [little_yx for little_yx in self.portals[big_yx]
-                                  if player.fov_test(big_yx, little_yx)]:
-                    target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
-                    portal = self.portals[big_yx][little_yx]
+                for position in player.seen_portal_positions:
+                    target_yx = player.fov_stencil.target_yx(position[0],
+                                                             position[1])
+                    portal = self.portals[position[0]][position[1]]
                     self.io.send('PORTAL %s %s' % (target_yx, quote(portal)), c_id)
-            for big_yx in self.annotations:
-                for little_yx in [little_yx for little_yx in self.annotations[big_yx]
-                                  if player.fov_test(big_yx, little_yx)]:
-                    target_yx = player.fov_stencil.target_yx(big_yx, little_yx)
-                    annotation = self.annotations[big_yx][little_yx]
+                for position in player.seen_annotation_positions:
+                    target_yx = player.fov_stencil.target_yx(position[0],
+                                                             position[1])
+                    annotation = self.annotations[position[0]][position[1]]
                     self.io.send('ANNOTATION %s %s' % (target_yx,
                                                        quote(annotation)), c_id)
-        self.io.send('GAME_STATE_COMPLETE')
+            self.io.send('GAME_STATE_COMPLETE', c_id)
 
-    def record_fov_change(self, position):
+    def record_change(self, position, type_):
         big_yx, little_yx = position
-        self.changed_tiles += [self.map_geometry.undouble_yxyx(big_yx,
-                                                               little_yx)]
+        self.changed_tiles[type_] += [self.map_geometry.undouble_yxyx(big_yx,
+                                                                      little_yx)]
+        self.changed = True
+
+    def login(self, nick, connection_id):
+        for t in [t for t in self.things
+                  if t.type_ == 'Player' and t.name == nick]:
+            self.io.send('GAME_ERROR ' + quote('name already in use'),
+                         connection_id)
+            return
+        t = self.add_thing('Player', self.spawn_point)
+        t.name = nick
+        t.thing_char = self.get_next_player_char()
+        self.sessions[connection_id] = {
+            'thing_id': t.id_,
+            'status': 'player'
+        }
+        self.io.send('PLAYER_ID %s' % t.id_, connection_id)
+        self.io.send('LOGIN_OK', connection_id)
+        self.io.send('CHAT ' + quote(t.name + ' entered the map.'))
+        for s in [s for s in self.things
+                  if s.type_ == 'SpawnPoint' and s.name == t.name]:
+            t.position = s.position
+            break
 
     def run_tick(self):
+
+        # update player sessions
         to_delete = []
         for connection_id in self.sessions:
             connection_id_found = False
@@ -323,7 +368,11 @@ class Game(GameBase):
                 to_delete += [connection_id]
         for connection_id in to_delete:
             del self.sessions[connection_id]
-            self.changed = True
+        while len(self.login_requests) > 0:
+            login_request = self.login_requests.pop()
+            self.login(login_request[0], login_request[1])
+
+        # update game state
         for t in [t for t in self.things]:
             if t in self.things:
                 try:
@@ -336,13 +385,18 @@ class Game(GameBase):
                     for connection_id in [c_id for c_id in self.sessions
                                           if self.sessions[c_id]['thing_id'] == t.id_]:
                         self.io.send('PLAY_ERROR ' + quote(str(e)), connection_id)
+
+        # send gamestate if it makes sense at this point
         if self.changed:
             self.turn += 1
             # send_gamestate() can be rather expensive, due to among other reasons
             # re-calculating players' FOVs, so don't send it out too often
             if self.last_send_gamestate < \
                datetime.datetime.now() -self.send_gamestate_interval:
-                if len(self.changed_tiles) > 0:
+                n_changes = 0
+                for type_ in self.changed_tiles:
+                    n_changes += len(self.changed_tiles[type_])
+                if n_changes > 0:
                     for t in [t for t in self.things if t.type_ == 'Player']:
                         fov_radius = 12  # TODO: un-hardcode
                         absolute_position =\
@@ -352,18 +406,20 @@ class Game(GameBase):
                         y_range_end = absolute_position.y + fov_radius
                         x_range_start = absolute_position.x - fov_radius
                         x_range_end = absolute_position.x + fov_radius
-                        for position in self.changed_tiles:
-                            if position.y < y_range_start\
-                               or position.y > y_range_end:
-                                continue
-                            if position.x < x_range_start\
-                               or position.x > x_range_end:
-                                continue
-                            t.invalidate_map_view()
-                            break
+                        # TODO: refactor with SourcedMap.inside?
+                        for type_ in self.changed_tiles:
+                            for position in self.changed_tiles[type_]:
+                                if position.y < y_range_start\
+                                   or position.y > y_range_end:
+                                    continue
+                                if position.x < x_range_start\
+                                   or position.x > x_range_end:
+                                    continue
+                                t.invalidate(type_)
+                                break
                 self.send_gamestate()
                 self.changed = False
-                self.changed_tiles = []
+                self.changed_tiles = {'fov': [], 'other': []}
                 self.save()
                 self.last_send_gamestate = datetime.datetime.now()
 
@@ -410,6 +466,28 @@ class Game(GameBase):
             self.player_char_i = 0
         return self.player_chars[self.player_char_i]
 
+    def get_foo_blockers(self, foo):
+        foo_blockers = ''
+        for t in self.terrains.values():
+            block_attr = getattr(t, 'blocks_' + foo)
+            if block_attr:
+                foo_blockers += t.character
+        return foo_blockers
+
+    def get_sound_blockers(self):
+        return self.get_foo_blockers('sound')
+
+    def get_light_blockers(self):
+        return self.get_foo_blockers('light')
+
+    def get_movement_blockers(self):
+        return self.get_foo_blockers('movement')
+
+    def get_flatland(self):
+        for t in self.terrains.values():
+            if not t.blocks_movement:
+                return t.character
+
     def save(self):
 
         def write(f, msg):
@@ -419,6 +497,16 @@ class Game(GameBase):
             write(f, 'TURN %s' % self.turn)
             map_geometry_shape = self.get_map_geometry_shape()
             write(f, 'MAP %s %s' % (map_geometry_shape, self.map_geometry.size,))
+            for terrain in self.terrains.values():
+                write(f, 'TERRAIN %s %s %s %s %s' % (quote(terrain.character),
+                                                     quote(terrain.description),
+                                                     int(terrain.blocks_light),
+                                                     int(terrain.blocks_sound),
+                                                     int(terrain.blocks_movement)))
+                if len(terrain.tags) > 0:
+                    for tag in terrain.tags:
+                        write(f, 'TERRAIN_TAG %s %s' % (quote(terrain.character),
+                                                        quote(tag)))
             for big_yx in [yx for yx in self.maps if self.maps[yx].modified]:
                 for y, line in self.maps[big_yx].lines():
                     write(f, 'MAP_LINE %s %5s %s' % (big_yx, y, quote(line)))
@@ -445,6 +533,9 @@ class Game(GameBase):
             for name in self.hats:
                 write(f, 'GOD_PLAYER_HAT %s %s' % (quote(name),
                                                    quote(self.hats[name])))
+            for name in self.players_hat_chars:
+                write(f, 'GOD_PLAYERS_HAT_CHARS %s %s' %
+                      (quote(name), quote(self.players_hat_chars[name])))
             for t in [t for t in self.things if not t.type_ == 'Player']:
                 write(f, 'THING %s %s %s %s' % (t.position[0],
                                                 t.position[1], t.type_, t.id_))
@@ -453,7 +544,7 @@ class Game(GameBase):
                     write(f, 'GOD_THING_NAME %s %s' % (t.id_, quote(t.name)))
                 if hasattr(t, 'installable') and (not t.portable):
                     write(f, 'THING_INSTALLED %s' % t.id_)
-                if t.type_ == 'Door' and t.blocking:
+                if t.type_ == 'Door' and t.blocks_movement:
                     write(f, 'THING_DOOR_CLOSED %s' % t.id_)
                 elif t.type_ == 'Hat':
                     write(f, 'THING_HAT_DESIGN %s %s' % (t.id_,