home · contact · privacy
Ignore success messages, properly quote messages.
[plomrogue2-experiments] / server.py
index f6dcd35e43d3a915560ab3b8d36fbac474876666..3028b832b29f419f7dabdcd3b2ce79d8d3bd2003 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -109,10 +109,17 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
     def handle_input(self, input_, connection_id=None, store=True):
         """Process input_ to command grammar, call command handler if found."""
         from inspect import signature
+
+        def answer(connection_id, msg):
+            if connection_id:
+                self.send(msg, connection_id)
+            else:
+                print(msg)
+
         try:
             command = self.parser.parse(input_)
             if command is None:
-                self.send_to(connection_id, 'UNHANDLED INPUT')
+                answer(connection_id, 'UNHANDLED INPUT')
             else:
                 if 'connection_id' in list(signature(command).parameters):
                     command(connection_id=connection_id)
@@ -122,50 +129,46 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
                         with open(self.game_file_name, 'a') as f:
                             f.write(input_ + '\n')
         except parser.ArgError as e:
-            self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+            answer(connection_id, 'ARGUMENT ERROR: ' + str(e))
         except server_.game.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; if no later, print instead."""
+            answer(connection_id, 'GAME ERROR: ' + str(e))
+
+    def quote(self, 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 send(self, msg, connection_id=None):
         if connection_id:
             self.queues_out[connection_id].put(msg)
         else:
-            print(msg)
-
-    def send_all(self, msg):
-        """Send msg to all clients."""
-        for connection_id in self.queues_out:
-            self.send_to(connection_id, msg)
+            for connection_id in self.queues_out:
+                self.queues_out[connection_id].put(msg)
 
-    def send_all_gamestate(self):
+    def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
 
         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])
 
-        def quoted(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)
-
-        self.send_all('NEW_TURN ' + str(self.world.turn))
-        self.send_all('MAP_SIZE ' + stringify_yx(self.world.map_size))
-        for y in range(self.world.map_size[0]):
-            width = self.world.map_size[1]
-            terrain_line = self.world.terrain_map[y * width:(y + 1) * width]
-            self.send_all('TERRAIN_LINE %5s %s' % (y, quoted(terrain_line)))
-        for thing in self.world.things:
-            self.send_all('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            self.send_all('THING_POS %s %s' % (thing.id_,
-                                               stringify_yx(thing.position)))
+        self.send('NEW_TURN ' + str(self.world.turn))
+        self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+        visible_map = self.world.get_player().get_visible_map()
+        for y in range(self.world.map_.size[0]):
+            self.send('VISIBLE_MAP_LINE %5s %s' %
+                      (y, self.quote(visible_map.get_line(y))))
+        visible_things = self.world.get_player().get_visible_things()
+        for thing in visible_things:
+            self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            self.send('THING_POS %s %s' % (thing.id_,
+                                           stringify_yx(thing.position)))
 
     def proceed(self):
         """Send turn finish signal, run game world, send new world data.
@@ -173,11 +176,11 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         First sends 'TURN_FINISHED' message, then runs game world
         until new player input is needed, then sends game state.
         """
-        self.send_all('TURN_FINISHED ' + str(self.world.turn))
+        self.send('TURN_FINISHED ' + str(self.world.turn))
         self.world.proceed_to_next_player_turn()
         msg = str(self.world.get_player().last_task_result)
-        self.send_all('LAST_PLAYER_TASK_RESULT ' + msg)
-        self.send_all_gamestate()
+        self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
+        self.send_gamestate()
 
     def cmd_FIB(self, numbers, connection_id):
         """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
@@ -185,10 +188,10 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         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 …')
+        self.send('CALCULATING …', connection_id)
         results = self.pool.map(fib, numbers)
         reply = ' '.join([str(r) for r in results])
-        self.send_to(connection_id, reply)
+        self.send(reply, connection_id)
     cmd_FIB.argtypes = 'seq:int:nonneg'
 
     def cmd_INC_P(self, connection_id):
@@ -208,10 +211,10 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         from time import sleep
         if self.pool_result is not None:
             self.pool_result.wait()
-        self.send_all('TURN_FINISHED ' + str(self.world.turn))
+        self.send('TURN_FINISHED ' + str(self.world.turn))
         sleep(1)
         self.world.turn += 1
-        self.send_all_gamestate()
+        self.send_gamestate()
         self.pool_result = self.pool.map_async(fib, (35, 35))