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Minor refactoring.
[plomrogue2-experiments] / server.py
index 82a10a65fa003b801403d747c278252c0d127539..35bd9bc76ea890c7c72ff9b4a5735c2c5156df2a 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -1,15 +1,19 @@
 #!/usr/bin/env python3
 
 import socketserver
-import plom_socket_io
 import threading
-import time
 import queue
+from parser import ArgError, Parser
+
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
 
 
+class GameError(Exception):
+    pass
+
+
 class Server(socketserver.ThreadingTCPServer):
     """Bind together threaded IO handling server and message queue."""
 
@@ -19,14 +23,6 @@ class Server(socketserver.ThreadingTCPServer):
         self.daemon_threads = True  # Else, server's threads have daemon=False.
 
 
-def fib(n):
-    """Calculate n-th Fibonacci number. Very inefficiently."""
-    if n in (1, 2):
-        return 1
-    else:
-        return fib(n-1) + fib(n-2)
-
-
 class IO_Handler(socketserver.BaseRequestHandler):
 
     def handle(self):
@@ -48,6 +44,8 @@ class IO_Handler(socketserver.BaseRequestHandler):
         to send replies back to), and optionally a third element for further
         instructions.
         """
+        import plom_socket_io
+
         def caught_send(socket, message):
             """Send message by socket, catch broken socket connection error."""
             try:
@@ -83,12 +81,274 @@ class IO_Handler(socketserver.BaseRequestHandler):
                 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:', str(self.client_address))
+        print('CONNECTION CLOSED FROM:', str(self.client_address))
         self.request.close()
 
 
+class Task:
+
+    def __init__(self, name, args=(), kwargs={}):
+        self.name = name
+        self.args = args
+        self.kwargs = kwargs
+        self.todo = 1
+
+
+class Thing:
+
+    def __init__(self, world, type_, position):
+        self.world = world
+        self.type_ = type_
+        self.position = position
+        self.task = Task('wait')
+
+    def _move_pos(self, direction, pos_yx):
+        if direction == 'UP':
+            pos_yx[0] -= 1
+        elif direction == 'DOWN':
+            pos_yx[0] += 1
+        elif direction == 'RIGHT':
+            pos_yx[1] += 1
+        elif direction == 'LEFT':
+            pos_yx[1] -= 1
+
+    def task_wait(self):
+        pass
+
+    def task_move(self, direction):
+        self._move_pos(direction, self.position)
+
+    def decide_task(self):
+        if self.position[1] > 1:
+            self.set_task('move', 'LEFT')
+        elif self.position[1] < 3:
+            self.set_task('move', 'RIGHT')
+        else:
+            self.set_task('wait')
+
+    def check_task(self, task, *args, **kwargs):
+        if task == 'move':
+            if len(args) > 0:
+                direction = args[0]
+            else:
+                direction = kwargs['direction']
+            test_pos = self.position[:]
+            self._move_pos(direction, test_pos)
+            if test_pos[0] < 0 or test_pos[1] < 0 or \
+               test_pos[0] >= self.world.map_size[0] or \
+               test_pos[1] >= self.world.map_size[1]:
+                raise GameError('would move outside map bounds')
+            pos_i = test_pos[0] * self.world.map_size[1] + test_pos[1]
+            map_tile = self.world.map_[pos_i]
+            if map_tile != '.':
+                raise GameError('would move into illegal terrain')
+
+    def set_task(self, task, *args, **kwargs):
+        self.check_task(task, *args, **kwargs)
+        self.task = Task(task, args, kwargs)
+
+    def proceed(self, is_AI=True):
+        """Further the thing in its tasks.
+
+        Decrements .task.todo; if it thus falls to <= 0, enacts method whose
+        name is 'task_' + self.task.name and sets .task = None. If is_AI, calls
+        .decide_task to decide a self.task.
+        """
+        self.task.todo -= 1
+        if self.task.todo <= 0:
+            task = getattr(self, 'task_' + self.task.name)
+            task(*self.task.args, **self.task.kwargs)
+            self.task = None
+        if is_AI and self.task is None:
+            self.decide_task()
+
+
+class World:
+
+    def __init__(self):
+        self.turn = 0
+        self.map_size = (5, 5)
+        self.map_ = 'xxxxx' +\
+                    'x...x' +\
+                    'x.X.x' +\
+                    'x...x' +\
+                    'xxxxx'
+        self.things = [
+            Thing(self, 'human', [3, 3]),
+            Thing(self, 'monster', [1, 1])
+        ]
+        self.player_i = 0
+        self.player = self.things[self.player_i]
+
+
+def fib(n):
+    """Calculate n-th Fibonacci number. Very inefficiently."""
+    if n in (1, 2):
+        return 1
+    else:
+        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. 
+    """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
@@ -101,19 +361,11 @@ def io_loop(q):
     which to send replies.
 
     A 'COMMAND' command is specified in greater detail by a string that is the
-    tuple's third element. Here, the following commands are understood:
-    - A string starting with 'PRIVMSG' returns the space-separated tokens
-      following 'PRIVMSG' to the sender via its receiver queue.
-    - A string starting with 'ALL' sends the space-separated tokens following
-      'ALL' to all receiver queues.
-    - A string starting with 'FIB' followed by space-separated positive
-      integers returns to the receiver queue first a 'CALCULATING …' messsage,
-      and afterwards for each such integer n the n-th Fibonacci number as a
-      space-separated sequence of integers. Fibonacci numbers are calculated
-      in parallel if possible.
+    tuple's third element. CommandHandler takes care of processing this and
+    sending out replies.
     """
-    from multiprocessing import Pool
     queues_out = {}
+    command_handler = CommandHandler(queues_out)
     while True:
         x = q.get()
         command_type = x[0]
@@ -122,42 +374,7 @@ def io_loop(q):
         if command_type == 'ADD_QUEUE':
             queues_out[connection_id] = content
         elif command_type == 'COMMAND':
-            tokens = [token for token in content.split(' ') if len(token) > 0]
-            if len(tokens) == 0:
-                queues_out[connection_id].put('EMPTY COMMAND')
-                continue
-            if  tokens[0] == 'PRIVMSG':
-                reply = ' '.join(tokens[1:])
-                queues_out[connection_id].put(reply)
-            elif tokens[0] == 'ALL':
-                reply = ' '.join(tokens[1:])
-                for key in queues_out:
-                    queues_out[key].put(reply)
-            elif tokens[0] == 'FIB':
-                fib_fail = 'MALFORMED FIB REQUEST'
-                if len(tokens) < 2:
-                    queues_out[connection_id].put(fib_fail)
-                    continue
-                numbers = []
-                fail = False
-                for token in tokens[1:]:
-                    if token != '0' and token.isdigit():
-                        numbers += [int(token)]
-                    else:
-                        queues_out[connection_id].put(fib_fail)
-                        fail = True
-                        break
-                if fail:
-                    continue
-                queues_out[connection_id].put('CALCULATING …')
-                reply = ''
-                # this blocks the whole loop, BAD
-                with Pool(len(numbers)) as p:
-                    results = p.map(fib, numbers)
-                reply = ' '.join([str(r) for r in results])
-                queues_out[connection_id].put(reply)
-            else:
-                queues_out[connection_id].put('UNKNOWN COMMAND')
+            command_handler.handle_input(content, connection_id)
         elif command_type == 'KILL_QUEUE':
             del queues_out[connection_id]