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Add map data transfer, fix socket reading queue.
[plomrogue2-experiments] / server.py
index ed60b6a34b455b95a1511db4512cb0268e636ba2..4e3f4a25330c240f6798217a8bcb60994594071e 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -81,6 +81,8 @@ class IO_Handler(socketserver.BaseRequestHandler):
 
 class World:
     turn = 0
+    map_ = 'xxxxx\nx...x\nx.X.x\nx...x\nxxxxx'
+    player_pos = (3,3)
 
 
 def fib(n):
@@ -98,6 +100,7 @@ class CommandHandler:
         self.queues_out = queues_out
         self.pool = Pool()
         self.world = World()
+        self.pool_result = None
 
     def send_to(self, connection_id, msg):
         """Send msg to client of connection_id."""
@@ -131,10 +134,24 @@ class CommandHandler:
         self.send_to(connection_id, reply)
 
     def cmd_inc(self, connection_id):
-        """Increment world.turn, send TURN_FINISHED, NEW_TURN to everyone."""
+        """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.
+        """
+        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('NEW_TURN ' + str(self.world.turn))
+        self.send_all('TERRAIN ' + self.world.map_)
+        self.send_all('POSITION_Y ' + str(self.world.player_pos[0]))
+        self.send_all('POSITION_X ' + str(self.world.player_pos[1]))
+        self.pool_result = self.pool.map_async(fib, (35,35))
 
     def cmd_get_turn(self, connection_id):
         """Send world.turn to caller."""