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Refactor.
[plomrogue2-experiments] / server.py
index e9b519db5d92af4c74f34b50c5fd8df0bffdb419..6008346cfde27f0374e9b46817a5812c9dafcdd1 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -3,6 +3,9 @@
 import socketserver
 import threading
 import queue
+from parser import ArgError, Parser
+from server_.game import World, GameError
+
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
@@ -79,10 +82,6 @@ class IO_Handler(socketserver.BaseRequestHandler):
         self.request.close()
 
 
-class World:
-    turn = 0
-
-
 def fib(n):
     """Calculate n-th Fibonacci number. Very inefficiently."""
     if n in (1, 2):
@@ -93,9 +92,28 @@ def fib(n):
 
 class CommandHandler:
 
-    def __init__(self, world, queues_out):
-        self.world = world
+    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."""
@@ -106,68 +124,128 @@ class CommandHandler:
         for connection_id in self.queues_out:
             self.send_to(connection_id, msg)
 
-    def cmd_fib(self, tokens, connection_id):
+    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.
         """
-        from multiprocessing import Pool
-        fib_fail = 'MALFORMED FIB REQUEST'
-        if len(tokens) < 2:
-            self.send_to(connection_id, fib_fail)
-            return
-        numbers = []
-        for token in tokens[1:]:
-            if token != '0' and token.isdigit():
-                numbers += [int(token)]
-            else:
-                self.send_to(connection_id, fib_fail)
-                return
         self.send_to(connection_id, 'CALCULATING …')
-        with Pool(len(numbers)) as p:
-            results = p.map(fib, numbers)
+        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(self, connection_id):
-        """Increment world.turn, send TURN_FINISHED, NEW_TURN to everyone."""
-        self.send_all('TURN_FINISHED ' + str(self.world.turn))
-        self.world.turn += 1
-        self.send_all('NEW_TURN ' + str(self.world.turn))
-
-    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, tokens, input_, connection_id):
-        """Send message in input_ beyond tokens[0] to caller."""
-        msg = input_[len(tokens[0]) + 1:]
-        self.send_to(connection_id, msg)
+    def cmd_INC_P(self, connection_id):
+        """Increment world.turn, send game turn data to everyone.
 
-    def cmd_all(self, tokens, input_):
-        """Send message in input_ beyond tokens[0] to all clients."""
-        msg = input_[len(tokens[0]) + 1:]
-        self.send_all(msg)
+        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.
 
-    def handle_input(self, input_, connection_id):
-        """Process input_ to command grammar, call command handler if found."""
-        tokens = [token for token in input_.split(' ') if len(token) > 0]
-        if len(tokens) == 0:
-            self.send_to(connection_id, 'EMPTY COMMAND')
-        elif len(tokens) == 1 and tokens[0] == 'INC':
-            self.cmd_inc(connection_id)
-        elif len(tokens) == 1 and tokens[0] == 'GET_TURN':
-            self.cmd_get_turn(connection_id)
-        elif len(tokens) >= 1 and tokens[0] == 'ECHO':
-            self.cmd_echo(tokens, input_, connection_id)
-        elif len(tokens) >= 1 and tokens[0] == 'ALL':
-            self.cmd_all(tokens, input_)
-        elif len(tokens) >= 1 and tokens[0] == 'FIB':
-            # TODO: Should this really block the whole loop?
-            self.cmd_fib(tokens, connection_id)
-        else:
-            self.send_to(connection_id, 'UNKNOWN COMMAND')
+        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):
@@ -188,8 +266,7 @@ def io_loop(q):
     sending out replies.
     """
     queues_out = {}
-    world = World()
-    command_handler = CommandHandler(world, queues_out)
+    command_handler = CommandHandler(queues_out)
     while True:
         x = q.get()
         command_type = x[0]