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Minor code re-arrangement.
[plomrogue2-experiments] / server.py
index f4e29015aa9d7e4ed82abb68aac6dcbf321dbdf6..8a9d0578b210199c930f84d2484d4c236a697d4d 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -3,6 +3,8 @@
 import socketserver
 import threading
 import queue
+from parser import ArgError, Parser
+
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
@@ -79,8 +81,75 @@ class IO_Handler(socketserver.BaseRequestHandler):
         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, type_, position):
+        self.type = type_
+        self.position = position
+        self.task = Task('wait')
+
+    def task_wait(self):
+        pass
+
+    def task_move(self, direction):
+        if direction == 'UP':
+            self.position[0] -= 1
+        elif direction == 'DOWN':
+            self.position[0] += 1
+        elif direction == 'RIGHT':
+            self.position[1] += 1
+        elif direction == 'LEFT':
+            self.position[1] -= 1
+
+    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 set_task(self, 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:
-    turn = 0
+
+    def __init__(self):
+        self.turn = 0
+        self.map_size = (5, 5)
+        self.map_ = 'xxxxx\n' +\
+                    'x...x\n' +\
+                    'x.X.x\n' +\
+                    'x...x\n' +\
+                    'xxxxx'
+        self.things = [Thing('human', [3, 3]), Thing('monster', [1, 1])]
+        self.player_i = 0
+        self.player = self.things[self.player_i]
 
 
 def fib(n):
@@ -96,10 +165,24 @@ class CommandHandler:
     def __init__(self, queues_out):
         from multiprocessing import Pool
         self.queues_out = queues_out
-        self.pool = Pool()
         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))
+
     def send_to(self, connection_id, msg):
         """Send msg to client of connection_id."""
         self.queues_out[connection_id].put(msg)
@@ -109,35 +192,107 @@ 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 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(self.world.map_))
+        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.
         """
-        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 …')
         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.
+    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:
@@ -145,41 +300,8 @@ class CommandHandler:
         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.pool_result = self.pool.map_async(fib, (35,35))
-
-    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_all(self, tokens, input_):
-        """Send message in input_ beyond tokens[0] to all clients."""
-        msg = input_[len(tokens[0]) + 1:]
-        self.send_all(msg)
-
-    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')
+        self.send_all_gamestate()
+        self.pool_result = self.pool.map_async(fib, (35, 35))
 
 
 def io_loop(q):