home · contact · privacy
Replace GET_TURN with more useful GET_GAMESTATE.
[plomrogue2-experiments] / server.py
index 6008346cfde27f0374e9b46817a5812c9dafcdd1..98802642268545b728451051949ec81a0a065d71 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -3,8 +3,11 @@
 import socketserver
 import threading
 import queue
-from parser import ArgError, Parser
-from server_.game import World, GameError
+import sys
+import os
+import parser
+import server_.game
+import game_common
 
 
 # Avoid "Address already in use" errors.
@@ -90,127 +93,95 @@ def fib(n):
         return fib(n-1) + fib(n-2)
 
 
-class CommandHandler:
+class CommandHandler(game_common.Commander, server_.game.Commander):
 
-    def __init__(self, queues_out):
-        from multiprocessing import Pool
-        self.queues_out = queues_out
-        self.world = World()
-        self.parser = Parser(self)
+    def __init__(self, game_file_name):
+        self.queues_out = {}
+        self.world = server_.game.World()
+        self.parser = parser.Parser(self)
+        self.game_file_name = game_file_name
         # 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.
+        from multiprocessing import Pool
         self.pool = Pool()
         self.pool_result = None
 
-    def handle_input(self, input_, connection_id):
+    def handle_input(self, input_, connection_id=None, store=True):
         """Process input_ to command grammar, call command handler if found."""
+        from inspect import signature
         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:
+                if 'connection_id' in list(signature(command).parameters):
+                    command(connection_id=connection_id)
+                else:
+                    command()
+                    if store:
+                        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))
-        except GameError as 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."""
-        self.queues_out[connection_id].put(msg)
+        """Send msg to client of connection_id; if no later, print instead."""
+        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)
 
-    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):
+    def send_gamestate(self, connection_id=None):
         """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]))
+        from functools import partial
+
+        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)
+
+        send=self.send_all
+        if connection_id:
+            send=partial(self.send_to, connection_id)
+        send('NEW_TURN ' + str(self.world.turn))
+        send('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]
+            send('TERRAIN_LINE %5s %s' % (y, quoted(terrain_line)))
         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.
+            send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            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.
+
+        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))
-        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'
+        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_gamestate()
 
     def cmd_FIB(self, numbers, connection_id):
         """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
@@ -244,11 +215,11 @@ class CommandHandler:
         self.send_all('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))
 
 
-def io_loop(q):
+def io_loop(q, commander):
     """Handle commands coming through queue q, send results back.
 
     Commands from q are expected to be tuples, with the first element either
@@ -262,26 +233,50 @@ 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. CommandHandler takes care of processing this and
-    sending out replies.
+    tuple's third element. The commander CommandHandler takes care of processing
+    this and sending out replies.
     """
-    queues_out = {}
-    command_handler = CommandHandler(queues_out)
     while True:
         x = q.get()
         command_type = x[0]
         connection_id = x[1]
         content = None if len(x) == 2 else x[2]
         if command_type == 'ADD_QUEUE':
-            queues_out[connection_id] = content
+            commander.queues_out[connection_id] = content
         elif command_type == 'COMMAND':
-            command_handler.handle_input(content, connection_id)
+            commander.handle_input(content, connection_id)
         elif command_type == 'KILL_QUEUE':
-            del queues_out[connection_id]
+            del commander.queues_out[connection_id]
 
 
+if len(sys.argv) != 2:
+    print('wrong number of arguments, expected one (game file)')
+    exit(1)
+game_file_name = sys.argv[1]
+commander = CommandHandler(game_file_name)
+if os.path.exists(game_file_name):
+    if not os.path.isfile(game_file_name):
+        print('game file name does not refer to a valid game file')
+    else:
+        with open(game_file_name, 'r') as f:
+            lines = f.readlines()
+        for i in range(len(lines)):
+            line = lines[i]
+            print("FILE INPUT LINE %s: %s" % (i, line), end='')
+            commander.handle_input(line, store=False)
+else:
+    commander.handle_input('MAP_SIZE Y:5,X:5')
+    commander.handle_input('TERRAIN_LINE 0 "xxxxx"')
+    commander.handle_input('TERRAIN_LINE 1 "x...x"')
+    commander.handle_input('TERRAIN_LINE 2 "x.X.x"')
+    commander.handle_input('TERRAIN_LINE 3 "x...x"')
+    commander.handle_input('TERRAIN_LINE 4 "xxxxx"')
+    commander.handle_input('THING_TYPE 0 human')
+    commander.handle_input('THING_POS 0 Y:3,X:3')
+    commander.handle_input('THING_TYPE 1 monster')
+    commander.handle_input('THING_POS 1 Y:1,X:1')
 q = queue.Queue()
-c = threading.Thread(target=io_loop, daemon=True, args=(q,))
+c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
 c.start()
 server = Server(q, ('localhost', 5000), IO_Handler)
 try: