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Replace GET_TURN with more useful GET_GAMESTATE.
[plomrogue2-experiments] / server.py
index b326768ea4a5499818f141afe8b4b7a1e8d3d1ad..98802642268545b728451051949ec81a0a065d71 100755 (executable)
--- a/server.py
+++ b/server.py
 #!/usr/bin/env python3
 
 import socketserver
-import plom_socket_io 
+import threading
+import queue
+import sys
+import os
+import parser
+import server_.game
+import game_common
+
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
 
 
+class Server(socketserver.ThreadingTCPServer):
+    """Bind together threaded IO handling server and message queue."""
+
+    def __init__(self, queue, *args, **kwargs):
+        super().__init__(*args, **kwargs)
+        self.queue_out = queue
+        self.daemon_threads = True  # Else, server's threads have daemon=False.
+
+
+class IO_Handler(socketserver.BaseRequestHandler):
+
+    def handle(self):
+        """Move messages between network socket and main thread via queues.
+
+        On start, sets up new queue, sends it via self.server.queue_out to
+        main thread, and from then on receives messages to send back from the
+        main thread via that new queue.
+
+        At the same time, loops over socket's recv to get messages from the
+        outside via self.server.queue_out into the main thread. Ends connection
+        once a 'QUIT' message is received from socket, and then also kills its
+        own queue.
+
+        All messages to the main thread are tuples, with the first element a
+        meta command ('ADD_QUEUE' for queue creation, 'KILL_QUEUE' for queue
+        deletion, and 'COMMAND' for everything else), the second element a UUID
+        that uniquely identifies the thread (so that the main thread knows whom
+        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:
+                plom_socket_io.send(socket, message)
+            except plom_socket_io.BrokenSocketConnection:
+                pass
+
+        def send_queue_messages(socket, queue_in, thread_alive):
+            """Send messages via socket from queue_in while thread_alive[0]."""
+            while thread_alive[0]:
+                try:
+                    msg = queue_in.get(timeout=1)
+                except queue.Empty:
+                    continue
+                caught_send(socket, msg)
+
+        import uuid
+        print('CONNECTION FROM:', str(self.client_address))
+        connection_id = uuid.uuid4()
+        queue_in = queue.Queue()
+        self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in))
+        thread_alive = [True]
+        t = threading.Thread(target=send_queue_messages,
+                             args=(self.request, queue_in, thread_alive))
+        t.start()
+        for message in plom_socket_io.recv(self.request):
+            if message is None:
+                caught_send(self.request, 'BAD MESSAGE')
+            elif 'QUIT' == message:
+                caught_send(self.request, 'BYE')
+                break
+            else:
+                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 FROM:', str(self.client_address))
+        self.request.close()
+
+
 def fib(n):
-    """Calculate n-th Fibonacci number."""
+    """Calculate n-th Fibonacci number. Very inefficiently."""
     if n in (1, 2):
         return 1
     else:
         return fib(n-1) + fib(n-2)
 
 
-def handle_message(message):
-    """Evaluate message for computing-heavy tasks to perform, yield result.
+class CommandHandler(game_common.Commander, server_.game.Commander):
 
-    Accepts one command: FIB, followed by positive integers, all tokens
-    separated by whitespace. Will calculate and return for each such integer n
-    the n-th Fibonacci number. Uses multiprocessing to perform multiple such
-    calculations in parallel. Yields a 'CALCULATING …' message before the
-    calculation starts, and finally yields a message containing the results.
-    (The 'CALCULATING …' message coming before the results message is currently
-    the main reason this works as a generator function using yield.)
+    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
 
-    When no command can be read into the message, just yields a 'NO COMMAND
-    UNDERSTOOD:', followed by the message.
-    """
-    tokens = message.split(' ')
-    if tokens[0] == 'FIB':
-        msg_fail_fib = 'MALFORMED FIB REQUEST'
-        if len(tokens) < 2:
-            yield msg_fail_fib
-            return
-        numbers = []
-        fail = False
-        for token in tokens[1:]:
-            if token != '0' and token.isdigit():
-                numbers += [int(token)]
-            elif token == '':
-                continue
+    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:
-                yield msg_fail_fib
-                return
-        yield 'CALCULATING …'
-        reply = ''
-        from multiprocessing import Pool
-        with Pool(len(numbers)) as p:
-            results = p.map(fib, numbers)
-        reply = ' '.join([str(r) for r in results])
-        yield reply
-        return
-    yield 'NO COMMAND UNDERSTOOD: %s' % message
+                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 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; if no later, print instead."""
+        if connection_id:
+            self.queues_out[connection_id].put(msg)
+        else:
+            print(msg)
 
-class ThreadedTCPServer(socketserver.ThreadingMixIn, socketserver.TCPServer):
-    """Enables threading on TCP server for asynchronous IO handling."""
-    pass
+    def send_all(self, msg):
+        """Send msg to all clients."""
+        for connection_id in self.queues_out:
+            self.send_to(connection_id, msg)
 
+    def send_gamestate(self, connection_id=None):
+        """Send out game state data relevant to clients."""
+        from functools import partial
 
-class MyTCPHandler(socketserver.BaseRequestHandler):
+        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 handle(self):
-        """Loop recv for input, act on it, send reply.
+        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:
+            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.
 
-        If input is 'QUIT', send reply 'BYE' and end loop / connection.
-        Otherwise, use handle_message.
+        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))
+        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()
 
-        print('CONNECTION FROM:', str(self.client_address))
-        for message in plom_socket_io.recv(self.request):
-            if message is None:
-                print('RECEIVED MALFORMED MESSAGE')
-                plom_socket_io.send(self.request, 'bad message')
-            elif 'QUIT' == message:
-                plom_socket_io.send(self.request, 'BYE')
-                break
-            else:
-                print('RECEIVED MESSAGE:', message)
-                for reply in handle_message(message):
-                    plom_socket_io.send(self.request, reply)
-        print('CONNECTION CLOSED:', str(self.client_address))
-        self.request.close()
+    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'
 
-server = ThreadedTCPServer(('localhost', 5000), MyTCPHandler)
+    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_gamestate()
+        self.pool_result = self.pool.map_async(fib, (35, 35))
+
+
+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
+    'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element a UUID, and
+    an optional third element of arbitrary type. The UUID identifies a
+    receiver for replies.
+
+    An 'ADD_QUEUE' command should contain as third element a queue through
+    which to send messages back to the sender of the command. A 'KILL_QUEUE'
+    command removes the queue for that receiver from the list of queues through
+    which to send replies.
+
+    A 'COMMAND' command is specified in greater detail by a string that is the
+    tuple's third element. The commander CommandHandler takes care of processing
+    this and sending out replies.
+    """
+    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':
+            commander.queues_out[connection_id] = content
+        elif command_type == 'COMMAND':
+            commander.handle_input(content, connection_id)
+        elif command_type == 'KILL_QUEUE':
+            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, commander))
+c.start()
+server = Server(q, ('localhost', 5000), IO_Handler)
 try:
     server.serve_forever()
 except KeyboardInterrupt:
     pass
 finally:
+    print('Killing server')
     server.server_close()