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Add turn widget to client.
[plomrogue2-experiments] / server.py
index b088206ef07ea35a1b91372ca4931c196c74f89f..aa8b1c3aab7b1bf8b85fc3930d5de17d997ccd12 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -1,39 +1,45 @@
 #!/usr/bin/env python3
 
 import socketserver
-import plom_socket_io
 import threading
-import time
+import queue
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
 
 
 class Server(socketserver.ThreadingTCPServer):
-    """Bind together threaded IO handling server and world state (counter)."""
+    """Bind together threaded IO handling server and message queue."""
 
-    def __init__(self, counter, *args, **kwargs):
+    def __init__(self, queue, *args, **kwargs):
         super().__init__(*args, **kwargs)
-        self.counter = counter
+        self.queue_out = queue
         self.daemon_threads = True  # Else, server's threads have daemon=False.
 
 
-def fib(n):
-    """Calculate n-th Fibonacci number."""
-    if n in (1, 2):
-        return 1
-    else:
-        return fib(n-1) + fib(n-2)
-
-
 class IO_Handler(socketserver.BaseRequestHandler):
 
     def handle(self):
-        """Loop recv for input, send replies; also, send regular counter value.
+        """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.
 
-        If input is 'QUIT', send reply 'BYE' and end loop / connection.
-        Otherwise, use handle_message to interpret and enact commands.
+        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:
@@ -41,87 +47,310 @@ class IO_Handler(socketserver.BaseRequestHandler):
             except plom_socket_io.BrokenSocketConnection:
                 pass
 
-        def send_counter_loop(socket, counter, kill):
-            """Every 5 seconds, send state of counter[0] until kill[0] set."""
-            while not kill[0]:
-                caught_send(socket, 'COUNTER ' + str(counter[0]))
-                time.sleep(5)
-
-        def handle_message(message):
-            """Evaluate message for tasks to perform, yield result.
-
-            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.)
-
-            When no command can be read into the message, just yields a 'NO
-            COMMAND UNDERSTOOD:', followed by the message.
-            """
-            from multiprocessing import Pool
-            tokens = message.split(' ')
-            if tokens[0] == 'FIB':
-                msg_fail_fib = 'MALFORMED FIB REQUEST'
-                if len(tokens) < 2:
-                    yield msg_fail_fib
-                    return
-                numbers = []
-                for token in tokens[1:]:
-                    if token != '0' and token.isdigit():
-                        numbers += [int(token)]
-                    elif token == '':
-                        continue
-                    else:
-                        yield msg_fail_fib
-                        return
-                yield 'CALCULATING …'
-                reply = ''
-                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
+        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))
-        counter_loop_killer = [False]
-        send_count = threading.Thread(target=send_counter_loop,
-                                      kwargs={'counter': self.server.counter,
-                                              'socket': self.request,
-                                              'kill': counter_loop_killer})
-        send_count.start()
+        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:
-                print('RECEIVED MALFORMED MESSAGE')
-                caught_send(self.request, 'bad message')
+                caught_send(self.request, 'BAD MESSAGE')
             elif 'QUIT' == message:
                 caught_send(self.request, 'BYE')
                 break
             else:
-                print('RECEIVED MESSAGE:', message)
-                for reply in handle_message(message):
-                    caught_send(self.request, reply)
-        counter_loop_killer = [True]
-        print('CONNECTION CLOSED:', str(self.client_address))
+                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 inc_loop(counter, interval):
-    """Loop incrementing counter every interval seconds."""
+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:
+
+    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):
+    """Calculate n-th Fibonacci number. Very inefficiently."""
+    if n in (1, 2):
+        return 1
+    else:
+        return fib(n-1) + fib(n-2)
+
+
+class ArgumentError(Exception):
+    pass
+
+
+class CommandHandler:
+
+    def __init__(self, queues_out):
+        from multiprocessing import Pool
+        self.queues_out = queues_out
+        self.world = World()
+        # 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 send_to(self, connection_id, msg):
+        """Send msg to client of connection_id."""
+        self.queues_out[connection_id].put(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 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('NEW_TURN ' + str(self.world.turn))
+        self.send_all('MAP_SIZE ' + self.stringify_yx(self.world.map_size))
+        self.send_all('TERRAIN\n' + self.world.map_)
+        for thing in self.world.things:
+            self.send_all('THING TYPE:' + thing.type + ' '
+                          + self.stringify_yx(thing.position))
+
+    def cmd_fib(self, tokens, 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.
+        """
+        if len(tokens) < 2:
+            raise ArgumentError('FIB NEEDS AT LEAST ONE ARGUMENT')
+        numbers = []
+        for token in tokens[1:]:
+            if token == '0' or not token.isdigit():
+                raise ArgumentError('FIB ARGUMENTS MUST BE INTEGERS > 0')
+            numbers += [int(token)]
+        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)
+
+    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_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.world.map_)
+        for thing in self.world.things:
+            self.send_all('THING TYPE:' + thing.type + ' '
+                          + self.stringify_yx(thing.position))
+        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_move(self, direction, connection_id):
+        """Set player task to 'move' with direction arg, finish player turn."""
+        if not direction in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
+            raise ArgumentError('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)
+
+    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_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]
+        try:
+            if len(tokens) == 0:
+                self.send_to(connection_id, 'EMPTY COMMAND')
+            elif len(tokens) == 1 and tokens[0] == 'INC_P':
+                self.cmd_inc_p(connection_id)
+            elif len(tokens) == 1 and tokens[0] == 'GET_TURN':
+                self.cmd_get_turn(connection_id)
+            elif len(tokens) == 1 and tokens[0] == 'WAIT':
+                self.cmd_wait(connection_id)
+            elif len(tokens) == 2 and tokens[0] == 'MOVE':
+                self.cmd_move(tokens[1], 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')
+        except ArgumentError as e:
+            self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+
+
+def io_loop(q):
+    """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. CommandHandler takes care of processing this and
+    sending out replies.
+    """
+    queues_out = {}
+    command_handler = CommandHandler(queues_out)
     while True:
-        time.sleep(interval)
-        counter[0] += 1
+        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
+        elif command_type == 'COMMAND':
+            command_handler.handle_input(content, connection_id)
+        elif command_type == 'KILL_QUEUE':
+            del queues_out[connection_id]
 
 
-counter = [0]
-b = threading.Thread(target=inc_loop, daemon=True, kwargs={'counter': counter,
-                                                           'interval': 1})
-b.start()
-server = Server(counter, ('localhost', 5000), IO_Handler)
+q = queue.Queue()
+c = threading.Thread(target=io_loop, daemon=True, args=(q,))
+c.start()
+server = Server(q, ('localhost', 5000), IO_Handler)
 try:
     server.serve_forever()
 except KeyboardInterrupt: