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Refactor.
[plomrogue2-experiments] / server.py
index 98802642268545b728451051949ec81a0a065d71..e17b3e68a7b5f24564ff0bc2a19e56b44fbba81f 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -1,90 +1,12 @@
 #!/usr/bin/env python3
-
-import socketserver
-import threading
-import queue
 import sys
 import os
 import parser
 import server_.game
+import server_.io
 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. Very inefficiently."""
     if n in (1, 2):
@@ -93,7 +15,7 @@ def fib(n):
         return fib(n-1) + fib(n-2)
 
 
-class CommandHandler(game_common.Commander, server_.game.Commander):
+class CommandHandler(server_.game.Commander):
 
     def __init__(self, game_file_name):
         self.queues_out = {}
@@ -106,13 +28,31 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         self.pool = Pool()
         self.pool_result = None
 
+    def quote(self, 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)
+
     def handle_input(self, input_, connection_id=None, store=True):
         """Process input_ to command grammar, call command handler if found."""
         from inspect import signature
+
+        def answer(connection_id, msg):
+            if connection_id:
+                self.send(msg, connection_id)
+            else:
+                print(msg)
+
         try:
             command = self.parser.parse(input_)
             if command is None:
-                self.send_to(connection_id, 'UNHANDLED INPUT')
+                answer(connection_id, 'UNHANDLED_INPUT')
             else:
                 if 'connection_id' in list(signature(command).parameters):
                     command(connection_id=connection_id)
@@ -122,54 +62,35 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
                         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))
+            answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e)))
         except server_.game.GameError as e:
-            self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+            answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
 
-    def send_to(self, connection_id, msg):
-        """Send msg to client of connection_id; if no later, print instead."""
+    def send(self, msg, connection_id=None):
         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)
+            for connection_id in self.queues_out:
+                self.queues_out[connection_id].put(msg)
 
     def send_gamestate(self, connection_id=None):
         """Send out game state data relevant to clients."""
-        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:
-            send('THING_TYPE %s %s' % (thing.id_, thing.type_))
-            send('THING_POS %s %s' % (thing.id_,
-                                      stringify_yx(thing.position)))
+        self.send('NEW_TURN ' + str(self.world.turn))
+        self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+        visible_map = self.world.get_player().get_visible_map()
+        for y in range(self.world.map_.size[0]):
+            self.send('VISIBLE_MAP_LINE %5s %s' %
+                      (y, self.quote(visible_map.get_line(y))))
+        visible_things = self.world.get_player().get_visible_things()
+        for thing in visible_things:
+            self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            self.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.
@@ -177,10 +98,10 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         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.send('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('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
         self.send_gamestate()
 
     def cmd_FIB(self, numbers, connection_id):
@@ -189,10 +110,10 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         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 …')
+        self.send('CALCULATING …', connection_id)
         results = self.pool.map(fib, numbers)
         reply = ' '.join([str(r) for r in results])
-        self.send_to(connection_id, reply)
+        self.send(reply, connection_id)
     cmd_FIB.argtypes = 'seq:int:nonneg'
 
     def cmd_INC_P(self, connection_id):
@@ -212,48 +133,18 @@ class CommandHandler(game_common.Commander, server_.game.Commander):
         from time import sleep
         if self.pool_result is not None:
             self.pool_result.wait()
-        self.send_all('TURN_FINISHED ' + str(self.world.turn))
+        self.send('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)
+command_handler = 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')
@@ -263,26 +154,18 @@ if os.path.exists(game_file_name):
         for i in range(len(lines)):
             line = lines[i]
             print("FILE INPUT LINE %s: %s" % (i, line), end='')
-            commander.handle_input(line, store=False)
+            command_handler.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()
+    command_handler.handle_input('MAP_SIZE Y:5,X:5')
+    command_handler.handle_input('TERRAIN_LINE 0 "xxxxx"')
+    command_handler.handle_input('TERRAIN_LINE 1 "x...x"')
+    command_handler.handle_input('TERRAIN_LINE 2 "x.X.x"')
+    command_handler.handle_input('TERRAIN_LINE 3 "x...x"')
+    command_handler.handle_input('TERRAIN_LINE 4 "xxxxx"')
+    command_handler.handle_input('THING_TYPE 0 human')
+    command_handler.handle_input('THING_POS 0 Y:3,X:3')
+    command_handler.handle_input('THING_TYPE 1 monster')
+    command_handler.handle_input('THING_POS 1 Y:1,X:1')
+
+
+server_.io.run_server_with_io_loop(command_handler)