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Refactor.
[plomrogue2-experiments] / server.py
index aa8b1c3aab7b1bf8b85fc3930d5de17d997ccd12..e17b3e68a7b5f24564ff0bc2a19e56b44fbba81f 100755 (executable)
--- a/server.py
+++ b/server.py
 #!/usr/bin/env python3
-
-import socketserver
-import threading
-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 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()
-
-
-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]
+import sys
+import os
+import parser
+import server_.game
+import server_.io
+import game_common
 
 
 def fib(n):
@@ -158,82 +15,108 @@ def fib(n):
         return fib(n-1) + fib(n-2)
 
 
-class ArgumentError(Exception):
-    pass
-
+class CommandHandler(server_.game.Commander):
 
-class CommandHandler:
-
-    def __init__(self, queues_out):
-        from multiprocessing import Pool
-        self.queues_out = queues_out
-        self.world = World()
+    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 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 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 proceed_to_next_player_turn(self, connection_id):
-        """Run game world turns until player can decide their next step.
+        def answer(connection_id, msg):
+            if connection_id:
+                self.send(msg, connection_id)
+            else:
+                print(msg)
 
-        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.
+        try:
+            command = self.parser.parse(input_)
+            if command is None:
+                answer(connection_id, 'UNHANDLED_INPUT')
+            else:
+                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:
+            answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e)))
+        except server_.game.GameError as e:
+            answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
+
+    def send(self, msg, connection_id=None):
+        if connection_id:
+            self.queues_out[connection_id].put(msg)
+        else:
+            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."""
+
+        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])
+
+        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.
+
+        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('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.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('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
+        self.send_gamestate()
 
-    def cmd_fib(self, tokens, connection_id):
+    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.
         """
-        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 …')
+        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):
+    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
@@ -250,111 +133,39 @@ class CommandHandler:
         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_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.send_gamestate()
         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:
-        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]
-
-
-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:
-    pass
-finally:
-    print('Killing server')
-    server.server_close()
+if len(sys.argv) != 2:
+    print('wrong number of arguments, expected one (game file)')
+    exit(1)
+game_file_name = sys.argv[1]
+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')
+    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='')
+            command_handler.handle_input(line, store=False)
+else:
+    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)