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Refactor, add game file handling, replace TERRAIN with TERRAIN_LINE.
[plomrogue2-experiments] / server.py
index ed60b6a34b455b95a1511db4512cb0268e636ba2..e688f2cf41f7d903207d5e2d4d226a4af35b78b3 100755 (executable)
--- a/server.py
+++ b/server.py
@@ -3,6 +3,11 @@
 import socketserver
 import threading
 import queue
+import sys
+import os
+from parser import ArgError, Parser
+from server_.game import World, GameError
+
 
 # Avoid "Address already in use" errors.
 socketserver.TCPServer.allow_reuse_address = True
@@ -79,10 +84,6 @@ class IO_Handler(socketserver.BaseRequestHandler):
         self.request.close()
 
 
-class World:
-    turn = 0
-
-
 def fib(n):
     """Calculate n-th Fibonacci number. Very inefficiently."""
     if n in (1, 2):
@@ -93,84 +94,147 @@ def fib(n):
 
 class CommandHandler:
 
-    def __init__(self, queues_out):
+    def __init__(self, queues_out={}):
         from multiprocessing import Pool
         self.queues_out = queues_out
-        self.pool = Pool()
         self.world = World()
+        self.parser = Parser(self)
+        # 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 handle_input(self, input_, connection_id=None, abort_on_error=False):
+        """Process input_ to command grammar, call command handler if found."""
+        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:
+            self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+            if abort_on_error:
+                exit(1)
+        except GameError as e:
+            self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+            if abort_on_error:
+                exit(1)
 
     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 cmd_fib(self, tokens, connection_id):
+    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 send_all_gamestate(self):
+        """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))
+        for y in range(self.world.map_size[0]):
+            width = self.world.map_size[1]
+            terrain_line = self.world.map_[y * width:(y + 1) * width]
+            self.send_all('TERRAIN_LINE %5s %s' % (y, self.quoted(terrain_line)))
+        for thing in self.world.things:
+            self.send_all('THING TYPE:' + thing.type_ + ' '
+                          + self.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))
+        self.world.proceed_to_next_player_turn()
+        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()
+    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()
+
+    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'
+
+    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.
         """
-        fib_fail = 'MALFORMED FIB REQUEST'
-        if len(tokens) < 2:
-            self.send_to(connection_id, fib_fail)
-            return
-        numbers = []
-        for token in tokens[1:]:
-            if token != '0' and token.isdigit():
-                numbers += [int(token)]
-            else:
-                self.send_to(connection_id, fib_fail)
-                return
         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'
 
-    def cmd_inc(self, connection_id):
-        """Increment world.turn, send TURN_FINISHED, NEW_TURN to everyone."""
-        self.send_all('TURN_FINISHED ' + str(self.world.turn))
-        self.world.turn += 1
-        self.send_all('NEW_TURN ' + str(self.world.turn))
-
-    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, 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_INC_P(self, connection_id):
+        """Increment world.turn, send game turn data to everyone.
 
-    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)
+        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.
 
-    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]
-        if len(tokens) == 0:
-            self.send_to(connection_id, 'EMPTY COMMAND')
-        elif len(tokens) == 1 and tokens[0] == 'INC':
-            self.cmd_inc(connection_id)
-        elif len(tokens) == 1 and tokens[0] == 'GET_TURN':
-            self.cmd_get_turn(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')
+        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_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
@@ -184,26 +248,39 @@ 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()
+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, abort_on_error=True)
 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: