X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=client.py;h=6e22d0006f4d911d06c1373faf968a836b17a206;hb=5f2e6342f11b5fd438f4c3d60f48f0bd08f32590;hp=9092fe644bcd9618bb6b97e3e9f380a54dff972e;hpb=c54df60b10ad8eec9eb216b3ffc6c6692c3975cb;p=plomrogue2-experiments diff --git a/client.py b/client.py index 9092fe6..6e22d00 100755 --- a/client.py +++ b/client.py @@ -1,63 +1,151 @@ #!/usr/bin/env python3 - import urwid import plom_socket_io import socket import threading +from parser import ArgError, Parser +import game_common -class UrwidSetup(): +class MapSquare(game_common.Map): - def __init__(self, socket): - """Build client urwid interface around socket communication. + def list_terrain_to_lines(self, terrain_as_list): + terrain = ''.join(terrain_as_list) + map_lines = [] + start_cut = 0 + while start_cut < len(terrain): + limit = start_cut + self.size[1] + map_lines += [terrain[start_cut:limit]] + start_cut = limit + return map_lines - Sets up all widgets for writing to the socket and representing data - from it. Sending via a self.EditToSocket widget is straightforward; - polling the socket for input from the server in parallel to the urwid - main loop not so much: - The urwid developers warn against sharing urwid resources among - threads, so having a socket polling thread for writing to an urwid - widget while other widgets are handled in other threads would be - dangerous. Urwid developers recommend using urwid's watch_pipe - mechanism instead: using a pipe from non-urwid threads into a single - urwid thread. We use self.recv_loop_thread to poll the socket, therein - write socket.recv output to an object that is then linked to by - self.server_output (which is known the urwid thread), and then use the - pipe to urwid to trigger it pulling new data from self.server_output to - handle via self.InputHandler. (We *could* pipe socket.recv output - directly, but then we get complicated buffering situations here as well - as in the urwid code that receives the pipe output. It's much easier to - just tell the urwid code where it finds a full new server message to - handle.) - """ - self.socket = socket - self.main_loop = urwid.MainLoop(self.setup_widgets()) - self.server_output = [''] - input_handler = getattr(self.InputHandler(self.reply_widget, - self.map_widget, - self.server_output), - 'handle_input') - self.urwid_pipe_write_fd = self.main_loop.watch_pipe(input_handler) - self.recv_loop_thread = threading.Thread(target=self.recv_loop) +class MapHex(game_common.Map): + + def list_terrain_to_lines(self, terrain_as_list): + new_terrain_list = [' '] + x = 0 + y = 0 + for c in terrain_as_list: + new_terrain_list += [c, ' '] + x += 1 + if x == self.size[1]: + new_terrain_list += ['\n'] + x = 0 + y += 1 + if y % 2 == 0: + new_terrain_list += [' '] + return ''.join(new_terrain_list).split('\n') + + +map_manager = game_common.MapManager(globals()) - def setup_widgets(self): - """Return container widget with all widgets we want on our screen. - Sets up an urwid.Pile inside a returned urwid.Filler; top to bottom: - - an EditToSocket widget, prefixing self.socket input with 'SEND: ' - - self.reply_widget, a urwid.Text widget printing self.socket replies - - a 50-col wide urwid.Padding container for self.map_widget, which is - to print clipped map representations +class World(game_common.World): + + def __init__(self, game, *args, **kwargs): + """Extend original with local classes and empty default map. + + We need the empty default map because we draw the map widget + on any update, even before we actually receive map data. """ - edit_widget = self.EditToSocket(self.socket, 'SEND: ') - self.reply_widget = urwid.Text('') - self.map_widget = urwid.Text('', wrap='clip') - map_box = urwid.Padding(self.map_widget, width=50) - widget_pile = urwid.Pile([edit_widget, self.reply_widget, map_box]) - return urwid.Filler(widget_pile) - - class EditToSocket(urwid.Edit): + super().__init__(*args, **kwargs) + self.game = game + self.map_ = self.game.map_manager.get_map_class('Hex')() + + +class Game(game_common.CommonCommandsMixin): + + def __init__(self): + self.map_manager = map_manager + self.world = World(self) + self.log_text = '' + + def log(self, msg): + """Prefix msg plus newline to self.log_text.""" + self.log_text = msg + '\n' + self.log_text + + def symbol_for_type(self, type_): + symbol = '?' + if type_ == 'human': + symbol = '@' + elif type_ == 'monster': + symbol = 'm' + return symbol + + def cmd_LAST_PLAYER_TASK_RESULT(self, msg): + if msg != "success": + self.log_text = msg + '\n' + self.log_text + cmd_LAST_PLAYER_TASK_RESULT.argtypes = 'string' + + def cmd_TURN_FINISHED(self, n): + """Do nothing. (This may be extended later.)""" + pass + cmd_TURN_FINISHED.argtypes = 'int:nonneg' + + def cmd_NEW_TURN(self, n): + """Set self.turn to n, empty self.things.""" + self.world.turn = n + self.world.things = [] + cmd_NEW_TURN.argtypes = 'int:nonneg' + + def cmd_VISIBLE_MAP_LINE(self, y, terrain_line): + self.world.map_.set_line(y, terrain_line) + cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string' + + +class WidgetManager: + + def __init__(self, socket, game): + """Set up all urwid widgets we want on the screen.""" + self.game = game + edit_widget = self.EditToSocketWidget(socket, 'SEND: ') + self.map_widget = self.MapWidget() + self.turn_widget = urwid.Text('') + self.log_widget = urwid.Text('') + edit_map = urwid.AttrMap(edit_widget, 'foo') + turn_map = urwid.AttrMap(self.turn_widget, 'bar') + log_map = urwid.AttrMap(self.log_widget, 'baz') + widget_pile = urwid.Pile([('pack', edit_map), + ('pack', urwid.Divider()), + ('pack', turn_map), + ('pack', urwid.Divider()), + ('pack', log_map), + urwid.SolidFill(fill_char=' ')]) + self.top = urwid.Columns([(20, widget_pile), self.map_widget], + dividechars=1) + self.palette = [('foo', 'white', 'dark red'), + ('bar', 'white', 'dark blue'), + ('baz', 'white', 'dark green')] + + def draw_map(self): + """Draw map view from .game.map_.terrain, .game.things.""" + terrain_as_list = list(self.game.world.map_.terrain[:]) + for t in self.game.world.things: + pos_i = self.game.world.map_.get_position_index(t.position) + terrain_as_list[pos_i] = self.game.symbol_for_type(t.type_) + return self.game.world.map_.list_terrain_to_lines(terrain_as_list) + #text = self.game.world.map_.list_terrain_to_lines(terrain_as_list) + #new_map_text = [] + #for char in text: + # if char == '.': + # new_map_text += [('foo', char)] + # elif char in {'x', 'X', '#'}: + # new_map_text += [('bar', char)] + # elif char in {'@', 'm'}: + # new_map_text += [('baz', char)] + # else: + # new_map_text += [char] + #return new_map_text + + def update(self): + """Redraw all non-edit widgets.""" + self.turn_widget.set_text('TURN: ' + str(self.game.world.turn)) + self.log_widget.set_text(self.game.log_text) + self.map_widget.text = self.draw_map() + self.map_widget._invalidate() + + class EditToSocketWidget(urwid.Edit): """Extends urwid.Edit with socket to send input on 'enter' to.""" def __init__(self, socket, *args, **kwargs): @@ -71,65 +159,116 @@ class UrwidSetup(): plom_socket_io.send(self.socket, self.edit_text) self.edit_text = '' - class InputHandler: - """Delivers data from other thread to widget via message_container. + class MapWidget(urwid.Widget): + _sizing = frozenset(['box']) + text = [''] + + def render(self, size, focus=False): + maxcol, maxrow = size + content = [] + for y in range(len(self.text)): + if y < maxrow: + line = self.text[y] + if len(line) < maxcol: + line = line + '0' * (maxcol - len(line)) + else: + line = line[:maxcol] + content += [line.encode('utf-8')] + padding_y = maxrow - len(content) + if padding_y > 0: + for y in range(padding_y): + content += ['0'.encode('utf-8') * maxcol] + return urwid.TextCanvas(content) + + +class PlomRogueClient: + + def __init__(self, game, socket): + """Build client urwid interface around socket communication. + + Sets up all widgets for writing to the socket and representing data + from it. Sending via a WidgetManager.EditToSocket widget is + straightforward; polling the socket for input from the server in + parallel to the urwid main loop not so much: - The class only exists to provide handle_input as a bound method, with - widget and message_container pre-set, as (bound) handle_input is used - as a callback in urwid's watch_pipe – which merely provides its - callback target with one parameter for a pipe to read data from an - urwid-external thread. + The urwid developers warn against sharing urwid resources among + threads, so having a socket polling thread for writing to an urwid + widget while other widgets are handled in other threads would be + dangerous. Urwid developers recommend using urwid's watch_pipe + mechanism instead: using a pipe from non-urwid threads into a single + urwid thread. We use self.recv_loop_thread to poll the socket, therein + write socket.recv output to an object that is then linked to by + self.server_output (which is known to the urwid thread), then use the + pipe to urwid to trigger it pulling new data from self.server_output to + handle via self.handle_input. (We *could* pipe socket.recv output + directly, but then we get complicated buffering situations here as well + as in the urwid code that receives the pipe output. It's easier to just + tell the urwid code where it finds full new server messages to handle.) """ + self.game = game + self.parser = Parser(self.game) + self.socket = socket + self.widget_manager = WidgetManager(self.socket, self.game) + self.server_output = [] + self.urwid_loop = urwid.MainLoop(self.widget_manager.top, + self.widget_manager.palette) + self.urwid_pipe_write_fd = self.urwid_loop.watch_pipe(self. + handle_input) + self.recv_loop_thread = threading.Thread(target=self.recv_loop) - def __init__(self, widget1, widget2, message_container): - self.widget1 = widget1 - self.widget2 = widget2 - self.message_container = message_container - - def handle_input(self, trigger): - """On input from other thread, either quit or write to widget text. - - Serves as a receiver to urwid's watch_pipe mechanism, with trigger - the data that a pipe defined by watch_pipe delivers. To avoid - buffering trouble, we don't care for that data beyond the fact that - its receival triggers this function: The sender is to write the - data it wants to deliver into the container referenced by - self.message_container, and just pipe the trigger to inform us - about this. - - If the message delivered is 'BYE', quits Urbit. - """ - if self.message_container[0] == 'BYE': - raise urwid.ExitMainLoop() - return - self.widget1.set_text('SERVER: ' + self.message_container[0]) - self.widget2.set_text('loremipsumdolorsitamet ' - 'loremipsumdolorsitamet' - 'loremipsumdolorsitamet ' - 'loremipsumdolorsitamet\n' - 'loremipsumdolorsitamet ' - 'loremipsumdolorsitamet') + def handle_input(self, trigger): + """On input from recv_loop thread, parse and enact commands. + + Serves as a receiver to urwid's watch_pipe mechanism, with trigger the + data that a pipe defined by watch_pipe delivers. To avoid buffering + trouble, we don't care for that data beyond the fact that its receival + triggers this function: The sender is to write the data it wants to + deliver into the container referenced by self.server_output, and just + pipe the trigger to inform us about this. + + If the message delivered is 'BYE', quits Urwid. Otherwise tries to + parse it as a command, and enact it. In all cases but the 'BYE', calls + self.widget_manager.update. + """ + msg = self.server_output[0] + if msg == 'BYE': + raise urwid.ExitMainLoop() + try: + command = self.parser.parse(msg) + if command is None: + self.game.log('UNHANDLED INPUT: ' + msg) + else: + command() + except ArgError as e: + self.game.log('ARGUMENT ERROR: ' + msg + '\n' + str(e)) + self.widget_manager.update() + del self.server_output[0] def recv_loop(self): - """Loop to receive messages from socket and deliver them to urwid. + """Loop to receive messages from socket, deliver them to urwid thread. - Writes finished messages from the socket to self.server_output[0], - then sends a single b' ' through self.urwid_pipe_write_fd to trigger - the urwid code to read from it. + Waits for self.server_output to become empty (this signals that the + input handler is finished / ready to receive new input), then writes + finished message from socket to self.server_output, then sends a single + b' ' through self.urwid_pipe_write_fd to trigger the input handler. """ import os for msg in plom_socket_io.recv(self.socket): - self.server_output[0] = msg + while len(self.server_output) > 0: # Wait until self.server_output + pass # is emptied by input handler. + self.server_output += [msg] os.write(self.urwid_pipe_write_fd, b' ') def run(self): - """Run in parallel main and recv_loop thread.""" + """Run in parallel urwid_loop and recv_loop threads.""" self.recv_loop_thread.start() - self.main_loop.run() + self.urwid_loop.run() self.recv_loop_thread.join() -s = socket.create_connection(('127.0.0.1', 5000)) -u = UrwidSetup(s) -u.run() -s.close() +if __name__ == '__main__': + game = Game() + s = socket.create_connection(('127.0.0.1', 5000)) + p = PlomRogueClient(game, s) + p.run() + s.close()