X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server.py;h=6008346cfde27f0374e9b46817a5812c9dafcdd1;hb=3c28c76381a634dd23642abeb4f03a92ec4f1f94;hp=b326768ea4a5499818f141afe8b4b7a1e8d3d1ad;hpb=f5287b7235704555925ed2a24113258fe61b40c1;p=plomrogue2-experiments diff --git a/server.py b/server.py index b326768..6008346 100755 --- a/server.py +++ b/server.py @@ -1,95 +1,293 @@ #!/usr/bin/env python3 import socketserver -import plom_socket_io +import threading +import queue +from parser import ArgError, Parser +from server_.game import World, GameError + # 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.""" + """Calculate n-th Fibonacci number. Very inefficiently.""" if n in (1, 2): return 1 else: return fib(n-1) + fib(n-2) -def handle_message(message): - """Evaluate message for computing-heavy tasks to perform, yield result. +class CommandHandler: - 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.) + def __init__(self, queues_out): + from multiprocessing import Pool + self.queues_out = queues_out + 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 - When no command can be read into the message, just yields a 'NO COMMAND - UNDERSTOOD:', followed by the message. - """ - tokens = message.split(' ') - if tokens[0] == 'FIB': - msg_fail_fib = 'MALFORMED FIB REQUEST' - if len(tokens) < 2: - yield msg_fail_fib - return - numbers = [] - fail = False - for token in tokens[1:]: - if token != '0' and token.isdigit(): - numbers += [int(token)] - elif token == '': - continue + def handle_input(self, input_, connection_id): + """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: - yield msg_fail_fib - return - yield 'CALCULATING …' - reply = '' - from multiprocessing import Pool - 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 + command(connection_id=connection_id) + except ArgError as e: + self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e)) + except GameError as e: + self.send_to(connection_id, 'GAME ERROR: ' + str(e)) + def send_to(self, connection_id, msg): + """Send msg to client of connection_id.""" + self.queues_out[connection_id].put(msg) -class ThreadedTCPServer(socketserver.ThreadingMixIn, socketserver.TCPServer): - """Enables threading on TCP server for asynchronous IO handling.""" - pass + 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]) -class MyTCPHandler(socketserver.BaseRequestHandler): + 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 handle(self): - """Loop recv for input, act on it, send reply. + def quoted_map(self, map_string, map_width): + """Put \n into map_string at map_width intervals, return quoted whole.""" + map_lines = [] + map_size = len(map_string) + start_cut = 0 + while start_cut < map_size: + limit = start_cut + map_width + map_lines += [map_string[start_cut:limit]] + start_cut = limit + return self.quoted("\n".join(map_lines)) - If input is 'QUIT', send reply 'BYE' and end loop / connection. - Otherwise, use handle_message. - """ + 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)) + self.send_all('TERRAIN\n' + self.quoted_map(self.world.map_, + self.world.map_size[1])) + for thing in self.world.things: + self.send_all('THING TYPE:' + thing.type_ + ' ' + + self.stringify_yx(thing.position)) - print('CONNECTION FROM:', str(self.client_address)) - for message in plom_socket_io.recv(self.request): - if message is None: - print('RECEIVED MALFORMED MESSAGE') - plom_socket_io.send(self.request, 'bad message') - elif 'QUIT' == message: - plom_socket_io.send(self.request, 'BYE') + 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 - else: - print('RECEIVED MESSAGE:', message) - for reply in handle_message(message): - plom_socket_io.send(self.request, reply) - print('CONNECTION CLOSED:', str(self.client_address)) - self.request.close() + 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_to_next_player_turn(connection_id) + 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_to_next_player_turn(connection_id) + + 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. + """ + 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_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_gamestate() + self.pool_result = self.pool.map_async(fib, (35, 35)) + + +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] -server = ThreadedTCPServer(('localhost', 5000), MyTCPHandler) +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()