X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=server_%2Fio.py;h=220003768c598c71ed48d26fc090c68f0a0d2b5c;hb=23462b9ad5f46f8dd323aed66e557235802e3c98;hp=7db47ca7857981f266500bc20b44fe4dd136dc96;hpb=992fc9b392c4318bd2fda31f526ea838b0138a9e;p=plomrogue2-experiments diff --git a/server_/io.py b/server_/io.py index 7db47ca..2200037 100644 --- a/server_/io.py +++ b/server_/io.py @@ -1,21 +1,20 @@ import socketserver import threading import queue +import sys +sys.path.append('../') +import parser # Avoid "Address already in use" errors. socketserver.TCPServer.allow_reuse_address = True -# Our default server port. -SERVER_PORT=5000 - - class Server(socketserver.ThreadingTCPServer): """Bind together threaded IO handling server and message queue.""" - def __init__(self, queue, *args, **kwargs): - super().__init__(('localhost', SERVER_PORT), IO_Handler, *args, **kwargs) + def __init__(self, queue, port, *args, **kwargs): + super().__init__(('localhost', port), IO_Handler, *args, **kwargs) self.queue_out = queue self.daemon_threads = True # Else, server's threads have daemon=False. @@ -86,59 +85,123 @@ class IO_Handler(socketserver.BaseRequestHandler): self.request.close() -def io_loop(q, game_command_handler): - """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 game_command_handler 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': - game_command_handler.queues_out[connection_id] = content - elif command_type == 'COMMAND': - game_command_handler.handle_input(content, connection_id) - elif command_type == 'KILL_QUEUE': - del game_command_handler.queues_out[connection_id] - - -def run_server_with_io_loop(command_handler): - """Run connection of server talking to clients and game IO loop. - - We have the TCP server (an instance of Server) and we have the - game IO loop, a thread running io_loop. Both communicate with each - other via a queue.Queue. While the TCP server may spawn parallel - threads to many clients, the IO loop works sequentially through - game commands received from the TCP server's threads (= client - connections to the TCP server), calling command_handler to process - them. A processed command may trigger messages to the commanding - client or to all clients, delivered from the IO loop to the TCP - server via the queue. - - """ - q = queue.Queue() - c = threading.Thread(target=io_loop, daemon=True, args=(q, command_handler)) - c.start() - server = Server(q) - try: - server.serve_forever() - except KeyboardInterrupt: - pass - finally: - print('Killing server') - server.server_close() +class GameIO(): + + def __init__(self, game_file_name, game): + self.game_file_name = game_file_name + self.queues_out = {} + self.parser = parser.Parser(game) + + def loop(self, 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. The game_command_handler 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': + self.queues_out[connection_id] = content + elif command_type == 'KILL_QUEUE': + del self.queues_out[connection_id] + elif command_type == 'COMMAND': + self.handle_input(content, connection_id) + + def run_loop_with_server(self): + """Run connection of server talking to clients and game IO loop. + + We have the TCP server (an instance of Server) and we have the + game IO loop, a thread running self.loop. Both communicate with + each other via a queue.Queue. While the TCP server may spawn + parallel threads to many clients, the IO loop works sequentially + through game commands received from the TCP server's threads (= + client connections to the TCP server). A processed command may + trigger messages to the commanding client or to all clients, + delivered from the IO loop to the TCP server via the queue. + + """ + q = queue.Queue() + c = threading.Thread(target=self.loop, daemon=True, args=(q,)) + c.start() + server = Server(q, 5000) + try: + server.serve_forever() + except KeyboardInterrupt: + pass + finally: + print('Killing server') + server.server_close() + + def handle_input(self, input_, connection_id=None, store=True): + """Process input_ to command grammar, call command handler if found.""" + from inspect import signature + import server_.game + + def answer(connection_id, msg): + if connection_id: + self.send(msg, connection_id) + else: + print(msg) + + try: + command, args = self.parser.parse(input_) + if command is None: + answer(connection_id, 'UNHANDLED_INPUT') + else: + if 'connection_id' in list(signature(command).parameters): + command(*args, connection_id=connection_id) + else: + command(*args) + if store and not hasattr(command, 'dont_save'): + with open(self.game_file_name, 'a') as f: + f.write(input_ + '\n') + except parser.ArgError as e: + answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e))) + except server_.game.GameError as e: + answer(connection_id, 'GAME_ERROR ' + quote(str(e))) + + def send(self, msg, connection_id=None): + """Send message msg to server's client(s) via self.queues_out. + + If a specific client is identified by connection_id, only + sends msg to that one. Else, sends it to all clients + identified in self.queues_out. + + """ + 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 quote(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 stringify_yx(tuple_): + """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" + return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])