print('wrong number of arguments, expected one (game file)')
exit(1)
game_file_name = sys.argv[1]
-command_handler = server_.game.CommandHandler(game_file_name)
+game = server_.game.Game(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')
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)
+ game.io.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')
+ game.io.handle_input('MAP_SIZE Y:5,X:5')
+ game.io.handle_input('TERRAIN_LINE 0 "xxxxx"')
+ game.io.handle_input('TERRAIN_LINE 1 "x...x"')
+ game.io.handle_input('TERRAIN_LINE 2 "x.X.x"')
+ game.io.handle_input('TERRAIN_LINE 3 "x...x"')
+ game.io.handle_input('TERRAIN_LINE 4 "xxxxx"')
+ game.io.handle_input('THING_TYPE 0 human')
+ game.io.handle_input('THING_POS 0 Y:3,X:3')
+ game.io.handle_input('THING_TYPE 1 monster')
+ game.io.handle_input('THING_POS 1 Y:1,X:1')
-server_.io.run_server_with_io_loop(command_handler)
+server_.io.run_server_with_io_loop(game)
import sys
sys.path.append('../')
import game_common
-import parser
class GameError(Exception):
return fib(n-1) + fib(n-2)
-class CommandHandler(game_common.Commander):
+class Game(game_common.Commander):
def __init__(self, game_file_name):
- self.queues_out = {}
+ import server_.io
self.world = World()
- self.parser = parser.Parser(self)
- self.game_file_name = game_file_name
+ self.io = server_.io.GameIO(game_file_name, 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.
from multiprocessing import Pool
self.pool = Pool()
self.pool_result = None
- 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 handle_input(self, input_, connection_id=None, store=True):
- """Process input_ to command grammar, call command handler if found."""
- from inspect import signature
-
- def answer(connection_id, msg):
- if connection_id:
- self.send(msg, connection_id)
- else:
- print(msg)
-
- 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 game.GameError as e:
- answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
-
- 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 send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
"""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))
+ self.io.send('NEW_TURN ' + str(self.world.turn))
+ self.io.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))))
+ self.io.send('VISIBLE_MAP_LINE %5s %s' %
+ (y, self.io.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)))
+ self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.io.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('TURN_FINISHED ' + str(self.world.turn))
+ self.io.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.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
self.send_gamestate()
def cmd_FIB(self, numbers, connection_id):
Numbers are calculated in parallel as far as possible, using fib().
A 'CALCULATING …' message is sent to caller before the result.
"""
- self.send('CALCULATING …', connection_id)
+ self.io.send('CALCULATING …', connection_id)
results = self.pool.map(fib, numbers)
reply = ' '.join([str(r) for r in results])
- self.send(reply, connection_id)
+ self.io.send(reply, connection_id)
cmd_FIB.argtypes = 'seq:int:nonneg'
def cmd_INC_P(self, connection_id):
from time import sleep
if self.pool_result is not None:
self.pool_result.wait()
- self.send('TURN_FINISHED ' + str(self.world.turn))
+ self.io.send('TURN_FINISHED ' + str(self.world.turn))
sleep(1)
self.world.turn += 1
self.send_gamestate()
def cmd_MOVE(self, direction):
"""Set player task to 'move' with direction arg, finish player turn."""
+ import parser
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise parser.ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
def cmd_ECHO(self, msg, connection_id):
"""Send msg to caller."""
- self.send(msg, connection_id)
+ self.io.send(msg, connection_id)
cmd_ECHO.argtypes = 'string'
def cmd_ALL(self, msg, connection_id):
"""Send msg to all clients."""
- self.send(msg)
+ self.io.send(msg)
cmd_ALL.argtypes = 'string'
def cmd_TERRAIN_LINE(self, y, terrain_line):
import socketserver
import threading
import queue
+import sys
+sys.path.append('../')
+import parser
# Avoid "Address already in use" errors.
self.request.close()
-def io_loop(q, game_command_handler):
- """Handle commands coming through queue q, send results back.
+class GameIO():
- 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.
+ def __init__(self, game_file_name, game):
+ self.game_file_name = game_file_name
+ self.queues_out = {}
+ self.parser = parser.Parser(game)
- 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.
+ def loop(self, q):
+ """Handle commands coming through queue q, send results back.
- 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.
+ 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.
- """
- 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 == 'KILL_QUEUE':
- del game_command_handler.queues_out[connection_id]
- elif command_type == 'COMMAND':
- game_command_handler.handle_input(content, connection_id)
-
-
-def run_server_with_io_loop(command_handler):
+ 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 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 = 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):
+ """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(self, string):
+ """Quote & escape string so client interprets it as single token."""
+ # FIXME: Don't do this as a method, makes no sense.
+ quoted = []
+ quoted += ['"']
+ for c in string:
+ if c in {'"', '\\'}:
+ quoted += ['\\']
+ quoted += [c]
+ quoted += ['"']
+ return ''.join(quoted)
+
+
+def run_server_with_io_loop(game):
"""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.
+ game IO loop, a thread running Game.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). 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 = threading.Thread(target=game.io.loop, daemon=True, args=(q,))
c.start()
server = Server(q)
try: