From 52a7b4e9b1ef3e38701409d963f49033c23d4eaf Mon Sep 17 00:00:00 2001 From: Christian Heller Date: Tue, 15 Jan 2019 03:04:51 +0100 Subject: [PATCH] Refactor. --- server.py | 26 ++++----- server_/game.py | 89 +++++++------------------------ server_/io.py | 137 +++++++++++++++++++++++++++++++++++------------- 3 files changed, 131 insertions(+), 121 deletions(-) diff --git a/server.py b/server.py index 9ba6d6f..ac26ca7 100755 --- a/server.py +++ b/server.py @@ -9,7 +9,7 @@ if len(sys.argv) != 2: 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') @@ -19,18 +19,18 @@ if os.path.exists(game_file_name): 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) diff --git a/server_/game.py b/server_/game.py index b52f16e..c881f8e 100644 --- a/server_/game.py +++ b/server_/game.py @@ -1,7 +1,6 @@ import sys sys.path.append('../') import game_common -import parser class GameError(Exception): @@ -194,71 +193,18 @@ def fib(n): 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.""" @@ -266,17 +212,17 @@ class CommandHandler(game_common.Commander): """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. @@ -284,10 +230,10 @@ class CommandHandler(game_common.Commander): 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): @@ -296,10 +242,10 @@ class CommandHandler(game_common.Commander): 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): @@ -319,7 +265,7 @@ class CommandHandler(game_common.Commander): 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() @@ -327,6 +273,7 @@ class CommandHandler(game_common.Commander): 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') @@ -345,12 +292,12 @@ class CommandHandler(game_common.Commander): 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): diff --git a/server_/io.py b/server_/io.py index 95e7d77..7a4c3b0 100644 --- a/server_/io.py +++ b/server_/io.py @@ -1,6 +1,9 @@ import socketserver import threading import queue +import sys +sys.path.append('../') +import parser # Avoid "Address already in use" errors. @@ -86,53 +89,113 @@ class IO_Handler(socketserver.BaseRequestHandler): 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: -- 2.30.2