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Use dedicated MapWidget in client.
[plomrogue2-experiments] / client.py
index 3e50b2ec43dfd7ef6427ca864e05b174fface59d..6e22d0006f4d911d06c1373faf968a836b17a206 100755 (executable)
--- a/client.py
+++ b/client.py
 #!/usr/bin/env python3
-
 import urwid
 import plom_socket_io
 import socket
 import threading
+from parser import ArgError, Parser
+import game_common
 
 
-def recv_loop(socket, urwid_pipe_write_fd, server_output):
-    """Loop to receive messages from socket and deliver them to urwid.
+class MapSquare(game_common.Map):
 
-    The message transfer to urwid is a bit weird. The urwid developers warn
-    against sharing urwid resources among threads, and recommend using urwid's
-    watch_pipe mechanism: using a pipe from non-urwid threads into a single
-    urwid thread. 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 content. It's much easier to update a third resource
-    (server_output, which references an object that's also known to the urwid
-    code) to contain the new message, and then just use the urwid pipe
-    (urwid_pipe_write_fd) to trigger the urwid code to pull the message in from
-    that third resource. We send a single b' ' through the pipe to trigger it.
-    """
-    import os
-    for msg in plom_socket_io.recv(socket):
-        server_output[0] = msg
-        os.write(urwid_pipe_write_fd, b' ')
+    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
 
 
-class InputHandler:
-    """Helps delivering data from other thread to widget via message_container.
+class MapHex(game_common.Map):
 
-    The whole 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.
-    """
+    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')
 
-    def __init__(self, widget, message_container):
-        self.widget = widget
-        self.message_container = message_container
 
-    def handle_input(self, trigger):
-        """On input from other thread, either quit, or write to widget text.
+map_manager = game_common.MapManager(globals())
 
-        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.
+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.
         """
-        if self.message_container[0] == 'BYE':
-            raise urwid.ExitMainLoop()
-            return
-        self.widget.set_text('SERVER: ' + self.message_container[0])
+        super().__init__(*args, **kwargs)
+        self.game = game
+        self.map_ = self.game.map_manager.get_map_class('Hex')()
 
 
-class SocketInputWidget(urwid.Filler):
+class Game(game_common.CommonCommandsMixin):
 
-    def __init__(self, socket, *args, **kwargs):
-        super().__init__(*args, **kwargs)
+    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):
+            super().__init__(*args, **kwargs)
+            self.socket = socket
+
+        def keypress(self, size, key):
+            """Extend super(): on Enter, send .edit_text, and empty it."""
+            if key != 'enter':
+                return super().keypress(size, key)
+            plom_socket_io.send(self.socket, self.edit_text)
+            self.edit_text = ''
+
+    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 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 handle_input(self, trigger):
+        """On input from recv_loop thread, parse and enact commands.
 
-    def keypress(self, size, key):
-        """Act like super(), except on Enter: send .edit_text, and empty it."""
-        if key != 'enter':
-            return super().keypress(size, key)
-        plom_socket_io.send(self.socket, edit.edit_text)
-        edit.edit_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.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]
 
-s = socket.create_connection(('127.0.0.1', 5000))
+    def recv_loop(self):
+        """Loop to receive messages from socket, deliver them to urwid thread.
 
-edit = urwid.Edit('SEND: ')
-txt = urwid.Text('')
-pile = urwid.Pile([edit, txt])
-fill = SocketInputWidget(s, pile)
-loop = urwid.MainLoop(fill)
+        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):
+            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' ')
 
-server_output = ['']
-write_fd = loop.watch_pipe(getattr(InputHandler(txt, server_output),
-                                   'handle_input'))
-thread = threading.Thread(target=recv_loop,
-                          kwargs={'socket': s, 'server_output': server_output,
-                                  'urwid_pipe_write_fd': write_fd})
-thread.start()
+    def run(self):
+        """Run in parallel urwid_loop and recv_loop threads."""
+        self.recv_loop_thread.start()
+        self.urwid_loop.run()
+        self.recv_loop_thread.join()
 
-loop.run()
 
-thread.join()
-s.close()
+if __name__ == '__main__':
+    game = Game()
+    s = socket.create_connection(('127.0.0.1', 5000))
+    p = PlomRogueClient(game, s)
+    p.run()
+    s.close()