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Refactor socket code.
[plomrogue2-experiments] / server_ / io.py
index 7a4c3b0fc5717bca8ece750f5c62d111b3302c4f..c8f6114514b460ed0ccf3101ce09dd7185f02649 100644 (file)
@@ -4,21 +4,18 @@ import queue
 import sys
 sys.path.append('../')
 import parser
+from server_.game_error import GameError
 
 
 # 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.
 
@@ -48,45 +45,39 @@ class IO_Handler(socketserver.BaseRequestHandler):
         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):
+        def send_queue_messages(plom_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)
+                plom_socket.send(msg, True)
 
         import uuid
+        import plom_socket
+        plom_socket = plom_socket.PlomSocket(self.request)
         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))
+                             args=(plom_socket, queue_in, thread_alive))
         t.start()
-        for message in plom_socket_io.recv(self.request):
+        for message in plom_socket.recv():
             if message is None:
-                caught_send(self.request, 'BAD MESSAGE')
+                plom_socket.send('BAD MESSAGE', True)
             elif 'QUIT' == message:
-                caught_send(self.request, 'BYE')
+                plom_socket.send('BYE', True)
                 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()
+        plom_socket.socket.close()
 
 
 class GameIO():
@@ -126,6 +117,31 @@ class GameIO():
             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
@@ -138,21 +154,21 @@ class GameIO():
                 print(msg)
 
         try:
-            command = self.parser.parse(input_)
+            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(connection_id=connection_id)
+                    command(*args, connection_id=connection_id)
                 else:
-                    command()
-                    if store:
+                    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 ' + self.quote(str(e)))
-        except server_.game.GameError as e:
-            answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
+            answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e)))
+        except 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.
@@ -168,40 +184,19 @@ class GameIO():
             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 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=game.io.loop, daemon=True, args=(q,))
-    c.start()
-    server = Server(q)
-    try:
-        server.serve_forever()
-    except KeyboardInterrupt:
-        pass
-    finally:
-        print('Killing server')
-        server.server_close()
+
+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])