X-Git-Url: https://plomlompom.com/repos/?p=plomrogue2-experiments;a=blobdiff_plain;f=server.py;h=cb9150b8d6e05a00993f6c4073057db350d8f8bc;hp=16915e9e6671d982fb200c6aa18da8805d041205;hb=HEAD;hpb=ca1257ec655f95611de1cbbac2814509d23f6116 diff --git a/server.py b/server.py index 16915e9..cb9150b 100755 --- a/server.py +++ b/server.py @@ -1,295 +1,14 @@ #!/usr/bin/env python3 - -import socketserver -import threading -import queue import sys import os -from parser import ArgError, Parser -from server_.game import World, GameError - - -# Avoid "Address already in use" errors. -socketserver.TCPServer.allow_reuse_address = True - - -class Server(socketserver.ThreadingTCPServer): - """Bind together threaded IO handling server and message queue.""" - - def __init__(self, queue, *args, **kwargs): - super().__init__(*args, **kwargs) - self.queue_out = queue - self.daemon_threads = True # Else, server's threads have daemon=False. - - -class IO_Handler(socketserver.BaseRequestHandler): - - def handle(self): - """Move messages between network socket and main thread via queues. - - On start, sets up new queue, sends it via self.server.queue_out to - main thread, and from then on receives messages to send back from the - main thread via that new queue. - - At the same time, loops over socket's recv to get messages from the - outside via self.server.queue_out into the main thread. Ends connection - once a 'QUIT' message is received from socket, and then also kills its - own queue. - - All messages to the main thread are tuples, with the first element a - meta command ('ADD_QUEUE' for queue creation, 'KILL_QUEUE' for queue - deletion, and 'COMMAND' for everything else), the second element a UUID - that uniquely identifies the thread (so that the main thread knows whom - to send replies back to), and optionally a third element for further - 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): - """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) - - import uuid - 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)) - t.start() - for message in plom_socket_io.recv(self.request): - if message is None: - caught_send(self.request, 'BAD MESSAGE') - elif 'QUIT' == message: - caught_send(self.request, 'BYE') - 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() - - -def fib(n): - """Calculate n-th Fibonacci number. Very inefficiently.""" - if n in (1, 2): - return 1 - else: - return fib(n-1) + fib(n-2) - - -class CommandHandler: - - def __init__(self): - from multiprocessing import Pool - self.queues_out = {} - self.world = World() - self.parser = Parser(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. - self.pool = Pool() - self.pool_result = None - - def handle_input(self, input_, connection_id=None, abort_on_error=False): - """Process input_ to command grammar, call command handler if found.""" - try: - command = self.parser.parse(input_) - if command is None: - self.send_to(connection_id, 'UNHANDLED INPUT') - else: - command(connection_id=connection_id) - except ArgError as e: - self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e)) - if abort_on_error: - exit(1) - except GameError as e: - self.send_to(connection_id, 'GAME ERROR: ' + str(e)) - if abort_on_error: - exit(1) - - def send_to(self, connection_id, msg): - """Send msg to client of connection_id; if no later, print instead.""" - if connection_id: - self.queues_out[connection_id].put(msg) - else: - print(msg) - - def send_all(self, msg): - """Send msg to all clients.""" - for connection_id in self.queues_out: - self.send_to(connection_id, msg) - - def stringify_yx(self, tuple_): - """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x).""" - return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1]) - - def quoted(self, string): - """Quote and 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_all_gamestate(self): - """Send out game state data relevant to clients.""" - self.send_all('NEW_TURN ' + str(self.world.turn)) - self.send_all('MAP_SIZE ' + self.stringify_yx(self.world.map_size)) - for y in range(self.world.map_size[0]): - width = self.world.map_size[1] - terrain_line = self.world.map_[y * width:(y + 1) * width] - self.send_all('TERRAIN_LINE %5s %s' % (y, self.quoted(terrain_line))) - for thing in self.world.things: - self.send_all('THING_TYPE %s %s' % (thing.id_, thing.type_)) - self.send_all('THING_POS %s %s' % (thing.id_, self.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_all('TURN_FINISHED ' + str(self.world.turn)) - self.world.proceed_to_next_player_turn() - self.send_all_gamestate() - - def get_player(self): - return self.world.get_thing(self.world.player_id) - - def cmd_MOVE(self, direction, connection_id): - """Set player task to 'move' with direction arg, finish player turn.""" - if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}: - raise ArgError('Move argument must be one of: ' - 'UP, DOWN, RIGHT, LEFT') - self.get_player().set_task('move', direction=direction) - self.proceed() - cmd_MOVE.argtypes = 'string' - - def cmd_WAIT(self, connection_id): - """Set player task to 'wait', finish player turn.""" - self.get_player().set_task('wait') - self.proceed() - - def cmd_MAP_SIZE(self, yx, connection_id): - self.world.set_map_size(yx) - cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg' - - def cmd_TERRAIN_LINE(self, y, line, connection_id): - self.world.set_map_line(y, line) - cmd_TERRAIN_LINE.argtypes = 'int:nonneg string' - - def cmd_THING_TYPE(self, i, type_, connection_id): - t = self.world.get_thing(i) - t.type_ = type_ - cmd_THING_TYPE.argtypes = 'int:nonneg string' - - def cmd_THING_POS(self, i, yx, connection_id): - t = self.world.get_thing(i) - t.position = list(yx) - cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg' - - def cmd_GET_TURN(self, connection_id): - """Send world.turn to caller.""" - self.send_to(connection_id, str(self.world.turn)) - - def cmd_ECHO(self, msg, connection_id): - """Send msg to caller.""" - self.send_to(connection_id, msg) - cmd_ECHO.argtypes = 'string' - - def cmd_ALL(self, msg, connection_id): - """Send msg to all clients.""" - self.send_all(msg) - cmd_ALL.argtypes = 'string' - - def cmd_FIB(self, numbers, connection_id): - """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. - - Numbers are calculated in parallel as far as possible, using fib(). - A 'CALCULATING …' message is sent to caller before the result. - """ - self.send_to(connection_id, 'CALCULATING …') - results = self.pool.map(fib, numbers) - reply = ' '.join([str(r) for r in results]) - self.send_to(connection_id, reply) - cmd_FIB.argtypes = 'seq:int:nonneg' - - def cmd_INC_P(self, connection_id): - """Increment world.turn, send game turn data to everyone. - - To simulate game processing waiting times, a one second delay between - TURN_FINISHED and NEW_TURN occurs; after NEW_TURN, some expensive - calculations are started as pool processes that need to be finished - until a further INC finishes the turn. - - This is just a demo structure for how the game loop could work when - parallelized. One might imagine a two-step game turn, with a non-action - step determining actor tasks (the AI determinations would take the - place of the fib calculations here), and an action step wherein these - tasks are performed (where now sleep(1) is). - """ - from time import sleep - if self.pool_result is not None: - self.pool_result.wait() - self.send_all('TURN_FINISHED ' + str(self.world.turn)) - sleep(1) - self.world.turn += 1 - self.send_all_gamestate() - self.pool_result = self.pool.map_async(fib, (35, 35)) - - -def io_loop(q, commander): - """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 commander CommandHandler 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': - commander.queues_out[connection_id] = content - elif command_type == 'COMMAND': - commander.handle_input(content, connection_id) - elif command_type == 'KILL_QUEUE': - del commander.queues_out[connection_id] +import server_.game if len(sys.argv) != 2: print('wrong number of arguments, expected one (game file)') exit(1) game_file_name = sys.argv[1] -commander = CommandHandler() +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') @@ -298,27 +17,8 @@ if os.path.exists(game_file_name): lines = f.readlines() for i in range(len(lines)): line = lines[i] - print("FILE INPUT LINE %s: %s" % (i, line), end='') - commander.handle_input(line, abort_on_error=True) + print("FILE INPUT LINE %5s: %s" % (i, line), end='') + game.io.handle_input(line, store=False) else: - commander.handle_input('MAP_SIZE Y:5,X:5') - commander.handle_input('TERRAIN_LINE 0 "xxxxx"') - commander.handle_input('TERRAIN_LINE 1 "x...x"') - commander.handle_input('TERRAIN_LINE 2 "x.X.x"') - commander.handle_input('TERRAIN_LINE 3 "x...x"') - commander.handle_input('TERRAIN_LINE 4 "xxxxx"') - commander.handle_input('THING_TYPE 0 human') - commander.handle_input('THING_POS 0 Y:3,X:3') - commander.handle_input('THING_TYPE 1 monster') - commander.handle_input('THING_POS 1 Y:1,X:1') -q = queue.Queue() -c = threading.Thread(target=io_loop, daemon=True, args=(q, commander)) -c.start() -server = Server(q, ('localhost', 5000), IO_Handler) -try: - server.serve_forever() -except KeyboardInterrupt: - pass -finally: - print('Killing server') - server.server_close() + game.io.handle_input('GEN_WORLD Hex Y:16,X:16 bar') +game.io.run_loop_with_server()