X-Git-Url: https://plomlompom.com/repos/?p=plomrogue2-experiments;a=blobdiff_plain;f=server.py;h=cb9150b8d6e05a00993f6c4073057db350d8f8bc;hp=8a9d0578b210199c930f84d2484d4c236a697d4d;hb=HEAD;hpb=0fc41c2a7adfcf282beeea4e7df0fb7bfd6dc5ab diff --git a/server.py b/server.py index 8a9d057..cb9150b 100755 --- a/server.py +++ b/server.py @@ -1,349 +1,24 @@ #!/usr/bin/env python3 - -import socketserver -import threading -import queue -from parser import ArgError, Parser - - -# 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() - - -class Task: - - def __init__(self, name, args=(), kwargs={}): - self.name = name - self.args = args - self.kwargs = kwargs - self.todo = 1 - - -class Thing: - - def __init__(self, type_, position): - self.type = type_ - self.position = position - self.task = Task('wait') - - def task_wait(self): - pass - - def task_move(self, direction): - if direction == 'UP': - self.position[0] -= 1 - elif direction == 'DOWN': - self.position[0] += 1 - elif direction == 'RIGHT': - self.position[1] += 1 - elif direction == 'LEFT': - self.position[1] -= 1 - - def decide_task(self): - if self.position[1] > 1: - self.set_task('move', 'LEFT') - elif self.position[1] < 3: - self.set_task('move', 'RIGHT') - else: - self.set_task('wait') - - def set_task(self, task, *args, **kwargs): - self.task = Task(task, args, kwargs) - - def proceed(self, is_AI=True): - """Further the thing in its tasks. - - Decrements .task.todo; if it thus falls to <= 0, enacts method whose - name is 'task_' + self.task.name and sets .task = None. If is_AI, calls - .decide_task to decide a self.task. - """ - self.task.todo -= 1 - if self.task.todo <= 0: - task = getattr(self, 'task_' + self.task.name) - task(*self.task.args, **self.task.kwargs) - self.task = None - if is_AI and self.task is None: - self.decide_task() - - -class World: - - def __init__(self): - self.turn = 0 - self.map_size = (5, 5) - self.map_ = 'xxxxx\n' +\ - 'x...x\n' +\ - 'x.X.x\n' +\ - 'x...x\n' +\ - 'xxxxx' - self.things = [Thing('human', [3, 3]), Thing('monster', [1, 1])] - self.player_i = 0 - self.player = self.things[self.player_i] - - -def fib(n): - """Calculate n-th Fibonacci number. Very inefficiently.""" - if n in (1, 2): - return 1 +import sys +import os +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] +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') else: - return fib(n-1) + fib(n-2) - - -class CommandHandler: - - def __init__(self, queues_out): - from multiprocessing import Pool - self.queues_out = 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): - """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)) - - def send_to(self, connection_id, msg): - """Send msg to client of connection_id.""" - self.queues_out[connection_id].put(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)) - self.send_all('TERRAIN\n' + self.quoted(self.world.map_)) - for thing in self.world.things: - self.send_all('THING TYPE:' + thing.type + ' ' - + self.stringify_yx(thing.position)) - - def proceed_to_next_player_turn(self, connection_id): - """Run game world turns until player can decide their next step. - - Sends a 'TURN_FINISHED' message, then iterates through all non-player - things, on each step furthering them in their tasks (and letting them - decide new ones if they finish). The iteration order is: first all - things that come after the player in the world things list, then (after - incrementing the world turn) all that come before the player; then the - player's .proceed() is run, and if it does not finish his task, the - loop starts at the beginning. Once the player's task is finished, the - loop breaks, and client-relevant game data is sent. - """ - self.send_all('TURN_FINISHED ' + str(self.world.turn)) - while True: - for thing in self.world.things[self.world.player_i+1:]: - thing.proceed() - self.world.turn += 1 - for thing in self.world.things[:self.world.player_i]: - thing.proceed() - self.world.player.proceed(is_AI=False) - if self.world.player.task is None: - break - self.send_all_gamestate() - - 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.world.player.set_task('move', direction=direction) - self.proceed_to_next_player_turn(connection_id) - cmd_MOVE.argtypes = 'string' - - def cmd_WAIT(self, connection_id): - """Set player task to 'wait', finish player turn.""" - self.world.player.set_task('wait') - self.proceed_to_next_player_turn(connection_id) - - 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): - """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. CommandHandler takes care of processing this and - sending out replies. - """ - queues_out = {} - command_handler = CommandHandler(queues_out) - 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': - queues_out[connection_id] = content - elif command_type == 'COMMAND': - command_handler.handle_input(content, connection_id) - elif command_type == 'KILL_QUEUE': - del queues_out[connection_id] - - -q = queue.Queue() -c = threading.Thread(target=io_loop, daemon=True, args=(q,)) -c.start() -server = Server(q, ('localhost', 5000), IO_Handler) -try: - server.serve_forever() -except KeyboardInterrupt: - pass -finally: - print('Killing server') - server.server_close() + with open(game_file_name, 'r') as f: + lines = f.readlines() + for i in range(len(lines)): + line = lines[i] + print("FILE INPUT LINE %5s: %s" % (i, line), end='') + game.io.handle_input(line, store=False) +else: + game.io.handle_input('GEN_WORLD Hex Y:16,X:16 bar') +game.io.run_loop_with_server()