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Actually commit the previously forgotten rogue_chat curses client refactor.
authorChristian Heller <c.heller@plomlompom.de>
Wed, 26 May 2021 23:28:39 +0000 (01:28 +0200)
committerChristian Heller <c.heller@plomlompom.de>
Wed, 26 May 2021 23:28:39 +0000 (01:28 +0200)
rogue_chat_curses.py

index d2cc704173f33243e52ee37ab08cbc371021e30a..b4ac8e50302dbabc4ff94bbd676a5d635790740a 100755 (executable)
@@ -1,15 +1,15 @@
 #!/usr/bin/env python3
 import curses
-import queue
-import threading
-import time
 import sys
 from plomrogue.game import GameBase
 from plomrogue.parser import Parser
 from plomrogue.mapping import YX, MapGeometrySquare, MapGeometryHex
 from plomrogue.things import ThingBase
 from plomrogue.misc import quote
-from plomrogue.errors import BrokenSocketConnection, ArgError
+from plomrogue.errors import ArgError
+from plomrogue_client.socket import ClientSocket
+
+
 
 mode_helps = {
     'play': {
@@ -133,46 +133,6 @@ mode_helps = {
     }
 }
 
-from ws4py.client import WebSocketBaseClient
-class WebSocketClient(WebSocketBaseClient):
-
-    def __init__(self, recv_handler, *args, **kwargs):
-        super().__init__(*args, **kwargs)
-        self.recv_handler = recv_handler
-        self.connect()
-
-    def received_message(self, message):
-        if message.is_text:
-            message = str(message)
-            self.recv_handler(message)
-
-    @property
-    def plom_closed(self):
-        return self.client_terminated
-
-from plomrogue.io_tcp import PlomSocket
-class PlomSocketClient(PlomSocket):
-
-    def __init__(self, recv_handler, url):
-        import socket
-        self.recv_handler = recv_handler
-        host, port = url.split(':')
-        super().__init__(socket.create_connection((host, port)))
-
-    def close(self):
-        self.socket.close()
-
-    def run(self):
-        import ssl
-        try:
-            for msg in self.recv():
-                if msg == 'NEED_SSL':
-                    self.socket = ssl.wrap_socket(self.socket)
-                    continue
-                self.recv_handler(msg)
-        except BrokenSocketConnection:
-            pass  # we assume socket will be known as dead by now
-
 def cmd_TURN(game, n):
     game.turn_complete = False
 cmd_TURN.argtypes = 'int:nonneg'
@@ -533,13 +493,12 @@ class TUI:
         self.mode_edit.available_actions = ["move", "flatten", "install",
                                             "toggle_map_mode"]
         self.mode = None
-        self.host = host
+        self.socket = ClientSocket(host, self.socket_log)
         self.game = Game()
         self.game.tui = self
         self.parser = Parser(self.game)
         self.log = []
         self.do_refresh = True
-        self.queue = queue.Queue()
         self.login_name = None
         self.map_mode = 'terrain + things'
         self.password = 'foo'
@@ -591,8 +550,6 @@ class TUI:
             for k in keys_conf:
                 self.keys[k] = keys_conf[k]
         self.show_help = False
-        self.disconnected = True
-        self.force_instant_connect = True
         self.input_lines = []
         self.fov = ''
         self.flash = False
@@ -602,56 +559,30 @@ class TUI:
         self.offset = YX(0,0)
         curses.wrapper(self.loop)
 
-    def connect(self):
-
-        def handle_recv(msg):
-            if msg == 'BYE':
-                self.socket.close()
-            else:
-                self.queue.put(msg)
-
-        self.log_msg('@ attempting connect')
-        socket_client_class = PlomSocketClient
-        if self.host.startswith('ws://') or self.host.startswith('wss://'):
-            socket_client_class = WebSocketClient
-        try:
-            self.socket = socket_client_class(handle_recv, self.host)
-            self.socket_thread = threading.Thread(target=self.socket.run)
-            self.socket_thread.start()
-            self.disconnected = False
-            self.game.thing_types = {}
-            self.game.terrains = {}
-            self.is_admin = False
-            time.sleep(0.1)  # give potential SSL negotation some time …
-            self.socket.send('TASKS')
-            self.socket.send('TERRAINS')
-            self.socket.send('THING_TYPES')
-            self.switch_mode('login')
-        except ConnectionRefusedError:
-            self.log_msg('@ server connect failure')
-            self.disconnected = True
-            self.switch_mode('waiting_for_server')
-        self.do_refresh = True
+    def update_on_connect(self):
+        self.socket.send('TASKS')
+        self.socket.send('TERRAINS')
+        self.socket.send('THING_TYPES')
+        self.switch_mode('login')
 
     def reconnect(self):
+        import time
         self.log_msg('@ attempting reconnect')
-        self.send('QUIT')
+        self.socket.send('QUIT')
         # necessitated by some strange SSL race conditions with ws4py
         time.sleep(0.1)  # FIXME find out why exactly necessary
         self.switch_mode('waiting_for_server')
-        self.connect()
+        self.socket.connect()
+        self.update_on_connect()
 
     def send(self, msg):
-        try:
-            if hasattr(self.socket, 'plom_closed') and self.socket.plom_closed:
-                raise BrokenSocketConnection
-            self.socket.send(msg)
-        except (BrokenPipeError, BrokenSocketConnection):
-            self.log_msg('@ server disconnected :(')
-            self.disconnected = True
-            self.force_instant_connect = True
+        self.socket.send(msg)
+        if self.socket.disconnected:
             self.do_refresh = True
 
+    def socket_log(self, msg):
+        self.log_msg('@ ' + msg)
+
     def log_msg(self, msg):
         self.log += [msg]
         if len(self.log) > 100:
@@ -902,7 +833,6 @@ class TUI:
         return info
 
     def loop(self, stdscr):
-        import datetime
 
         def safe_addstr(y, x, line):
             if y < self.size.y - 1 or x + len(line) < self.size.x:
@@ -1273,31 +1203,19 @@ class TUI:
         self.input_ = ''
         store_widechar = False
         input_prompt = '> '
-        interval = datetime.timedelta(seconds=5)
-        last_ping = datetime.datetime.now() - interval
         while True:
-            if self.disconnected and self.force_instant_connect:
-                self.force_instant_connect = False
-                self.connect()
-            now = datetime.datetime.now()
-            if now - last_ping > interval:
-                if self.disconnected:
-                    self.connect()
-                else:
-                    self.send('PING')
-                last_ping = now
+            prev_disconnected = self.socket.disconnected
+            self.socket.keep_connection_alive()
+            if prev_disconnected and not self.socket.disconnected:
+                self.update_on_connect()
             if self.flash:
                 curses.flash()
                 self.flash = False
             if self.do_refresh:
                 draw_screen()
                 self.do_refresh = False
-            while True:
-                try:
-                    msg = self.queue.get(block=False)
-                    handle_input(msg)
-                except queue.Empty:
-                    break
+            for msg in self.socket.get_message():
+                handle_input(msg)
             try:
                 key = stdscr.getkey()
                 self.do_refresh = True
@@ -1453,7 +1371,7 @@ class TUI:
                     self.send('TASK:DANCE')
                 elif key == self.keys['teleport']:
                     if self.game.player.position in self.game.portals:
-                        self.host = self.game.portals[self.game.player.position]
+                        self.socket.host = self.game.portals[self.game.player.position]
                         self.reconnect()
                     else:
                         self.flash = True