-
- print('CONNECTION FROM:', str(self.client_address))
- for message in plom_socket_io.recv(self.request):
- if message is None:
- print('RECEIVED MALFORMED MESSAGE')
- plom_socket_io.send(self.request, 'bad message')
- elif 'QUIT' == message:
- plom_socket_io.send(self.request, 'BYE')
- break
- else:
- print('RECEIVED MESSAGE:', message)
- for reply in handle_message(message):
- plom_socket_io.send(self.request, reply)
- print('CONNECTION CLOSED:', str(self.client_address))
- self.request.close()
-
-
-server = ThreadedTCPServer(('localhost', 5000), MyTCPHandler)
-try:
- server.serve_forever()
-except KeyboardInterrupt:
- pass
-finally:
- server.server_close()
+ self.send('CALCULATING …', connection_id)
+ results = self.pool.map(fib, numbers)
+ reply = ' '.join([str(r) for r in results])
+ self.send(reply, connection_id)
+ 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('TURN_FINISHED ' + str(self.world.turn))
+ sleep(1)
+ self.world.turn += 1
+ self.send_gamestate()
+ self.pool_result = self.pool.map_async(fib, (35, 35))
+
+
+if len(sys.argv) != 2:
+ print('wrong number of arguments, expected one (game file)')
+ exit(1)
+game_file_name = sys.argv[1]
+command_handler = CommandHandler(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:
+ with open(game_file_name, 'r') as f:
+ lines = f.readlines()
+ for i in range(len(lines)):
+ line = lines[i]
+ print("FILE INPUT LINE %s: %s" % (i, line), end='')
+ command_handler.handle_input(line, store=False)
+else:
+ command_handler.handle_input('MAP_SIZE Y:5,X:5')
+ command_handler.handle_input('TERRAIN_LINE 0 "xxxxx"')
+ command_handler.handle_input('TERRAIN_LINE 1 "x...x"')
+ command_handler.handle_input('TERRAIN_LINE 2 "x.X.x"')
+ command_handler.handle_input('TERRAIN_LINE 3 "x...x"')
+ command_handler.handle_input('TERRAIN_LINE 4 "xxxxx"')
+ command_handler.handle_input('THING_TYPE 0 human')
+ command_handler.handle_input('THING_POS 0 Y:3,X:3')
+ command_handler.handle_input('THING_TYPE 1 monster')
+ command_handler.handle_input('THING_POS 1 Y:1,X:1')
+
+
+server_.io.run_server_with_io_loop(command_handler)