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Refactor.
[plomrogue2-experiments] / server.py
index b326768ea4a5499818f141afe8b4b7a1e8d3d1ad..e17b3e68a7b5f24564ff0bc2a19e56b44fbba81f 100755 (executable)
--- a/server.py
+++ b/server.py
 #!/usr/bin/env python3
-
-import socketserver
-import plom_socket_io 
-
-# Avoid "Address already in use" errors.
-socketserver.TCPServer.allow_reuse_address = True
+import sys
+import os
+import parser
+import server_.game
+import server_.io
+import game_common
 
 
 def fib(n):
-    """Calculate n-th Fibonacci number."""
+    """Calculate n-th Fibonacci number. Very inefficiently."""
     if n in (1, 2):
         return 1
     else:
         return fib(n-1) + fib(n-2)
 
 
-def handle_message(message):
-    """Evaluate message for computing-heavy tasks to perform, yield result.
-
-    Accepts one command: FIB, followed by positive integers, all tokens
-    separated by whitespace. Will calculate and return for each such integer n
-    the n-th Fibonacci number. Uses multiprocessing to perform multiple such
-    calculations in parallel. Yields a 'CALCULATING …' message before the
-    calculation starts, and finally yields a message containing the results.
-    (The 'CALCULATING …' message coming before the results message is currently
-    the main reason this works as a generator function using yield.)
-
-    When no command can be read into the message, just yields a 'NO COMMAND
-    UNDERSTOOD:', followed by the message.
-    """
-    tokens = message.split(' ')
-    if tokens[0] == 'FIB':
-        msg_fail_fib = 'MALFORMED FIB REQUEST'
-        if len(tokens) < 2:
-            yield msg_fail_fib
-            return
-        numbers = []
-        fail = False
-        for token in tokens[1:]:
-            if token != '0' and token.isdigit():
-                numbers += [int(token)]
-            elif token == '':
-                continue
-            else:
-                yield msg_fail_fib
-                return
-        yield 'CALCULATING …'
-        reply = ''
-        from multiprocessing import Pool
-        with Pool(len(numbers)) as p:
-            results = p.map(fib, numbers)
-        reply = ' '.join([str(r) for r in results])
-        yield reply
-        return
-    yield 'NO COMMAND UNDERSTOOD: %s' % message
-
-
-class ThreadedTCPServer(socketserver.ThreadingMixIn, socketserver.TCPServer):
-    """Enables threading on TCP server for asynchronous IO handling."""
-    pass
+class CommandHandler(server_.game.Commander):
 
+    def __init__(self, game_file_name):
+        self.queues_out = {}
+        self.world = server_.game.World()
+        self.parser = parser.Parser(self)
+        self.game_file_name = game_file_name
+        # 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.
+        from multiprocessing import Pool
+        self.pool = Pool()
+        self.pool_result = None
+
+    def quote(self, 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 handle_input(self, input_, connection_id=None, store=True):
+        """Process input_ to command grammar, call command handler if found."""
+        from inspect import signature
+
+        def answer(connection_id, msg):
+            if connection_id:
+                self.send(msg, connection_id)
+            else:
+                print(msg)
 
-class MyTCPHandler(socketserver.BaseRequestHandler):
+        try:
+            command = 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)
+                else:
+                    command()
+                    if store:
+                        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)))
+
+    def send(self, msg, connection_id=None):
+        if connection_id:
+            self.queues_out[connection_id].put(msg)
+        else:
+            for connection_id in self.queues_out:
+                self.queues_out[connection_id].put(msg)
+
+    def send_gamestate(self, connection_id=None):
+        """Send out game state data relevant to clients."""
+
+        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])
+
+        self.send('NEW_TURN ' + str(self.world.turn))
+        self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+        visible_map = self.world.get_player().get_visible_map()
+        for y in range(self.world.map_.size[0]):
+            self.send('VISIBLE_MAP_LINE %5s %s' %
+                      (y, self.quote(visible_map.get_line(y))))
+        visible_things = self.world.get_player().get_visible_things()
+        for thing in visible_things:
+            self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+            self.send('THING_POS %s %s' % (thing.id_,
+                                           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('TURN_FINISHED ' + str(self.world.turn))
+        self.world.proceed_to_next_player_turn()
+        msg = str(self.world.get_player().last_task_result)
+        self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
+        self.send_gamestate()
 
-    def handle(self):
-        """Loop recv for input, act on it, send reply.
+    def cmd_FIB(self, numbers, connection_id):
+        """Reply with n-th Fibonacci numbers, n taken from tokens[1:].
 
-        If input is 'QUIT', send reply 'BYE' and end loop / connection.
-        Otherwise, use handle_message.
+        Numbers are calculated in parallel as far as possible, using fib().
+        A 'CALCULATING …' message is sent to caller before the result.
         """
-
-        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)