X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=client.py;h=6ff9c5a3aa81081cf6f78cfb802610b712e7914f;hb=b2615144de8ab4985d4b21fb8db29ddf0b6c9625;hp=3e50b2ec43dfd7ef6427ca864e05b174fface59d;hpb=822c68744ead480ba7a48b786148facc8ef1eb04;p=plomrogue2-experiments diff --git a/client.py b/client.py index 3e50b2e..6ff9c5a 100755 --- a/client.py +++ b/client.py @@ -1,93 +1,252 @@ #!/usr/bin/env python3 - import urwid import plom_socket_io import socket import threading +from parser import ArgError, Parser +import game_common -def recv_loop(socket, urwid_pipe_write_fd, server_output): - """Loop to receive messages from socket and deliver them to urwid. - - The message transfer to urwid is a bit weird. The urwid developers warn - against sharing urwid resources among threads, and recommend using urwid's - watch_pipe mechanism: using a pipe from non-urwid threads into a single - urwid thread. We could pipe socket.recv output directly, but then we get - complicated buffering situations here as well as in the urwid code that - receives the pipe content. It's much easier to update a third resource - (server_output, which references an object that's also known to the urwid - code) to contain the new message, and then just use the urwid pipe - (urwid_pipe_write_fd) to trigger the urwid code to pull the message in from - that third resource. We send a single b' ' through the pipe to trigger it. - """ - import os - for msg in plom_socket_io.recv(socket): - server_output[0] = msg - os.write(urwid_pipe_write_fd, b' ') +class MapSquare(game_common.Map): + def list_terrain_to_lines(self, terrain_as_list): + terrain = ''.join(terrain_as_list) + map_lines = [] + start_cut = 0 + while start_cut < len(terrain): + limit = start_cut + self.size[1] + map_lines += [terrain[start_cut:limit]] + start_cut = limit + return "\n".join(map_lines) -class InputHandler: - """Helps delivering data from other thread to widget via message_container. - The whole class only exists to provide handle_input as a bound method, with - widget and message_container pre-set, as (bound) handle_input is used as a - callback in urwid's watch_pipe – which merely provides its callback target - with one parameter for a pipe to read data from an urwid-external thread. - """ +class MapHex(game_common.Map): - def __init__(self, widget, message_container): - self.widget = widget - self.message_container = message_container + def list_terrain_to_lines(self, terrain_as_list): + new_terrain_list = [' '] + x = 0 + y = 0 + for c in terrain_as_list: + new_terrain_list += [c, ' '] + x += 1 + if x == self.size[1]: + new_terrain_list += ['\n'] + x = 0 + y += 1 + if y % 2 == 0: + new_terrain_list += [' '] + return ''.join(new_terrain_list) - def handle_input(self, trigger): - """On input from other thread, either quit, or write to widget text. - Serves as a receiver to urwid's watch_pipe mechanism, with trigger the - data that a pipe defined by watch_pipe delivers. To avoid buffering - trouble, we don't care for that data beyond the fact that its receival - triggers this function: The sender is to write the data it wants to - deliver into the container referenced by self.message_container, and - just pipe the trigger to inform us about this. +map_manager = game_common.MapManager(globals()) - If the message delivered is 'BYE', quits Urbit. - """ - if self.message_container[0] == 'BYE': - raise urwid.ExitMainLoop() - return - self.widget.set_text('SERVER: ' + self.message_container[0]) +class World(game_common.World): -class SocketInputWidget(urwid.Filler): + def __init__(self, game, *args, **kwargs): + """Extend original with local classes and empty default map. - def __init__(self, socket, *args, **kwargs): + We need the empty default map because we draw the map widget + on any update, even before we actually receive map data. + """ super().__init__(*args, **kwargs) + self.game = game + self.map_ = self.game.map_manager.get_map_class('Hex')() + + +class Game(game_common.CommonCommandsMixin): + + def __init__(self): + self.map_manager = map_manager + self.world = World(self) + self.log_text = '' + + def log(self, msg): + """Prefix msg plus newline to self.log_text.""" + self.log_text = msg + '\n' + self.log_text + + def symbol_for_type(self, type_): + symbol = '?' + if type_ == 'human': + symbol = '@' + elif type_ == 'monster': + symbol = 'm' + return symbol + + def cmd_LAST_PLAYER_TASK_RESULT(self, msg): + if msg != "success": + self.log_text = msg + '\n' + self.log_text + cmd_LAST_PLAYER_TASK_RESULT.argtypes = 'string' + + def cmd_TURN_FINISHED(self, n): + """Do nothing. (This may be extended later.)""" + pass + cmd_TURN_FINISHED.argtypes = 'int:nonneg' + + def cmd_NEW_TURN(self, n): + """Set self.turn to n, empty self.things.""" + self.world.turn = n + self.world.things = [] + cmd_NEW_TURN.argtypes = 'int:nonneg' + + def cmd_VISIBLE_MAP_LINE(self, y, terrain_line): + self.world.map_.set_line(y, terrain_line) + cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string' + + +class WidgetManager: + + def __init__(self, socket, game): + """Set up all urwid widgets we want on the screen.""" + self.game = game + edit_widget = self.EditToSocketWidget(socket, 'SEND: ') + self.map_widget = urwid.Text('', wrap='clip') + self.turn_widget = urwid.Text('') + self.log_widget = urwid.Text('') + + edit_map = urwid.AttrMap(edit_widget, 'foo') + turn_map = urwid.AttrMap(self.turn_widget, 'bar') + log_map = urwid.AttrMap(self.log_widget, 'baz') + widget_pile = urwid.Pile([edit_map, + urwid.Divider(), + turn_map, + urwid.Divider(), + log_map]) + widget_columns = urwid.Columns([(20, widget_pile), self.map_widget], + dividechars=1) + + self.top = urwid.Filler(widget_columns, valign='top') + + def draw_map(self): + """Draw map view from .game.map_.terrain, .game.things.""" + terrain_as_list = list(self.game.world.map_.terrain[:]) + for t in self.game.world.things: + pos_i = self.game.world.map_.get_position_index(t.position) + terrain_as_list[pos_i] = self.game.symbol_for_type(t.type_) + return self.game.world.map_.list_terrain_to_lines(terrain_as_list) + + def update(self): + """Redraw all non-edit widgets.""" + self.turn_widget.set_text('TURN: ' + str(self.game.world.turn)) + self.log_widget.set_text(self.game.log_text) + map_lines = self.draw_map() + new_map_text = [] + for char in map_lines: + if char == '.': + new_map_text += [('foo', char)] + elif char in {'x', 'X', '#'}: + new_map_text += [('bar', char)] + elif char in {'@', 'm'}: + new_map_text += [('baz', char)] + else: + new_map_text += [char] + self.map_widget.set_text(new_map_text) + + class EditToSocketWidget(urwid.Edit): + """Extends urwid.Edit with socket to send input on 'enter' to.""" + + def __init__(self, socket, *args, **kwargs): + super().__init__(*args, **kwargs) + self.socket = socket + + def keypress(self, size, key): + """Extend super(): on Enter, send .edit_text, and empty it.""" + if key != 'enter': + return super().keypress(size, key) + plom_socket_io.send(self.socket, self.edit_text) + self.edit_text = '' + + +class PlomRogueClient: + + def __init__(self, game, socket): + """Build client urwid interface around socket communication. + + Sets up all widgets for writing to the socket and representing data + from it. Sending via a WidgetManager.EditToSocket widget is + straightforward; polling the socket for input from the server in + parallel to the urwid main loop not so much: + + The urwid developers warn against sharing urwid resources among + threads, so having a socket polling thread for writing to an urwid + widget while other widgets are handled in other threads would be + dangerous. Urwid developers recommend using urwid's watch_pipe + mechanism instead: using a pipe from non-urwid threads into a single + urwid thread. We use self.recv_loop_thread to poll the socket, therein + write socket.recv output to an object that is then linked to by + self.server_output (which is known to the urwid thread), then use the + pipe to urwid to trigger it pulling new data from self.server_output to + handle via self.handle_input. (We *could* pipe socket.recv output + directly, but then we get complicated buffering situations here as well + as in the urwid code that receives the pipe output. It's easier to just + tell the urwid code where it finds full new server messages to handle.) + """ + self.game = game + self.parser = Parser(self.game) self.socket = socket + self.widget_manager = WidgetManager(self.socket, self.game) + self.server_output = [] + palette = [('foo', 'white', 'dark red'), + ('bar', 'white', 'dark blue'), + ('baz', 'white', 'dark green')] + self.urwid_loop = urwid.MainLoop(self.widget_manager.top, palette) + self.urwid_pipe_write_fd = self.urwid_loop.watch_pipe(self. + handle_input) + self.recv_loop_thread = threading.Thread(target=self.recv_loop) - def keypress(self, size, key): - """Act like super(), except on Enter: send .edit_text, and empty it.""" - if key != 'enter': - return super().keypress(size, key) - plom_socket_io.send(self.socket, edit.edit_text) - edit.edit_text = '' - - -s = socket.create_connection(('127.0.0.1', 5000)) - -edit = urwid.Edit('SEND: ') -txt = urwid.Text('') -pile = urwid.Pile([edit, txt]) -fill = SocketInputWidget(s, pile) -loop = urwid.MainLoop(fill) - -server_output = [''] -write_fd = loop.watch_pipe(getattr(InputHandler(txt, server_output), - 'handle_input')) -thread = threading.Thread(target=recv_loop, - kwargs={'socket': s, 'server_output': server_output, - 'urwid_pipe_write_fd': write_fd}) -thread.start() + def handle_input(self, trigger): + """On input from recv_loop thread, parse and enact commands. -loop.run() + Serves as a receiver to urwid's watch_pipe mechanism, with trigger the + data that a pipe defined by watch_pipe delivers. To avoid buffering + trouble, we don't care for that data beyond the fact that its receival + triggers this function: The sender is to write the data it wants to + deliver into the container referenced by self.server_output, and just + pipe the trigger to inform us about this. -thread.join() -s.close() + If the message delivered is 'BYE', quits Urwid. Otherwise tries to + parse it as a command, and enact it. In all cases but the 'BYE', calls + self.widget_manager.update. + """ + msg = self.server_output[0] + if msg == 'BYE': + raise urwid.ExitMainLoop() + try: + command = self.parser.parse(msg) + if command is None: + self.game.log('UNHANDLED INPUT: ' + msg) + else: + command() + except ArgError as e: + self.game.log('ARGUMENT ERROR: ' + msg + '\n' + str(e)) + self.widget_manager.update() + del self.server_output[0] + + def recv_loop(self): + """Loop to receive messages from socket, deliver them to urwid thread. + + Waits for self.server_output to become empty (this signals that the + input handler is finished / ready to receive new input), then writes + finished message from socket to self.server_output, then sends a single + b' ' through self.urwid_pipe_write_fd to trigger the input handler. + """ + import os + for msg in plom_socket_io.recv(self.socket): + while len(self.server_output) > 0: # Wait until self.server_output + pass # is emptied by input handler. + self.server_output += [msg] + os.write(self.urwid_pipe_write_fd, b' ') + + def run(self): + """Run in parallel urwid_loop and recv_loop threads.""" + self.recv_loop_thread.start() + self.urwid_loop.run() + self.recv_loop_thread.join() + + +if __name__ == '__main__': + game = Game() + s = socket.create_connection(('127.0.0.1', 5000)) + p = PlomRogueClient(game, s) + p.run() + s.close()