X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=server.py;h=14df1f37b5b02be228ad82056813c717720df2e1;hb=7e119240b273588b4dce81ad211aa1548a0ca7f6;hp=ed60b6a34b455b95a1511db4512cb0268e636ba2;hpb=c26fe38bd460cb28bf01d06df94310bcc4219c3b;p=plomrogue2-experiments diff --git a/server.py b/server.py index ed60b6a..14df1f3 100755 --- a/server.py +++ b/server.py @@ -79,8 +79,75 @@ class IO_Handler(socketserver.BaseRequestHandler): 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: - turn = 0 + + 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): @@ -91,13 +158,20 @@ def fib(n): return fib(n-1) + fib(n-2) +class ArgumentError(Exception): + pass + + class CommandHandler: def __init__(self, queues_out): from multiprocessing import Pool self.queues_out = queues_out - self.pool = Pool() self.world = World() + # 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 send_to(self, connection_id, msg): """Send msg to client of connection_id.""" @@ -108,38 +182,113 @@ class CommandHandler: 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 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('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 cmd_fib(self, tokens, 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. """ - fib_fail = 'MALFORMED FIB REQUEST' if len(tokens) < 2: - self.send_to(connection_id, fib_fail) - return + raise ArgumentError('FIB NEEDS AT LEAST ONE ARGUMENT') numbers = [] for token in tokens[1:]: - if token != '0' and token.isdigit(): - numbers += [int(token)] - else: - self.send_to(connection_id, fib_fail) - return + if token == '0' or not token.isdigit(): + raise ArgumentError('FIB ARGUMENTS MUST BE INTEGERS > 0') + numbers += [int(token)] 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) - def cmd_inc(self, connection_id): - """Increment world.turn, send TURN_FINISHED, NEW_TURN to everyone.""" + 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('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)) + self.pool_result = self.pool.map_async(fib, (35, 35)) def cmd_get_turn(self, connection_id): """Send world.turn to caller.""" self.send_to(connection_id, str(self.world.turn)) + 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 ArgumentError('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) + + 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_echo(self, tokens, input_, connection_id): """Send message in input_ beyond tokens[0] to caller.""" msg = input_[len(tokens[0]) + 1:] @@ -153,21 +302,28 @@ class CommandHandler: def handle_input(self, input_, connection_id): """Process input_ to command grammar, call command handler if found.""" tokens = [token for token in input_.split(' ') if len(token) > 0] - if len(tokens) == 0: - self.send_to(connection_id, 'EMPTY COMMAND') - elif len(tokens) == 1 and tokens[0] == 'INC': - self.cmd_inc(connection_id) - elif len(tokens) == 1 and tokens[0] == 'GET_TURN': - self.cmd_get_turn(connection_id) - elif len(tokens) >= 1 and tokens[0] == 'ECHO': - self.cmd_echo(tokens, input_, connection_id) - elif len(tokens) >= 1 and tokens[0] == 'ALL': - self.cmd_all(tokens, input_) - elif len(tokens) >= 1 and tokens[0] == 'FIB': - # TODO: Should this really block the whole loop? - self.cmd_fib(tokens, connection_id) - else: - self.send_to(connection_id, 'UNKNOWN COMMAND') + try: + if len(tokens) == 0: + self.send_to(connection_id, 'EMPTY COMMAND') + elif len(tokens) == 1 and tokens[0] == 'INC_P': + self.cmd_inc_p(connection_id) + elif len(tokens) == 1 and tokens[0] == 'GET_TURN': + self.cmd_get_turn(connection_id) + elif len(tokens) == 1 and tokens[0] == 'WAIT': + self.cmd_wait(connection_id) + elif len(tokens) == 2 and tokens[0] == 'MOVE': + self.cmd_move(tokens[1], connection_id) + elif len(tokens) >= 1 and tokens[0] == 'ECHO': + self.cmd_echo(tokens, input_, connection_id) + elif len(tokens) >= 1 and tokens[0] == 'ALL': + self.cmd_all(tokens, input_) + elif len(tokens) >= 1 and tokens[0] == 'FIB': + # TODO: Should this really block the whole loop? + self.cmd_fib(tokens, connection_id) + else: + self.send_to(connection_id, 'UNKNOWN COMMAND') + except ArgumentError as e: + self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e)) def io_loop(q):