X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=server.py;h=502482faf6b07d853e5e2e350200bfed8f90deb6;hb=4d13f14a24d5337f202aca91642d42752aa5c65c;hp=b326768ea4a5499818f141afe8b4b7a1e8d3d1ad;hpb=f5287b7235704555925ed2a24113258fe61b40c1;p=plomrogue2-experiments diff --git a/server.py b/server.py index b326768..502482f 100755 --- a/server.py +++ b/server.py @@ -1,95 +1,287 @@ #!/usr/bin/env python3 import socketserver -import plom_socket_io +import threading +import queue +import sys +import os +import parser +import server_.game +import game_common + # Avoid "Address already in use" errors. socketserver.TCPServer.allow_reuse_address = True +class Server(socketserver.ThreadingTCPServer): + """Bind together threaded IO handling server and message queue.""" + + def __init__(self, queue, *args, **kwargs): + super().__init__(*args, **kwargs) + self.queue_out = queue + self.daemon_threads = True # Else, server's threads have daemon=False. + + +class IO_Handler(socketserver.BaseRequestHandler): + + def handle(self): + """Move messages between network socket and main thread via queues. + + On start, sets up new queue, sends it via self.server.queue_out to + main thread, and from then on receives messages to send back from the + main thread via that new queue. + + At the same time, loops over socket's recv to get messages from the + outside via self.server.queue_out into the main thread. Ends connection + once a 'QUIT' message is received from socket, and then also kills its + own queue. + + All messages to the main thread are tuples, with the first element a + meta command ('ADD_QUEUE' for queue creation, 'KILL_QUEUE' for queue + deletion, and 'COMMAND' for everything else), the second element a UUID + that uniquely identifies the thread (so that the main thread knows whom + to send replies back to), and optionally a third element for further + instructions. + """ + import plom_socket_io + + def caught_send(socket, message): + """Send message by socket, catch broken socket connection error.""" + try: + plom_socket_io.send(socket, message) + except plom_socket_io.BrokenSocketConnection: + pass + + def send_queue_messages(socket, queue_in, thread_alive): + """Send messages via socket from queue_in while thread_alive[0].""" + while thread_alive[0]: + try: + msg = queue_in.get(timeout=1) + except queue.Empty: + continue + caught_send(socket, msg) + + import uuid + print('CONNECTION FROM:', str(self.client_address)) + connection_id = uuid.uuid4() + queue_in = queue.Queue() + self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in)) + thread_alive = [True] + t = threading.Thread(target=send_queue_messages, + args=(self.request, queue_in, thread_alive)) + t.start() + for message in plom_socket_io.recv(self.request): + if message is None: + caught_send(self.request, 'BAD MESSAGE') + elif 'QUIT' == message: + caught_send(self.request, 'BYE') + break + else: + self.server.queue_out.put(('COMMAND', connection_id, message)) + self.server.queue_out.put(('KILL_QUEUE', connection_id)) + thread_alive[0] = False + print('CONNECTION CLOSED FROM:', str(self.client_address)) + self.request.close() + + 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. +class CommandHandler(game_common.Commander, server_.game.Commander): - 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.) + 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 - 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 + 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: - 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 + print(msg) + 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))) -class ThreadedTCPServer(socketserver.ThreadingMixIn, socketserver.TCPServer): - """Enables threading on TCP server for asynchronous IO handling.""" - pass + 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.""" -class MyTCPHandler(socketserver.BaseRequestHandler): + 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]) - def handle(self): - """Loop recv for input, act on it, send reply. + 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))) - If input is 'QUIT', send reply 'BYE' and end loop / connection. - Otherwise, use handle_message. + 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 cmd_FIB(self, numbers, 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. + """ + 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)) - 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() +def io_loop(q, commander): + """Handle commands coming through queue q, send results back. -server = ThreadedTCPServer(('localhost', 5000), MyTCPHandler) + Commands from q are expected to be tuples, with the first element either + 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element a UUID, and + an optional third element of arbitrary type. The UUID identifies a + receiver for replies. + + An 'ADD_QUEUE' command should contain as third element a queue through + which to send messages back to the sender of the command. A 'KILL_QUEUE' + command removes the queue for that receiver from the list of queues through + which to send replies. + + A 'COMMAND' command is specified in greater detail by a string that is the + tuple's third element. The commander CommandHandler takes care of processing + this and sending out replies. + """ + while True: + x = q.get() + command_type = x[0] + connection_id = x[1] + content = None if len(x) == 2 else x[2] + if command_type == 'ADD_QUEUE': + commander.queues_out[connection_id] = content + elif command_type == 'COMMAND': + commander.handle_input(content, connection_id) + elif command_type == 'KILL_QUEUE': + del commander.queues_out[connection_id] + + +if len(sys.argv) != 2: + print('wrong number of arguments, expected one (game file)') + exit(1) +game_file_name = sys.argv[1] +commander = 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='') + commander.handle_input(line, store=False) +else: + commander.handle_input('MAP_SIZE Y:5,X:5') + commander.handle_input('TERRAIN_LINE 0 "xxxxx"') + commander.handle_input('TERRAIN_LINE 1 "x...x"') + commander.handle_input('TERRAIN_LINE 2 "x.X.x"') + commander.handle_input('TERRAIN_LINE 3 "x...x"') + commander.handle_input('TERRAIN_LINE 4 "xxxxx"') + commander.handle_input('THING_TYPE 0 human') + commander.handle_input('THING_POS 0 Y:3,X:3') + commander.handle_input('THING_TYPE 1 monster') + commander.handle_input('THING_POS 1 Y:1,X:1') +q = queue.Queue() +c = threading.Thread(target=io_loop, daemon=True, args=(q, commander)) +c.start() +server = Server(q, ('localhost', 5000), IO_Handler) try: server.serve_forever() except KeyboardInterrupt: pass finally: + print('Killing server') server.server_close()