-
-
-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 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.
- """
-
- def __init__(self, widget, message_container):
- self.widget = widget
- self.message_container = message_container
+from parser import ArgError, Parser
+
+
+class Game:
+ turn = 0
+ log_text = ''
+ map_size = (0, 0)
+ terrain_map = ''
+ things = []
+
+ class Thing:
+ def __init__(self, id_, position, symbol):
+ self.id_ = id_
+ self.position = position
+ self.symbol = symbol
+
+ def log(self, msg):
+ """Prefix msg plus newline to self.log_text."""
+ self.log_text = msg + '\n' + self.log_text
+
+ def get_thing(self, i):
+ for thing in self.things:
+ if i == thing.id_:
+ return thing
+ t = self.Thing(i, [0,0], '?')
+ self.things += [t]
+ return t
+
+ def cmd_THING_TYPE(self, i, type_):
+ t = self.get_thing(i)
+ symbol = '?'
+ if type_ == 'human':
+ symbol = '@'
+ elif type_ == 'monster':
+ symbol = 'm'
+ t.symbol = symbol
+ cmd_THING_TYPE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_POS(self, i, yx):
+ t = self.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+
+ def cmd_THING_POS(self, i, yx):
+ t = self.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
+
+ def cmd_MAP_SIZE(self, yx):
+ """Set self.map_size to yx, redraw self.terrain_map as '?' cells."""
+ y, x = yx
+ self.map_size = (y, x)
+ self.terrain_map = ''
+ for y in range(self.map_size[0]):
+ self.terrain_map += '?' * self.map_size[1]
+ cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
+
+ 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.turn = n
+ self.things = []
+ cmd_NEW_TURN.argtypes = 'int:nonneg'
+
+ def cmd_TERRAIN_LINE(self, y, terrain_line):
+ width_map = self.map_size[1]
+ if y >= self.map_size[0]:
+ raise ArgError('too large row number %s' % y)
+ width_line = len(terrain_line)
+ if width_line > width_map:
+ raise ArgError('too large map line width %s' % width_line)
+ self.terrain_map = self.terrain_map[:y * width_map] + \
+ terrain_line + self.terrain_map[(y + 1) * width_map:]
+ cmd_TERRAIN_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('')
+ map_box = urwid.Padding(self.map_widget, width=50)
+ widget_pile = urwid.Pile([edit_widget, map_box, self.turn_widget,
+ self.log_widget])
+ self.top = urwid.Filler(widget_pile, valign='top')
+
+ def draw_map(self):
+ """Draw map view from .game.terrain_map, .game.things."""
+ map_lines = []
+ map_size = len(self.game.terrain_map)
+ start_cut = 0
+ while start_cut < map_size:
+ limit = start_cut + self.game.map_size[1]
+ map_lines += [self.game.terrain_map[start_cut:limit]]
+ start_cut = limit
+ for t in self.game.things:
+ line_as_list = list(map_lines[t.position[0]])
+ line_as_list[t.position[1]] = t.symbol
+ map_lines[t.position[0]] = ''.join(line_as_list)
+ return "\n".join(map_lines)
+
+ def update(self):
+ """Redraw all non-edit widgets."""
+ self.turn_widget.set_text('TURN: ' + str(self.game.turn))
+ self.log_widget.set_text(self.game.log_text)
+ self.map_widget.set_text(self.draw_map())
+
+ 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 = []
+ self.urwid_loop = urwid.MainLoop(self.widget_manager.top)
+ self.urwid_pipe_write_fd = self.urwid_loop.watch_pipe(self.
+ handle_input)
+ self.recv_loop_thread = threading.Thread(target=self.recv_loop)