import socketserver
import threading
import queue
+import sys
+import os
from parser import ArgError, Parser
+from server_.game import World, GameError
# Avoid "Address already in use" errors.
socketserver.TCPServer.allow_reuse_address = True
-class GameError(Exception):
- pass
-
-
class Server(socketserver.ThreadingTCPServer):
"""Bind together threaded IO handling server and message queue."""
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, world, type_, position):
- self.world = world
- 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 check_task(self, task, *args, **kwargs):
- if task == 'move':
- if len(args) > 0:
- direction = args[0]
- else:
- direction = kwargs['direction']
- test_pos = self.position[:]
- if direction == 'UP':
- test_pos[0] -= 1
- elif direction == 'DOWN':
- test_pos[0] += 1
- elif direction == 'RIGHT':
- test_pos[1] += 1
- elif direction == 'LEFT':
- test_pos[1] -= 1
- if test_pos[0] < 0 or test_pos[1] < 0 or \
- test_pos[0] >= self.world.map_size[0] or \
- test_pos[1] >= self.world.map_size[1]:
- raise GameError('would move outside map bounds')
- pos_i = test_pos[0] * self.world.map_size[1] + test_pos[1]
- map_tile = self.world.map_[pos_i]
- if map_tile != '.':
- raise GameError('would move into illegal terrain')
-
- def set_task(self, task, *args, **kwargs):
- self.check_task(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:
-
- def __init__(self):
- self.turn = 0
- self.map_size = (5, 5)
- self.map_ = 'xxxxx' +\
- 'x...x' +\
- 'x.X.x' +\
- 'x...x' +\
- 'xxxxx'
- self.things = [
- Thing(self, 'human', [3, 3]),
- Thing(self, 'monster', [1, 1])
- ]
- self.player_i = 0
- self.player = self.things[self.player_i]
-
-
def fib(n):
"""Calculate n-th Fibonacci number. Very inefficiently."""
if n in (1, 2):
class CommandHandler:
- def __init__(self, queues_out):
+ def __init__(self):
from multiprocessing import Pool
- self.queues_out = queues_out
+ self.queues_out = {}
self.world = World()
self.parser = Parser(self)
# self.pool and self.pool_result are currently only needed by the FIB
self.pool = Pool()
self.pool_result = None
- def handle_input(self, input_, connection_id):
+ def handle_input(self, input_, connection_id=None, abort_on_error=False):
"""Process input_ to command grammar, call command handler if found."""
+ from inspect import signature
try:
command = self.parser.parse(input_)
if command is None:
self.send_to(connection_id, 'UNHANDLED INPUT')
else:
- command(connection_id=connection_id)
+ if 'connection_id' in list(signature(command).parameters):
+ command(connection_id=connection_id)
+ else:
+ command()
except ArgError as e:
self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
except GameError as e:
self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
+ """Send msg to client of connection_id; if no later, print instead."""
+ if connection_id:
+ self.queues_out[connection_id].put(msg)
+ else:
+ print(msg)
def send_all(self, msg):
"""Send msg to all clients."""
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 quoted_map(self, map_string, map_width):
- """Put \n into map_string at map_width intervals, return quoted whole."""
- map_lines = []
- map_size = len(map_string)
- start_cut = 0
- while start_cut < map_size:
- limit = start_cut + map_width
- map_lines += [map_string[start_cut:limit]]
- start_cut = limit
- return self.quoted("\n".join(map_lines))
-
def send_all_gamestate(self):
"""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])
+
+ def quoted(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)
+
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_map(self.world.map_,
- self.world.map_size[1]))
+ self.send_all('MAP_SIZE ' + stringify_yx(self.world.map_size))
+ for y in range(self.world.map_size[0]):
+ width = self.world.map_size[1]
+ terrain_line = self.world.terrain_map[y * width:(y + 1) * width]
+ self.send_all('TERRAIN_LINE %5s %s' % (y, quoted(terrain_line)))
for thing in self.world.things:
- self.send_all('THING TYPE:' + thing.type_ + ' '
- + self.stringify_yx(thing.position))
-
- 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('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.send_all('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_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.world.proceed_to_next_player_turn()
self.send_all_gamestate()
- def cmd_MOVE(self, direction, connection_id):
+ def cmd_MOVE(self, direction):
"""Set player task to 'move' with direction arg, finish player turn."""
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise ArgError('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)
+ self.world.get_player().set_task('move', direction=direction)
+ self.proceed()
cmd_MOVE.argtypes = 'string'
- def cmd_WAIT(self, connection_id):
+ def cmd_WAIT(self):
"""Set player task to 'wait', finish player turn."""
- self.world.player.set_task('wait')
- self.proceed_to_next_player_turn(connection_id)
+ self.world.get_player().set_task('wait')
+ self.proceed()
+
+ def cmd_MAP_SIZE(self, yx):
+ self.world.set_map_size(yx)
+ cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
+
+ def cmd_TERRAIN_LINE(self, y, line):
+ self.world.set_map_line(y, line)
+ cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_TYPE(self, i, type_):
+ t = self.world.get_thing(i)
+ t.type_ = type_
+ cmd_THING_TYPE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_POS(self, i, yx):
+ t = self.world.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
def cmd_GET_TURN(self, connection_id):
"""Send world.turn to caller."""
self.pool_result = self.pool.map_async(fib, (35, 35))
-def io_loop(q):
+def io_loop(q, commander):
"""Handle commands coming through queue q, send results back.
Commands from q are expected to be tuples, with the first element either
which to send replies.
A 'COMMAND' command is specified in greater detail by a string that is the
- tuple's third element. CommandHandler takes care of processing this and
- sending out replies.
+ tuple's third element. The commander CommandHandler takes care of processing
+ this and sending out replies.
"""
- queues_out = {}
- command_handler = CommandHandler(queues_out)
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':
- queues_out[connection_id] = content
+ commander.queues_out[connection_id] = content
elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
+ commander.handle_input(content, connection_id)
elif command_type == 'KILL_QUEUE':
- del queues_out[connection_id]
+ 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()
+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, abort_on_error=True)
+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,))
+c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
c.start()
server = Server(q, ('localhost', 5000), IO_Handler)
try: