import socketserver
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
self.request.close()
-class World:
- turn = 0
- map_size = (5, 5)
- map_ = 'xxxxx\nx...x\nx.X.x\nx...x\nxxxxx'
- player_pos = (3, 3)
-
-
def fib(n):
"""Calculate n-th Fibonacci number. Very inefficiently."""
if n in (1, 2):
return fib(n-1) + fib(n-2)
-class CommandHandler:
+class CommandHandler(game_common.Commander, server_.game.Commander):
- def __init__(self, queues_out):
+ 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.queues_out = queues_out
self.pool = Pool()
- self.world = World()
self.pool_result = None
- def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
+ 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:
+ 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: ' + str(e))
+ except server_.game.GameError as e:
+ answer(connection_id, 'GAME ERROR: ' + str(e))
+
+ 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 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_all(self, msg):
- """Send msg to all clients."""
- for connection_id in self.queues_out:
- self.send_to(connection_id, msg)
+ def send_gamestate(self, connection_id=None):
+ """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])
+
+ 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)))
+
+ 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, tokens, connection_id):
+ 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.
"""
- fib_fail = 'MALFORMED FIB REQUEST'
- if len(tokens) < 2:
- self.send_to(connection_id, fib_fail)
- return
- numbers = []
- for token in tokens[1:]:
- if token != '0' and token.isdigit():
- numbers += [int(token)]
- else:
- self.send_to(connection_id, fib_fail)
- return
- self.send_to(connection_id, 'CALCULATING …')
+ self.send('CALCULATING …', connection_id)
results = self.pool.map(fib, numbers)
reply = ' '.join([str(r) for r in results])
- self.send_to(connection_id, reply)
+ self.send(reply, connection_id)
+ cmd_FIB.argtypes = 'seq:int:nonneg'
- def cmd_inc(self, connection_id):
+ 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
-
- def stringify_yx(tuple_):
- return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
-
if self.pool_result is not None:
self.pool_result.wait()
- self.send_all('TURN_FINISHED ' + str(self.world.turn))
+ self.send('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 ' + stringify_yx(self.world.map_size))
- self.send_all('TERRAIN\n' + self.world.map_)
- self.send_all('POSITION ' + stringify_yx(self.world.player_pos))
+ self.send_gamestate()
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_echo(self, tokens, input_, connection_id):
- """Send message in input_ beyond tokens[0] to caller."""
- msg = input_[len(tokens[0]) + 1:]
- self.send_to(connection_id, msg)
- def cmd_all(self, tokens, input_):
- """Send message in input_ beyond tokens[0] to all clients."""
- msg = input_[len(tokens[0]) + 1:]
- self.send_all(msg)
-
- 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')
-
-
-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(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,))
+c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
c.start()
server = Server(q, ('localhost', 5000), IO_Handler)
try: