-
-import socketserver
-import threading
-import queue
-from parser import ArgError, Parser
-
-
-# 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."""
-
- 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()
-
-
-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]