-def io_loop(q, game_command_handler):
- """Handle commands coming through queue q, send results back.
-
- 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 game_command_handler 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':
- game_command_handler.queues_out[connection_id] = content
- elif command_type == 'KILL_QUEUE':
- del game_command_handler.queues_out[connection_id]
- elif command_type == 'COMMAND':
- game_command_handler.handle_input(content, connection_id)
-
-
-def run_server_with_io_loop(command_handler):
- """Run connection of server talking to clients and game IO loop.
-
- We have the TCP server (an instance of Server) and we have the
- game IO loop, a thread running io_loop. Both communicate with each
- other via a queue.Queue. While the TCP server may spawn parallel
- threads to many clients, the IO loop works sequentially through
- game commands received from the TCP server's threads (= client
- connections to the TCP server), calling command_handler to process
- them. A processed command may trigger messages to the commanding
- client or to all clients, delivered from the IO loop to the TCP
- server via the queue.
-
- """
- q = queue.Queue()
- c = threading.Thread(target=io_loop, daemon=True, args=(q, command_handler))
- c.start()
- server = Server(q)
- try:
- server.serve_forever()
- except KeyboardInterrupt:
- pass
- finally:
- print('Killing server')
- server.server_close()
+class GameIO():
+
+ def __init__(self, game_file_name, game):
+ self.game_file_name = game_file_name
+ self.queues_out = {}
+ self.parser = parser.Parser(game)
+
+ def loop(self, q):
+ """Handle commands coming through queue q, send results back.
+
+ 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 game_command_handler 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':
+ self.queues_out[connection_id] = content
+ elif command_type == 'KILL_QUEUE':
+ del self.queues_out[connection_id]
+ elif command_type == 'COMMAND':
+ self.handle_input(content, connection_id)
+
+ def run_loop_with_server(self):
+ """Run connection of server talking to clients and game IO loop.
+
+ We have the TCP server (an instance of Server) and we have the
+ game IO loop, a thread running self.loop. Both communicate with
+ each other via a queue.Queue. While the TCP server may spawn
+ parallel threads to many clients, the IO loop works sequentially
+ through game commands received from the TCP server's threads (=
+ client connections to the TCP server). A processed command may
+ trigger messages to the commanding client or to all clients,
+ delivered from the IO loop to the TCP server via the queue.
+
+ """
+ q = queue.Queue()
+ c = threading.Thread(target=self.loop, daemon=True, args=(q,))
+ c.start()
+ server = Server(q, 5000)
+ try:
+ server.serve_forever()
+ except KeyboardInterrupt:
+ pass
+ finally:
+ print('Killing server')
+ server.server_close()
+
+ def handle_input(self, input_, connection_id=None, store=True):
+ """Process input_ to command grammar, call command handler if found."""
+ from inspect import signature
+ import server_.game
+
+ 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 ' + self.quote(str(e)))
+ except server_.game.GameError as e:
+ answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
+
+ def send(self, msg, connection_id=None):
+ """Send message msg to server's client(s) via self.queues_out.
+
+ If a specific client is identified by connection_id, only
+ sends msg to that one. Else, sends it to all clients
+ identified in self.queues_out.
+
+ """
+ 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 quote(self, string):
+ """Quote & escape string so client interprets it as single token."""
+ # FIXME: Don't do this as a method, makes no sense.
+ quoted = []
+ quoted += ['"']
+ for c in string:
+ if c in {'"', '\\'}:
+ quoted += ['\\']
+ quoted += [c]
+ quoted += ['"']
+ return ''.join(quoted)