#!/usr/bin/env python3
-
-import socketserver
-import threading
-import queue
-from parser import ArgError, Parser
-
-
-# Avoid "Address already in use" errors.
-socketserver.TCPServer.allow_reuse_address = True
-
-
-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, type_, position):
- 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 set_task(self, 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\n' +\
- 'x...x\n' +\
- 'x.X.x\n' +\
- 'x...x\n' +\
- 'xxxxx'
- self.things = [Thing('human', [3, 3]), Thing('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):
- return 1
+import sys
+import os
+import server_.game
+
+
+if len(sys.argv) != 2:
+ print('wrong number of arguments, expected one (game file)')
+ exit(1)
+game_file_name = sys.argv[1]
+game = server_.game.Game(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:
- return fib(n-1) + fib(n-2)
-
-
-class CommandHandler:
-
- def __init__(self, queues_out):
- from multiprocessing import Pool
- self.queues_out = queues_out
- self.world = World()
- self.parser = Parser(self)
- # 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.
- self.pool = Pool()
- self.pool_result = None
-
- def handle_input(self, input_, connection_id):
- """Process input_ to command grammar, call command handler if found."""
- try:
- command = self.parser.parse(input_)
- if command is None:
- self.send_to(connection_id, 'UNHANDLED INPUT')
- else:
- command(connection_id=connection_id)
- except ArgError as e:
- self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
-
- def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- 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 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 send_all_gamestate(self):
- """Send out game state data relevant to clients."""
- 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(self.world.map_))
- 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('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.send_all_gamestate()
-
- def cmd_MOVE(self, direction, connection_id):
- """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)
- cmd_MOVE.argtypes = 'string'
-
- def cmd_WAIT(self, connection_id):
- """Set player task to 'wait', finish player turn."""
- self.world.player.set_task('wait')
- self.proceed_to_next_player_turn(connection_id)
-
- 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, msg, connection_id):
- """Send msg to caller."""
- self.send_to(connection_id, msg)
- cmd_ECHO.argtypes = 'string'
-
- def cmd_ALL(self, msg, connection_id):
- """Send msg to all clients."""
- self.send_all(msg)
- cmd_ALL.argtypes = 'string'
-
- 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.
- """
- self.send_to(connection_id, 'CALCULATING …')
- results = self.pool.map(fib, numbers)
- reply = ' '.join([str(r) for r in results])
- self.send_to(connection_id, reply)
- cmd_FIB.argtypes = 'seq:int:nonneg'
-
- 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
- if self.pool_result is not None:
- self.pool_result.wait()
- self.send_all('TURN_FINISHED ' + str(self.world.turn))
- sleep(1)
- self.world.turn += 1
- self.send_all_gamestate()
- self.pool_result = self.pool.map_async(fib, (35, 35))
-
-
-def io_loop(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. 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
- elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
- elif command_type == 'KILL_QUEUE':
- del queues_out[connection_id]
-
-
-q = queue.Queue()
-c = threading.Thread(target=io_loop, daemon=True, args=(q,))
-c.start()
-server = Server(q, ('localhost', 5000), IO_Handler)
-try:
- server.serve_forever()
-except KeyboardInterrupt:
- pass
-finally:
- print('Killing server')
- server.server_close()
+ with open(game_file_name, 'r') as f:
+ lines = f.readlines()
+ for i in range(len(lines)):
+ line = lines[i]
+ print("FILE INPUT LINE %5s: %s" % (i, line), end='')
+ game.io.handle_input(line, store=False)
+else:
+ game.io.handle_input('GEN_WORLD Hex Y:16,X:16 bar')
+game.io.run_loop_with_server()