X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;f=server.py;h=c5fbff4a18ef45fd22fc526d15999be4af79c809;hb=827134a13175939231b85fbc159c013e0f024e78;hp=ed60b6a34b455b95a1511db4512cb0268e636ba2;hpb=c26fe38bd460cb28bf01d06df94310bcc4219c3b;p=plomrogue2-experiments diff --git a/server.py b/server.py index ed60b6a..c5fbff4 100755 --- a/server.py +++ b/server.py @@ -3,6 +3,12 @@ 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 @@ -79,10 +85,6 @@ class IO_Handler(socketserver.BaseRequestHandler): self.request.close() -class World: - turn = 0 - - def fib(n): """Calculate n-th Fibonacci number. Very inefficiently.""" if n in (1, 2): @@ -91,86 +93,130 @@ def fib(n): 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 handle_input(self, input_, connection_id=None, store=True): + """Process input_ to command grammar, call command handler if found.""" + from inspect import signature - def send_to(self, connection_id, msg): - """Send msg to client of connection_id.""" - self.queues_out[connection_id].put(msg) + def answer(connection_id, msg): + if connection_id: + self.send(msg, connection_id) + 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) + 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 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_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]) + + 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('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, visible_map.get_line(y))) + for thing in self.world.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 ' + 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) - - def cmd_inc(self, connection_id): - """Increment world.turn, send TURN_FINISHED, NEW_TURN to everyone.""" - self.send_all('TURN_FINISHED ' + str(self.world.turn)) + self.send(reply, connection_id) + 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('TURN_FINISHED ' + str(self.world.turn)) + sleep(1) self.world.turn += 1 - self.send_all('NEW_TURN ' + str(self.world.turn)) - - def cmd_get_turn(self, connection_id): - """Send world.turn to caller.""" - self.send_to(connection_id, str(self.world.turn)) + self.send_gamestate() + self.pool_result = self.pool.map_async(fib, (35, 35)) - 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 @@ -184,26 +230,50 @@ def io_loop(q): 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: