X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;f=server.py;h=e17b3e68a7b5f24564ff0bc2a19e56b44fbba81f;hb=6c2138deeea000ebb531203445fa22c1f7a6f0da;hp=82a10a65fa003b801403d747c278252c0d127539;hpb=7cd634da51a8d9d93216dd26e6d89e61a4a764ca;p=plomrogue2-experiments diff --git a/server.py b/server.py index 82a10a6..e17b3e6 100755 --- a/server.py +++ b/server.py @@ -1,22 +1,10 @@ #!/usr/bin/env python3 - -import socketserver -import plom_socket_io -import threading -import time -import queue - -# 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. +import sys +import os +import parser +import server_.game +import server_.io +import game_common def fib(n): @@ -27,149 +15,157 @@ def fib(n): return fib(n-1) + fib(n-2) -class IO_Handler(socketserver.BaseRequestHandler): - - def handle(self): - """Move messages between network socket and main thread via queues. +class CommandHandler(server_.game.Commander): + + 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.pool = Pool() + self.pool_result = None + + 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 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) - 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. + 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): + 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]) + + 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() - 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. + def cmd_FIB(self, numbers, connection_id): + """Reply with n-th Fibonacci numbers, n taken from tokens[1:]. - 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. + Numbers are calculated in parallel as far as possible, using fib(). + A 'CALCULATING …' message is sent to caller before the result. """ - 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:', str(self.client_address)) - self.request.close() - - -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. Here, the following commands are understood: - - A string starting with 'PRIVMSG' returns the space-separated tokens - following 'PRIVMSG' to the sender via its receiver queue. - - A string starting with 'ALL' sends the space-separated tokens following - 'ALL' to all receiver queues. - - A string starting with 'FIB' followed by space-separated positive - integers returns to the receiver queue first a 'CALCULATING …' messsage, - and afterwards for each such integer n the n-th Fibonacci number as a - space-separated sequence of integers. Fibonacci numbers are calculated - in parallel if possible. - """ - from multiprocessing import Pool - 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': - tokens = [token for token in content.split(' ') if len(token) > 0] - if len(tokens) == 0: - queues_out[connection_id].put('EMPTY COMMAND') - continue - if tokens[0] == 'PRIVMSG': - reply = ' '.join(tokens[1:]) - queues_out[connection_id].put(reply) - elif tokens[0] == 'ALL': - reply = ' '.join(tokens[1:]) - for key in queues_out: - queues_out[key].put(reply) - elif tokens[0] == 'FIB': - fib_fail = 'MALFORMED FIB REQUEST' - if len(tokens) < 2: - queues_out[connection_id].put(fib_fail) - continue - numbers = [] - fail = False - for token in tokens[1:]: - if token != '0' and token.isdigit(): - numbers += [int(token)] - else: - queues_out[connection_id].put(fib_fail) - fail = True - break - if fail: - continue - queues_out[connection_id].put('CALCULATING …') - reply = '' - # this blocks the whole loop, BAD - with Pool(len(numbers)) as p: - results = p.map(fib, numbers) - reply = ' '.join([str(r) for r in results]) - queues_out[connection_id].put(reply) - else: - queues_out[connection_id].put('UNKNOWN COMMAND') - 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() + self.send('CALCULATING …', connection_id) + results = self.pool.map(fib, numbers) + reply = ' '.join([str(r) for r in results]) + 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_gamestate() + self.pool_result = self.pool.map_async(fib, (35, 35)) + + +if len(sys.argv) != 2: + print('wrong number of arguments, expected one (game file)') + exit(1) +game_file_name = sys.argv[1] +command_handler = 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='') + command_handler.handle_input(line, store=False) +else: + command_handler.handle_input('MAP_SIZE Y:5,X:5') + command_handler.handle_input('TERRAIN_LINE 0 "xxxxx"') + command_handler.handle_input('TERRAIN_LINE 1 "x...x"') + command_handler.handle_input('TERRAIN_LINE 2 "x.X.x"') + command_handler.handle_input('TERRAIN_LINE 3 "x...x"') + command_handler.handle_input('TERRAIN_LINE 4 "xxxxx"') + command_handler.handle_input('THING_TYPE 0 human') + command_handler.handle_input('THING_POS 0 Y:3,X:3') + command_handler.handle_input('THING_TYPE 1 monster') + command_handler.handle_input('THING_POS 1 Y:1,X:1') + + +server_.io.run_server_with_io_loop(command_handler)