6 # Avoid "Address already in use" errors.
7 socketserver.TCPServer.allow_reuse_address = True
10 # Our default server port.
14 class Server(socketserver.ThreadingTCPServer):
15 """Bind together threaded IO handling server and message queue."""
17 def __init__(self, queue, *args, **kwargs):
18 super().__init__(('localhost', SERVER_PORT), IO_Handler, *args, **kwargs)
19 self.queue_out = queue
20 self.daemon_threads = True # Else, server's threads have daemon=False.
23 class IO_Handler(socketserver.BaseRequestHandler):
26 """Move messages between network socket and game IO loop via queues.
28 On start (a new connection from client to server), sets up a
29 new queue, sends it via self.server.queue_out to the game IO
30 loop thread, and from then on receives messages to send back
31 from the game IO loop via that new queue.
33 At the same time, loops over socket's recv to get messages
34 from the outside into the game IO loop by way of
35 self.server.queue_out into the game IO. Ends connection once a
36 'QUIT' message is received from socket, and then also calls
37 for a kill of its own queue.
39 All messages to the game IO loop are tuples, with the first
40 element a meta command ('ADD_QUEUE' for queue creation,
41 'KILL_QUEUE' for queue deletion, and 'COMMAND' for everything
42 else), the second element a UUID that uniquely identifies the
43 thread (so that the game IO loop knows whom to send replies
44 back to), and optionally a third element for further
50 def caught_send(socket, message):
51 """Send message by socket, catch broken socket connection error."""
53 plom_socket_io.send(socket, message)
54 except plom_socket_io.BrokenSocketConnection:
57 def send_queue_messages(socket, queue_in, thread_alive):
58 """Send messages via socket from queue_in while thread_alive[0]."""
59 while thread_alive[0]:
61 msg = queue_in.get(timeout=1)
64 caught_send(socket, msg)
67 print('CONNECTION FROM:', str(self.client_address))
68 connection_id = uuid.uuid4()
69 queue_in = queue.Queue()
70 self.server.queue_out.put(('ADD_QUEUE', connection_id, queue_in))
72 t = threading.Thread(target=send_queue_messages,
73 args=(self.request, queue_in, thread_alive))
75 for message in plom_socket_io.recv(self.request):
77 caught_send(self.request, 'BAD MESSAGE')
78 elif 'QUIT' == message:
79 caught_send(self.request, 'BYE')
82 self.server.queue_out.put(('COMMAND', connection_id, message))
83 self.server.queue_out.put(('KILL_QUEUE', connection_id))
84 thread_alive[0] = False
85 print('CONNECTION CLOSED FROM:', str(self.client_address))
89 def io_loop(q, game_command_handler):
90 """Handle commands coming through queue q, send results back.
92 Commands from q are expected to be tuples, with the first element
93 either 'ADD_QUEUE', 'COMMAND', or 'KILL_QUEUE', the second element
94 a UUID, and an optional third element of arbitrary type. The UUID
95 identifies a receiver for replies.
97 An 'ADD_QUEUE' command should contain as third element a queue
98 through which to send messages back to the sender of the
99 command. A 'KILL_QUEUE' command removes the queue for that
100 receiver from the list of queues through which to send replies.
102 A 'COMMAND' command is specified in greater detail by a string
103 that is the tuple's third element. The game_command_handler takes
104 care of processing this and sending out replies.
111 content = None if len(x) == 2 else x[2]
112 if command_type == 'ADD_QUEUE':
113 game_command_handler.queues_out[connection_id] = content
114 elif command_type == 'KILL_QUEUE':
115 del game_command_handler.queues_out[connection_id]
116 elif command_type == 'COMMAND':
117 game_command_handler.handle_input(content, connection_id)
120 def run_server_with_io_loop(command_handler):
121 """Run connection of server talking to clients and game IO loop.
123 We have the TCP server (an instance of Server) and we have the
124 game IO loop, a thread running io_loop. Both communicate with each
125 other via a queue.Queue. While the TCP server may spawn parallel
126 threads to many clients, the IO loop works sequentially through
127 game commands received from the TCP server's threads (= client
128 connections to the TCP server), calling command_handler to process
129 them. A processed command may trigger messages to the commanding
130 client or to all clients, delivered from the IO loop to the TCP
131 server via the queue.
135 c = threading.Thread(target=io_loop, daemon=True, args=(q, command_handler))
139 server.serve_forever()
140 except KeyboardInterrupt:
143 print('Killing server')
144 server.server_close()