+++ /dev/null
-#!/usr/bin/env python3
-import urwid
-import plom_socket_io
-import socket
-import threading
-from parser import ArgError, Parser
-import game_common
-
-
-class MapSquare(game_common.Map):
-
- def list_terrain_to_lines(self, terrain_as_list):
- terrain = ''.join(terrain_as_list)
- map_lines = []
- start_cut = 0
- while start_cut < len(terrain):
- limit = start_cut + self.size[1]
- map_lines += [terrain[start_cut:limit]]
- start_cut = limit
- return map_lines
-
-
-class MapHex(game_common.Map):
-
- def list_terrain_to_lines(self, terrain_as_list):
- new_terrain_list = [' ']
- x = 0
- y = 0
- for c in terrain_as_list:
- new_terrain_list += [c, ' ']
- x += 1
- if x == self.size[1]:
- new_terrain_list += ['\n']
- x = 0
- y += 1
- if y % 2 == 0:
- new_terrain_list += [' ']
- return ''.join(new_terrain_list).split('\n')
-
-
-map_manager = game_common.MapManager(globals())
-
-
-class World(game_common.World):
-
- def __init__(self, game, *args, **kwargs):
- """Extend original with local classes and empty default map.
-
- We need the empty default map because we draw the map widget
- on any update, even before we actually receive map data.
- """
- super().__init__(*args, **kwargs)
- self.game = game
- self.map_ = self.game.map_manager.get_map_class('Hex')()
-
-
-class Game(game_common.CommonCommandsMixin):
-
- def __init__(self):
- self.map_manager = map_manager
- self.world = World(self)
- self.log_text = ''
-
- def log(self, msg):
- """Prefix msg plus newline to self.log_text."""
- self.log_text = msg + '\n' + self.log_text
-
- def symbol_for_type(self, type_):
- symbol = '?'
- if type_ == 'human':
- symbol = '@'
- elif type_ == 'monster':
- symbol = 'm'
- return symbol
-
- def cmd_LAST_PLAYER_TASK_RESULT(self, msg):
- if msg != "success":
- self.log_text = msg + '\n' + self.log_text
- cmd_LAST_PLAYER_TASK_RESULT.argtypes = 'string'
-
- def cmd_TURN_FINISHED(self, n):
- """Do nothing. (This may be extended later.)"""
- pass
- cmd_TURN_FINISHED.argtypes = 'int:nonneg'
-
- def cmd_NEW_TURN(self, n):
- """Set self.turn to n, empty self.things."""
- self.world.turn = n
- self.world.things = []
- cmd_NEW_TURN.argtypes = 'int:nonneg'
-
- def cmd_VISIBLE_MAP_LINE(self, y, terrain_line):
- self.world.map_.set_line(y, terrain_line)
- cmd_VISIBLE_MAP_LINE.argtypes = 'int:nonneg string'
-
-
-class WidgetManager:
-
- def __init__(self, socket, game):
- """Set up all urwid widgets we want on the screen."""
- self.game = game
- edit_widget = self.EditToSocketWidget(socket, 'SEND: ')
- self.map_widget = self.MapWidget()
- self.turn_widget = urwid.Text('')
- self.log_widget = urwid.Text('')
- edit_map = urwid.AttrMap(edit_widget, 'foo')
- turn_map = urwid.AttrMap(self.turn_widget, 'bar')
- log_map = urwid.AttrMap(self.log_widget, 'baz')
- widget_pile = urwid.Pile([('pack', edit_map),
- ('pack', urwid.Divider()),
- ('pack', turn_map),
- ('pack', urwid.Divider()),
- ('pack', log_map),
- urwid.SolidFill(fill_char=' ')])
- self.top = urwid.Columns([(20, widget_pile), self.map_widget],
- dividechars=1)
- self.palette = [('foo', 'white', 'dark red'),
- ('bar', 'white', 'dark blue'),
- ('baz', 'white', 'dark green')]
-
- def draw_map(self):
- """Draw map view from .game.map_.terrain, .game.things."""
- terrain_as_list = list(self.game.world.map_.terrain[:])
- for t in self.game.world.things:
- pos_i = self.game.world.map_.get_position_index(t.position)
- terrain_as_list[pos_i] = self.game.symbol_for_type(t.type_)
- return self.game.world.map_.list_terrain_to_lines(terrain_as_list)
- #text = self.game.world.map_.list_terrain_to_lines(terrain_as_list)
- #new_map_text = []
- #for char in text:
- # if char == '.':
- # new_map_text += [('foo', char)]
- # elif char in {'x', 'X', '#'}:
- # new_map_text += [('bar', char)]
- # elif char in {'@', 'm'}:
- # new_map_text += [('baz', char)]
- # else:
- # new_map_text += [char]
- #return new_map_text
-
- def update(self):
- """Redraw all non-edit widgets."""
- self.turn_widget.set_text('TURN: ' + str(self.game.world.turn))
- self.log_widget.set_text(self.game.log_text)
- self.map_widget.text = self.draw_map()
- self.map_widget._invalidate()
-
- class EditToSocketWidget(urwid.Edit):
- """Extends urwid.Edit with socket to send input on 'enter' to."""
-
- def __init__(self, socket, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.socket = socket
-
- def keypress(self, size, key):
- """Extend super(): on Enter, send .edit_text, and empty it."""
- if key != 'enter':
- return super().keypress(size, key)
- plom_socket_io.send(self.socket, self.edit_text)
- self.edit_text = ''
-
- class MapWidget(urwid.Widget):
- _sizing = frozenset(['box'])
- text = ['']
-
- def render(self, size, focus=False):
- maxcol, maxrow = size
- content = []
- for y in range(len(self.text)):
- if y < maxrow:
- line = self.text[y]
- if len(line) < maxcol:
- line = line + '0' * (maxcol - len(line))
- else:
- line = line[:maxcol]
- content += [line.encode('utf-8')]
- padding_y = maxrow - len(content)
- if padding_y > 0:
- for y in range(padding_y):
- content += ['0'.encode('utf-8') * maxcol]
- return urwid.TextCanvas(content)
-
-
-class PlomRogueClient:
-
- def __init__(self, game, socket):
- """Build client urwid interface around socket communication.
-
- Sets up all widgets for writing to the socket and representing data
- from it. Sending via a WidgetManager.EditToSocket widget is
- straightforward; polling the socket for input from the server in
- parallel to the urwid main loop not so much:
-
- The urwid developers warn against sharing urwid resources among
- threads, so having a socket polling thread for writing to an urwid
- widget while other widgets are handled in other threads would be
- dangerous. Urwid developers recommend using urwid's watch_pipe
- mechanism instead: using a pipe from non-urwid threads into a single
- urwid thread. We use self.recv_loop_thread to poll the socket, therein
- write socket.recv output to an object that is then linked to by
- self.server_output (which is known to the urwid thread), then use the
- pipe to urwid to trigger it pulling new data from self.server_output to
- handle via self.handle_input. (We *could* pipe socket.recv output
- directly, but then we get complicated buffering situations here as well
- as in the urwid code that receives the pipe output. It's easier to just
- tell the urwid code where it finds full new server messages to handle.)
- """
- self.game = game
- self.parser = Parser(self.game)
- self.socket = socket
- self.widget_manager = WidgetManager(self.socket, self.game)
- self.server_output = []
- self.urwid_loop = urwid.MainLoop(self.widget_manager.top,
- self.widget_manager.palette)
- self.urwid_pipe_write_fd = self.urwid_loop.watch_pipe(self.
- handle_input)
- self.recv_loop_thread = threading.Thread(target=self.recv_loop)
-
- def handle_input(self, trigger):
- """On input from recv_loop thread, parse and enact commands.
-
- Serves as a receiver to urwid's watch_pipe mechanism, with trigger the
- data that a pipe defined by watch_pipe delivers. To avoid buffering
- trouble, we don't care for that data beyond the fact that its receival
- triggers this function: The sender is to write the data it wants to
- deliver into the container referenced by self.server_output, and just
- pipe the trigger to inform us about this.
-
- If the message delivered is 'BYE', quits Urwid. Otherwise tries to
- parse it as a command, and enact it. In all cases but the 'BYE', calls
- self.widget_manager.update.
- """
- msg = self.server_output[0]
- if msg == 'BYE':
- raise urwid.ExitMainLoop()
- try:
- command = self.parser.parse(msg)
- if command is None:
- self.game.log('UNHANDLED INPUT: ' + msg)
- else:
- command()
- except ArgError as e:
- self.game.log('ARGUMENT ERROR: ' + msg + '\n' + str(e))
- self.widget_manager.update()
- del self.server_output[0]
-
- def recv_loop(self):
- """Loop to receive messages from socket, deliver them to urwid thread.
-
- Waits for self.server_output to become empty (this signals that the
- input handler is finished / ready to receive new input), then writes
- finished message from socket to self.server_output, then sends a single
- b' ' through self.urwid_pipe_write_fd to trigger the input handler.
- """
- import os
- for msg in plom_socket_io.recv(self.socket):
- while len(self.server_output) > 0: # Wait until self.server_output
- pass # is emptied by input handler.
- self.server_output += [msg]
- os.write(self.urwid_pipe_write_fd, b' ')
-
- def run(self):
- """Run in parallel urwid_loop and recv_loop threads."""
- self.recv_loop_thread.start()
- self.urwid_loop.run()
- self.recv_loop_thread.join()
-
-
-if __name__ == '__main__':
- game = Game()
- s = socket.create_connection(('127.0.0.1', 5000))
- p = PlomRogueClient(game, s)
- p.run()
- s.close()