#!/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.game.world.map_.size[1]
+ map_lines += [terrain[start_cut:limit]]
+ start_cut = limit
+ return "\n".join(map_lines)
-def recv_loop(socket, urwid_pipe_write_fd, server_output):
- """Loop to receive messages from socket and deliver them to urwid.
- The message transfer to urwid is a bit weird. The urwid developers warn
- against sharing urwid resources among threads, and recommend using urwid's
- watch_pipe mechanism: using a pipe from non-urwid threads into a single
- urwid thread. 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 content. It's much easier to update a third resource
- (server_output, which references an object that's also known to the urwid
- code) to contain the new message, and then just use the urwid pipe
- (urwid_pipe_write_fd) to trigger the urwid code to pull the message in from
- that third resource. We send a single b' ' through the pipe to trigger it.
- """
- import os
- for msg in plom_socket_io.recv(socket):
- server_output[0] = msg
- os.write(urwid_pipe_write_fd, b' ')
+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)
-class InputHandler:
- """Helps delivering data from other thread to widget via message_container.
- The whole class only exists to provide handle_input as a bound method, with
- widget and message_container pre-set, as (bound) handle_input is used as a
- callback in urwid's watch_pipe – which merely provides its callback target
- with one parameter for a pipe to read data from an urwid-external thread.
- """
+class World(game_common.World):
- def __init__(self, widget, message_container):
- self.widget = widget
- self.message_container = message_container
+ def __init__(self, *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.MapHex = MapHex
+ self.MapSquare = MapSquare
+ self.map_ = self.MapHex()
+
+
+class Game(game_common.CommonCommandsMixin):
+ world = World()
+ 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 = urwid.Text('', wrap='clip')
+ self.turn_widget = urwid.Text('')
+ self.log_widget = urwid.Text('')
+ map_box = urwid.Padding(self.map_widget, width=50)
+ widget_pile = urwid.Pile([edit_widget, map_box, self.turn_widget,
+ self.log_widget])
+ self.top = urwid.Filler(widget_pile, valign='top')
+
+ 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)
+
+ 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.set_text(self.draw_map())
+
+ 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 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.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 other thread, either quit, or write to widget text.
+ """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.message_container, and
- just pipe the trigger to inform us about this.
+ 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 Urbit.
+ 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.
"""
- if self.message_container[0] == 'BYE':
+ msg = self.server_output[0]
+ if msg == 'BYE':
raise urwid.ExitMainLoop()
- return
- self.widget.set_text('SERVER: ' + self.message_container[0])
-
-
-class SocketInputWidget(urwid.Filler):
-
- def __init__(self, socket, *args, **kwargs):
- super().__init__(*args, **kwargs)
- self.socket = socket
-
- def keypress(self, size, key):
- """Act like super(), except on Enter: send .edit_text, and empty it."""
- if key != 'enter':
- return super().keypress(size, key)
- plom_socket_io.send(self.socket, edit.edit_text)
- edit.edit_text = ''
-
-
-s = socket.create_connection(('127.0.0.1', 5000))
-
-edit = urwid.Edit('SEND: ')
-txt = urwid.Text('')
-pile = urwid.Pile([edit, txt])
-fill = SocketInputWidget(s, pile)
-loop = urwid.MainLoop(fill)
-
-server_output = ['']
-write_fd = loop.watch_pipe(getattr(InputHandler(txt, server_output),
- 'handle_input'))
-thread = threading.Thread(target=recv_loop,
- kwargs={'socket': s, 'server_output': server_output,
- 'urwid_pipe_write_fd': write_fd})
-thread.start()
-
-loop.run()
-
-thread.join()
-s.close()
+ 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()