#!/usr/bin/env python3
-
-import socketserver
-import threading
-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.
-
-
-class IO_Handler(socketserver.BaseRequestHandler):
-
- def handle(self):
- """Move messages between network socket and main thread via queues.
-
- 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.
-
- 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.
-
- 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.
- """
- import plom_socket_io
-
- 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 FROM:', str(self.client_address))
- self.request.close()
-
-
-class World:
- turn = 0
- map_ = 'xxxxx\nx...x\nx.X.x\nx...x\nxxxxx'
- player_pos = (3,3)
-
-
-def fib(n):
- """Calculate n-th Fibonacci number. Very inefficiently."""
- if n in (1, 2):
- return 1
+import sys
+import os
+import server_.game
+
+
+if len(sys.argv) != 2:
+ print('wrong number of arguments, expected one (game file)')
+ exit(1)
+game_file_name = sys.argv[1]
+game = server_.game.Game(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:
- return fib(n-1) + fib(n-2)
-
-
-class CommandHandler:
-
- def __init__(self, queues_out):
- from multiprocessing import Pool
- self.queues_out = queues_out
- self.pool = Pool()
- self.world = World()
- self.pool_result = None
-
- def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
-
- def send_all(self, msg):
- """Send msg to all clients."""
- for connection_id in self.queues_out:
- self.send_to(connection_id, msg)
-
- def cmd_fib(self, tokens, 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 …')
- 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 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.
- """
- from time import sleep
- if self.pool_result is not None:
- self.pool_result.wait()
- self.send_all('TURN_FINISHED ' + str(self.world.turn))
- sleep(1)
- self.world.turn += 1
- self.send_all('NEW_TURN ' + str(self.world.turn))
- self.send_all('TERRAIN ' + self.world.map_)
- self.send_all('POSITION_Y ' + str(self.world.player_pos[0]))
- self.send_all('POSITION_X ' + str(self.world.player_pos[1]))
- self.pool_result = self.pool.map_async(fib, (35,35))
-
- def cmd_get_turn(self, connection_id):
- """Send world.turn to caller."""
- self.send_to(connection_id, str(self.world.turn))
-
- 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):
- """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. 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
- elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
- 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()
+ with open(game_file_name, 'r') as f:
+ lines = f.readlines()
+ for i in range(len(lines)):
+ line = lines[i]
+ print("FILE INPUT LINE %5s: %s" % (i, line), end='')
+ game.io.handle_input(line, store=False)
+else:
+ game.io.handle_input('GEN_WORLD Hex Y:16,X:16 bar')
+game.io.run_loop_with_server()