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):
+ def send_queue_messages(plom_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)
+ plom_socket.send(msg, True)
import uuid
+ import plom_socket
+ plom_socket = plom_socket.PlomSocket(self.request)
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))
+ args=(plom_socket, queue_in, thread_alive))
t.start()
- for message in plom_socket_io.recv(self.request):
+ for message in plom_socket.recv():
if message is None:
- caught_send(self.request, 'BAD MESSAGE')
+ plom_socket.send('BAD MESSAGE', True)
elif 'QUIT' == message:
- caught_send(self.request, 'BYE')
+ plom_socket.send('BYE', True)
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()
+ plom_socket.socket.close()
class GameIO():