X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=sidebyside;f=server_%2Fio.py;fp=server_%2Fio.py;h=e015b4f6f5cc14cbaeabc398223bf9c0ee7da7aa;hb=6c2138deeea000ebb531203445fa22c1f7a6f0da;hp=0000000000000000000000000000000000000000;hpb=4d13f14a24d5337f202aca91642d42752aa5c65c;p=plomrogue2-experiments diff --git a/server_/io.py b/server_/io.py new file mode 100644 index 0000000..e015b4f --- /dev/null +++ b/server_/io.py @@ -0,0 +1,143 @@ +import socketserver +import threading +import queue + + +# Avoid "Address already in use" errors. +socketserver.TCPServer.allow_reuse_address = True + + +# Our default server port. +SERVER_PORT=5000 + + +class Server(socketserver.ThreadingTCPServer): + """Bind together threaded IO handling server and message queue.""" + + def __init__(self, queue, *args, **kwargs): + super().__init__(('localhost', SERVER_PORT), IO_Handler, *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 game IO loop via queues. + + On start (a new connection from client to server), sets up a + new queue, sends it via self.server.queue_out to the game IO + loop thread, and from then on receives messages to send back + from the game IO loop 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 game IO + loop. Ends connection once a 'QUIT' message is received from + socket, and then also calls for a kill of its own queue. + + All messages to the game IO loop 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 game IO loop 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() + + +def io_loop(q, game_command_handler): + """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. The game_command_handler takes + care of processing this and sending out replies. + + """ + 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': + game_command_handler.queues_out[connection_id] = content + elif command_type == 'COMMAND': + game_command_handler.handle_input(content, connection_id) + elif command_type == 'KILL_QUEUE': + del game_command_handler.queues_out[connection_id] + + +def run_server_with_io_loop(command_handler): + """Run connection of server talking to clients and game IO loop. + + We have the TCP server (an instance of Server) and we have the + game IO loop, a thread running io_loop. Both communicate with each + other via a queue.Queue. While the TCP server may spawn parallel + threads to many clients, the IO loop works sequentially through + game commands received from the TCP server's threads (= client + connections to the TCP server), calling command_handler to process + them. A processed command may trigger messages to the commanding + client or to all clients, delivered from the IO loop to the TCP + server via the queue. + + """ + q = queue.Queue() + c = threading.Thread(target=io_loop, daemon=True, args=(q, command_handler)) + c.start() + server = Server(q) + try: + server.serve_forever() + except KeyboardInterrupt: + pass + finally: + print('Killing server') + server.server_close()