import sys
sys.path.append('../')
import parser
+from server_.game_error import GameError
# 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)
+ def __init__(self, queue, port, *args, **kwargs):
+ super().__init__(('localhost', port), IO_Handler, *args, **kwargs)
self.queue_out = queue
self.daemon_threads = True # Else, server's threads have daemon=False.
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():
elif command_type == 'COMMAND':
self.handle_input(content, connection_id)
+ def run_loop_with_server(self):
+ """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 self.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). 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=self.loop, daemon=True, args=(q,))
+ c.start()
+ server = Server(q, 5000)
+ try:
+ server.serve_forever()
+ except KeyboardInterrupt:
+ pass
+ finally:
+ print('Killing server')
+ server.server_close()
+
def handle_input(self, input_, connection_id=None, store=True):
"""Process input_ to command grammar, call command handler if found."""
from inspect import signature
print(msg)
try:
- command = self.parser.parse(input_)
+ command, args = self.parser.parse(input_)
if command is None:
answer(connection_id, 'UNHANDLED_INPUT')
else:
if 'connection_id' in list(signature(command).parameters):
- command(connection_id=connection_id)
+ command(*args, connection_id=connection_id)
else:
- command()
- if store:
+ command(*args)
+ if store and not hasattr(command, 'dont_save'):
with open(self.game_file_name, 'a') as f:
f.write(input_ + '\n')
except parser.ArgError as e:
- answer(connection_id, 'ARGUMENT_ERROR ' + self.quote(str(e)))
- except server_.game.GameError as e:
- answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
+ answer(connection_id, 'ARGUMENT_ERROR ' + quote(str(e)))
+ except GameError as e:
+ answer(connection_id, 'GAME_ERROR ' + quote(str(e)))
def send(self, msg, connection_id=None):
"""Send message msg to server's client(s) via self.queues_out.
for connection_id in self.queues_out:
self.queues_out[connection_id].put(msg)
- def quote(self, string):
- """Quote & escape string so client interprets it as single token."""
- # FIXME: Don't do this as a method, makes no sense.
- quoted = []
- quoted += ['"']
- for c in string:
- if c in {'"', '\\'}:
- quoted += ['\\']
- quoted += [c]
- quoted += ['"']
- return ''.join(quoted)
-
-
-def run_server_with_io_loop(game):
- """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 Game.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). 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=game.io.loop, daemon=True, args=(q,))
- c.start()
- server = Server(q)
- try:
- server.serve_forever()
- except KeyboardInterrupt:
- pass
- finally:
- print('Killing server')
- server.server_close()
+
+def quote(string):
+ """Quote & escape string so client interprets it as single token."""
+ quoted = []
+ quoted += ['"']
+ for c in string:
+ if c in {'"', '\\'}:
+ quoted += ['\\']
+ quoted += [c]
+ quoted += ['"']
+ return ''.join(quoted)
+
+
+def stringify_yx(tuple_):
+ """Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
+ return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])