import socketserver
import threading
import queue
+import sys
+import os
from parser import ArgError, Parser
from server_.game import World, GameError
class CommandHandler:
- def __init__(self, queues_out):
+ def __init__(self):
from multiprocessing import Pool
- self.queues_out = queues_out
+ self.queues_out = {}
self.world = World()
self.parser = Parser(self)
# self.pool and self.pool_result are currently only needed by the FIB
self.pool = Pool()
self.pool_result = None
- def handle_input(self, input_, connection_id):
+ def handle_input(self, input_, connection_id=None, abort_on_error=False):
"""Process input_ to command grammar, call command handler if found."""
try:
command = self.parser.parse(input_)
command(connection_id=connection_id)
except ArgError as e:
self.send_to(connection_id, 'ARGUMENT ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
except GameError as e:
self.send_to(connection_id, 'GAME ERROR: ' + str(e))
+ if abort_on_error:
+ exit(1)
def send_to(self, connection_id, msg):
- """Send msg to client of connection_id."""
- self.queues_out[connection_id].put(msg)
+ """Send msg to client of connection_id; if no later, print instead."""
+ if connection_id:
+ self.queues_out[connection_id].put(msg)
+ else:
+ print(msg)
def send_all(self, msg):
"""Send msg to all clients."""
quoted += ['"']
return ''.join(quoted)
- def quoted_map(self, map_string, map_width):
- """Put \n into map_string at map_width intervals, return quoted whole."""
- map_lines = []
- map_size = len(map_string)
- start_cut = 0
- while start_cut < map_size:
- limit = start_cut + map_width
- map_lines += [map_string[start_cut:limit]]
- start_cut = limit
- return self.quoted("\n".join(map_lines))
-
def send_all_gamestate(self):
"""Send out game state data relevant to clients."""
self.send_all('NEW_TURN ' + str(self.world.turn))
self.send_all('MAP_SIZE ' + self.stringify_yx(self.world.map_size))
- self.send_all('TERRAIN\n' + self.quoted_map(self.world.map_,
- self.world.map_size[1]))
+ for y in range(self.world.map_size[0]):
+ width = self.world.map_size[1]
+ terrain_line = self.world.terrain_map[y * width:(y + 1) * width]
+ self.send_all('TERRAIN_LINE %5s %s' % (y, self.quoted(terrain_line)))
for thing in self.world.things:
- self.send_all('THING TYPE:' + thing.type_ + ' '
- + self.stringify_yx(thing.position))
-
- def proceed_to_next_player_turn(self, connection_id):
- """Run game world turns until player can decide their next step.
-
- Sends a 'TURN_FINISHED' message, then iterates through all non-player
- things, on each step furthering them in their tasks (and letting them
- decide new ones if they finish). The iteration order is: first all
- things that come after the player in the world things list, then (after
- incrementing the world turn) all that come before the player; then the
- player's .proceed() is run, and if it does not finish his task, the
- loop starts at the beginning. Once the player's task is finished, the
- loop breaks, and client-relevant game data is sent.
+ self.send_all('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.send_all('THING_POS %s %s' % (thing.id_, self.stringify_yx(thing.position)))
+
+ def proceed(self):
+ """Send turn finish signal, run game world, send new world data.
+
+ First sends 'TURN_FINISHED' message, then runs game world
+ until new player input is needed, then sends game state.
"""
self.send_all('TURN_FINISHED ' + str(self.world.turn))
- while True:
- for thing in self.world.things[self.world.player_i+1:]:
- thing.proceed()
- self.world.turn += 1
- for thing in self.world.things[:self.world.player_i]:
- thing.proceed()
- self.world.player.proceed(is_AI=False)
- if self.world.player.task is None:
- break
+ self.world.proceed_to_next_player_turn()
self.send_all_gamestate()
def cmd_MOVE(self, direction, connection_id):
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
- self.world.player.set_task('move', direction=direction)
- self.proceed_to_next_player_turn(connection_id)
+ self.world.get_player().set_task('move', direction=direction)
+ self.proceed()
cmd_MOVE.argtypes = 'string'
def cmd_WAIT(self, connection_id):
"""Set player task to 'wait', finish player turn."""
- self.world.player.set_task('wait')
- self.proceed_to_next_player_turn(connection_id)
+ self.world.get_player().set_task('wait')
+ self.proceed()
+
+ def cmd_MAP_SIZE(self, yx, connection_id):
+ self.world.set_map_size(yx)
+ cmd_MAP_SIZE.argtypes = 'yx_tuple:nonneg'
+
+ def cmd_TERRAIN_LINE(self, y, line, connection_id):
+ self.world.set_map_line(y, line)
+ cmd_TERRAIN_LINE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_TYPE(self, i, type_, connection_id):
+ t = self.world.get_thing(i)
+ t.type_ = type_
+ cmd_THING_TYPE.argtypes = 'int:nonneg string'
+
+ def cmd_THING_POS(self, i, yx, connection_id):
+ t = self.world.get_thing(i)
+ t.position = list(yx)
+ cmd_THING_POS.argtypes = 'int:nonneg yx_tuple:nonneg'
def cmd_GET_TURN(self, connection_id):
"""Send world.turn to caller."""
self.pool_result = self.pool.map_async(fib, (35, 35))
-def io_loop(q):
+def io_loop(q, commander):
"""Handle commands coming through queue q, send results back.
Commands from q are expected to be tuples, with the first element either
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.
+ tuple's third element. The commander 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
+ commander.queues_out[connection_id] = content
elif command_type == 'COMMAND':
- command_handler.handle_input(content, connection_id)
+ commander.handle_input(content, connection_id)
elif command_type == 'KILL_QUEUE':
- del queues_out[connection_id]
+ del commander.queues_out[connection_id]
+if len(sys.argv) != 2:
+ print('wrong number of arguments, expected one (game file)')
+ exit(1)
+game_file_name = sys.argv[1]
+commander = CommandHandler()
+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:
+ with open(game_file_name, 'r') as f:
+ lines = f.readlines()
+ for i in range(len(lines)):
+ line = lines[i]
+ print("FILE INPUT LINE %s: %s" % (i, line), end='')
+ commander.handle_input(line, abort_on_error=True)
+else:
+ commander.handle_input('MAP_SIZE Y:5,X:5')
+ commander.handle_input('TERRAIN_LINE 0 "xxxxx"')
+ commander.handle_input('TERRAIN_LINE 1 "x...x"')
+ commander.handle_input('TERRAIN_LINE 2 "x.X.x"')
+ commander.handle_input('TERRAIN_LINE 3 "x...x"')
+ commander.handle_input('TERRAIN_LINE 4 "xxxxx"')
+ commander.handle_input('THING_TYPE 0 human')
+ commander.handle_input('THING_POS 0 Y:3,X:3')
+ commander.handle_input('THING_TYPE 1 monster')
+ commander.handle_input('THING_POS 1 Y:1,X:1')
q = queue.Queue()
-c = threading.Thread(target=io_loop, daemon=True, args=(q,))
+c = threading.Thread(target=io_loop, daemon=True, args=(q, commander))
c.start()
server = Server(q, ('localhost', 5000), IO_Handler)
try: