import sys
sys.path.append('../')
import game_common
-import parser
class GameError(Exception):
return fib(n-1) + fib(n-2)
-class CommandHandler(game_common.Commander):
+class Game(game_common.Commander):
def __init__(self, game_file_name):
- self.queues_out = {}
+ import server_.io
self.world = World()
- self.parser = parser.Parser(self)
- self.game_file_name = game_file_name
+ self.io = server_.io.GameIO(game_file_name, self)
# self.pool and self.pool_result are currently only needed by the FIB
# command and the demo of a parallelized game loop in cmd_inc_p.
from multiprocessing import Pool
self.pool = Pool()
self.pool_result = None
- def quote(self, 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 handle_input(self, input_, connection_id=None, store=True):
- """Process input_ to command grammar, call command handler if found."""
- from inspect import signature
-
- def answer(connection_id, msg):
- if connection_id:
- self.send(msg, connection_id)
- else:
- print(msg)
-
- try:
- command = 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)
- else:
- command()
- if store:
- 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 game.GameError as e:
- answer(connection_id, 'GAME_ERROR ' + self.quote(str(e)))
-
- def send(self, msg, connection_id=None):
- """Send message msg to server's client(s) via self.queues_out.
-
- If a specific client is identified by connection_id, only
- sends msg to that one. Else, sends it to all clients
- identified in self.queues_out.
-
- """
- if connection_id:
- self.queues_out[connection_id].put(msg)
- else:
- for connection_id in self.queues_out:
- self.queues_out[connection_id].put(msg)
-
def send_gamestate(self, connection_id=None):
"""Send out game state data relevant to clients."""
"""Transform tuple (y,x) into string 'Y:'+str(y)+',X:'+str(x)."""
return 'Y:' + str(tuple_[0]) + ',X:' + str(tuple_[1])
- self.send('NEW_TURN ' + str(self.world.turn))
- self.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
+ self.io.send('NEW_TURN ' + str(self.world.turn))
+ self.io.send('MAP_SIZE ' + stringify_yx(self.world.map_.size))
visible_map = self.world.get_player().get_visible_map()
for y in range(self.world.map_.size[0]):
- self.send('VISIBLE_MAP_LINE %5s %s' %
- (y, self.quote(visible_map.get_line(y))))
+ self.io.send('VISIBLE_MAP_LINE %5s %s' %
+ (y, self.io.quote(visible_map.get_line(y))))
visible_things = self.world.get_player().get_visible_things()
for thing in visible_things:
- self.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
- self.send('THING_POS %s %s' % (thing.id_,
- stringify_yx(thing.position)))
+ self.io.send('THING_TYPE %s %s' % (thing.id_, thing.type_))
+ self.io.send('THING_POS %s %s' % (thing.id_,
+ 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('TURN_FINISHED ' + str(self.world.turn))
+ self.io.send('TURN_FINISHED ' + str(self.world.turn))
self.world.proceed_to_next_player_turn()
msg = str(self.world.get_player().last_task_result)
- self.send('LAST_PLAYER_TASK_RESULT ' + self.quote(msg))
+ self.io.send('LAST_PLAYER_TASK_RESULT ' + self.io.quote(msg))
self.send_gamestate()
def cmd_FIB(self, numbers, connection_id):
Numbers are calculated in parallel as far as possible, using fib().
A 'CALCULATING …' message is sent to caller before the result.
"""
- self.send('CALCULATING …', connection_id)
+ self.io.send('CALCULATING …', connection_id)
results = self.pool.map(fib, numbers)
reply = ' '.join([str(r) for r in results])
- self.send(reply, connection_id)
+ self.io.send(reply, connection_id)
cmd_FIB.argtypes = 'seq:int:nonneg'
def cmd_INC_P(self, connection_id):
from time import sleep
if self.pool_result is not None:
self.pool_result.wait()
- self.send('TURN_FINISHED ' + str(self.world.turn))
+ self.io.send('TURN_FINISHED ' + str(self.world.turn))
sleep(1)
self.world.turn += 1
self.send_gamestate()
self.pool_result = self.pool.map_async(fib, (35, 35))
+
def cmd_MOVE(self, direction):
"""Set player task to 'move' with direction arg, finish player turn."""
+ import parser
if direction not in {'UP', 'DOWN', 'RIGHT', 'LEFT'}:
raise parser.ArgError('Move argument must be one of: '
'UP, DOWN, RIGHT, LEFT')
def cmd_ECHO(self, msg, connection_id):
"""Send msg to caller."""
- self.send(msg, connection_id)
+ self.io.send(msg, connection_id)
cmd_ECHO.argtypes = 'string'
def cmd_ALL(self, msg, connection_id):
"""Send msg to all clients."""
- self.send(msg)
+ self.io.send(msg)
cmd_ALL.argtypes = 'string'
def cmd_TERRAIN_LINE(self, y, terrain_line):