Commit bfa63f1a authored by Sam Moore's avatar Sam Moore

Mostly networking

It is pretty much a hack

Fixed dodgy symlinks from agents directory, thanks [SLX]

Need to fix argument parsing for qchess program, but can't be bothered right now.
parent e0c24aed
../data/
\ No newline at end of file
../qchess/data/
\ No newline at end of file
../qchess.py
\ No newline at end of file
../qchess/qchess.py
\ No newline at end of file
......@@ -124,7 +124,7 @@ class Board():
raise Exception("EMPTY")
if colour != None and piece.colour != colour:
raise Exception("COLOUR")
raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
# I'm not quite sure why I made this return a string, but screw logical design
return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
......
......@@ -18,13 +18,19 @@ class GameThread(StoppableThread):
for p in self.players:
with self.lock:
self.state["turn"] = p # "turn" contains the player who's turn it is
if isinstance(p, NetworkSender):
self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
else:
self.state["turn"] = p
#try:
if True:
[x,y] = p.select() # Player selects a square
if self.stopped():
break
result = self.board.select(x, y, colour = p.colour)
for p2 in self.players:
p2.update(result) # Inform players of what happened
......
......@@ -30,31 +30,36 @@ def main(argv):
global graphics
# Magical argument parsing goes here
if len(argv) == 1:
players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
elif len(argv) == 2:
players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
elif len(argv) == 3:
players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
# if len(argv) == 1:
# players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
# elif len(argv) == 2:
# players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
# elif len(argv) == 3:
# players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
# Construct the board!
board = Board(style = "quantum")
# Construct the board!
if len(argv) == 1:
players = [NetworkSender(HumanPlayer("saruman", "white"), board), NetworkReceiver("black", board, 'localhost')]
else:
players = [NetworkReceiver("white", board, 'localhost'), NetworkSender(HumanPlayer("sabbath", "black"), board)]
graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
#try:
if True:
graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
game.start() # This runs in a new thread
#except NameError:
# print "Run game in main thread"
# game.run() # Run game in the main thread (no need for joining)
# return game.error
#except Exception, e:
# raise e
#else:
# print "Normal"
graphics.run()
game.join()
return game.error + graphics.error
game.start() # This runs in a new thread
graphics.run()
game.join()
return game.error + graphics.error
# This is how python does a main() function...
......
import socket
class Network():
def __init__(self, colour, address = None):
self.socket = socket.socket()
if colour == "white":
self.port = 4563
else:
self.port = 4564
self.src = None
if address == None:
self.host = 'localhost' #socket.gethostname()
self.socket.bind((self.host, self.port))
self.socket.listen(5)
self.src, self.address = self.socket.accept()
else:
self.host = address
self.socket.connect(('localhost', self.port))
self.src = self.socket
def getline(self):
s = self.src.recv(1)
while s[len(s)-1] != '\n':
s += self.src.recv(1)
return s
class NetworkSender(Player,Network):
def __init__(self, base_player, board, address = None):
self.base_player = base_player
Player.__init__(self, base_player.name, base_player.colour)
Network.__init__(self, base_player.colour, address)
self.board = board
def select(self):
[x,y] = self.base_player.select()
choice = self.board.grid[x][y]
s = str(x) + " " + str(y)
print str(self) + ".select sends " + s
self.src.send(s + "\n")
return [x,y]
def get_move(self):
[x,y] = self.base_player.get_move()
s = str(x) + " " + str(y)
print str(self) + ".get_move sends " + s
self.src.send(s + "\n")
return [x,y]
def update(self, s):
self.base_player.update(s)
s = s.split(" ")
[x,y] = map(int, s[0:2])
selected = self.board.grid[x][y]
if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s:
s = " ".join(s[0:3])
for i in range(2):
if selected.types_revealed[i] == True:
s += " " + str(selected.types[i])
else:
s += " unknown"
print str(self) + ".update sends " + s
self.src.send(s + "\n")
def quit(self, final_result):
self.base_player.quit(final_result)
self.src.close()
class NetworkReceiver(Player,Network):
def __init__(self, colour, board, address=None):
Player.__init__(self, address, colour)
Network.__init__(self, colour, address)
self.board = board
def select(self):
s = self.getline().strip(" \r\n")
return map(int,s.split(" "))
def get_move(self):
s = self.getline().strip(" \r\n")
print str(self) + ".get_move gets " + s
return map(int, s.split(" "))
def update(self, result):
result = result.split(" ")
[x,y] = map(int, result[0:2])
selected = self.board.grid[x][y]
if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result:
s = self.getline().strip(" \r\n")
print str(self) + ".update - receives " + str(s)
s = s.split(" ")
selected.choice = int(s[2])
for i in range(2):
selected.types[i] = str(s[3+i])
if s[3+i] == "unknown":
selected.types_revealed[i] = False
else:
selected.types_revealed[i] = True
selected.current_type = selected.types[selected.choice]
else:
print str(self) + ".update - ignore result " + str(result)
def quit(self, final_result):
self.src.close()
......@@ -217,7 +217,7 @@ class Board():
raise Exception("EMPTY")
if colour != None and piece.colour != colour:
raise Exception("COLOUR")
raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
# I'm not quite sure why I made this return a string, but screw logical design
return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
......@@ -655,6 +655,126 @@ class AgentRandom(Player):
def quit(self, final_result):
pass
# --- player.py --- #
# +++ network.py +++ #
import socket
class Network():
def __init__(self, colour, address = None):
self.socket = socket.socket()
if colour == "white":
self.port = 4563
else:
self.port = 4564
self.src = None
if address == None:
self.host = 'localhost' #socket.gethostname()
self.socket.bind((self.host, self.port))
self.socket.listen(5)
self.src, self.address = self.socket.accept()
else:
self.host = address
self.socket.connect(('localhost', self.port))
self.src = self.socket
def getline(self):
s = self.src.recv(1)
while s[len(s)-1] != '\n':
s += self.src.recv(1)
return s
class NetworkSender(Player,Network):
def __init__(self, base_player, board, address = None):
self.base_player = base_player
Player.__init__(self, base_player.name, base_player.colour)
Network.__init__(self, base_player.colour, address)
self.board = board
def select(self):
[x,y] = self.base_player.select()
choice = self.board.grid[x][y]
s = str(x) + " " + str(y)
print str(self) + ".select sends " + s
self.src.send(s + "\n")
return [x,y]
def get_move(self):
[x,y] = self.base_player.get_move()
s = str(x) + " " + str(y)
print str(self) + ".get_move sends " + s
self.src.send(s + "\n")
return [x,y]
def update(self, s):
self.base_player.update(s)
s = s.split(" ")
[x,y] = map(int, s[0:2])
selected = self.board.grid[x][y]
if selected != None and selected.colour == self.colour and len(s) > 2 and not "->" in s:
s = " ".join(s[0:3])
for i in range(2):
if selected.types_revealed[i] == True:
s += " " + str(selected.types[i])
else:
s += " unknown"
print str(self) + ".update sends " + s
self.src.send(s + "\n")
def quit(self, final_result):
self.base_player.quit(final_result)
self.src.close()
class NetworkReceiver(Player,Network):
def __init__(self, colour, board, address=None):
Player.__init__(self, address, colour)
Network.__init__(self, colour, address)
self.board = board
def select(self):
s = self.getline().strip(" \r\n")
return map(int,s.split(" "))
def get_move(self):
s = self.getline().strip(" \r\n")
print str(self) + ".get_move gets " + s
return map(int, s.split(" "))
def update(self, result):
result = result.split(" ")
[x,y] = map(int, result[0:2])
selected = self.board.grid[x][y]
if selected != None and selected.colour == self.colour and len(result) > 2 and not "->" in result:
s = self.getline().strip(" \r\n")
print str(self) + ".update - receives " + str(s)
s = s.split(" ")
selected.choice = int(s[2])
for i in range(2):
selected.types[i] = str(s[3+i])
if s[3+i] == "unknown":
selected.types_revealed[i] = False
else:
selected.types_revealed[i] = True
selected.current_type = selected.types[selected.choice]
else:
print str(self) + ".update - ignore result " + str(result)
def quit(self, final_result):
self.src.close()
# --- network.py --- #
# +++ thread_util.py +++ #
import threading
......@@ -693,13 +813,19 @@ class GameThread(StoppableThread):
for p in self.players:
with self.lock:
self.state["turn"] = p # "turn" contains the player who's turn it is
if isinstance(p, NetworkSender):
self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
else:
self.state["turn"] = p
#try:
if True:
[x,y] = p.select() # Player selects a square
if self.stopped():
break
result = self.board.select(x, y, colour = p.colour)
for p2 in self.players:
p2.update(result) # Inform players of what happened
......@@ -1111,35 +1237,40 @@ def main(argv):
global graphics
# Magical argument parsing goes here
if len(argv) == 1:
players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
elif len(argv) == 2:
players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
elif len(argv) == 3:
players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
# if len(argv) == 1:
# players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
# elif len(argv) == 2:
# players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
# elif len(argv) == 3:
# players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
# Construct the board!
board = Board(style = "quantum")
# Construct the board!
if len(argv) == 1:
players = [NetworkSender(HumanPlayer("saruman", "white"), board), NetworkReceiver("black", board, 'localhost')]
else:
players = [NetworkReceiver("white", board, 'localhost'), NetworkSender(HumanPlayer("sabbath", "black"), board)]
graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
#try:
if True:
graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
game.start() # This runs in a new thread
#except NameError:
# print "Run game in main thread"
# game.run() # Run game in the main thread (no need for joining)
# return game.error
#except Exception, e:
# raise e
#else:
# print "Normal"
graphics.run()
game.join()
return game.error + graphics.error
game.start() # This runs in a new thread
graphics.run()
game.join()
return game.error + graphics.error
# This is how python does a main() function...
if __name__ == "__main__":
sys.exit(main(sys.argv))
# --- main.py --- #
# EOF - created from update.sh on Wed Jan 23 22:01:52 WST 2013
# EOF - created from update.sh on Thu Jan 24 03:04:38 WST 2013
......@@ -5,7 +5,7 @@
# (This can't be done with gnu make, because of circular dependency issues)
target=qchess.py
components="piece.py board.py player.py thread_util.py game.py graphics.py main.py"
components="piece.py board.py player.py network.py thread_util.py game.py graphics.py main.py"
# The below seems nicer, but doesn't work because things need to be imported in the right order :(
#components=$(ls *.py | tr '\t' '\n' | grep -v $target)
......@@ -20,8 +20,10 @@ target_mod=$(stat -c %Y $target 2>/dev/null)
if [ $? -ne 0 ]; then
merge_required=true
else
merge_required=false
merge_required=true
echo "
for f in $components; do
component_mod=$(stat -c %Y $f 2>/dev/null)
......@@ -49,6 +51,8 @@ else
merge_required=true
fi
done
" > /dev/null
fi
# If any components were modified more recently than the target, merge the components into the target
......
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