Commit df2c20df authored by Sam Moore's avatar Sam Moore

Made networking work hopefully

The code is getting really ugly, but it works
parent f7cca7e9
......@@ -272,7 +272,8 @@ class Board():
# Update the board when a piece has been selected
# "type" is apparently reserved, so I'll use "state"
def update_select(self, x, y, type_index, state, sanity=True):
def update_select(self, x, y, type_index, state, sanity=True, deselect=True):
debug(str(self) + " update_select called")
piece = self.grid[x][y]
if piece.types[type_index] == "unknown":
if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
......@@ -284,7 +285,7 @@ class Board():
piece.types[type_index] = state
piece.current_type = state
if len(self.possible_moves(piece)) <= 0:
if deselect == True and len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
# Piece needs to recalculate moves
......@@ -292,7 +293,7 @@ class Board():
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2, sanity=True):
debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(y2) + "\"")
piece = self.grid[x][y]
#print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
......@@ -331,8 +332,8 @@ class Board():
# Update the board from a string
# Guesses what to do based on the format of the string
def update(self, result, sanity=True):
#print "Update called with \"" + str(result) + "\""
def update(self, result, sanity=True, deselect=True):
debug(str(self) + " update called \""+str(result)+"\"")
# String always starts with 'x y'
try:
s = result.split(" ")
......@@ -342,7 +343,7 @@ class Board():
piece = self.grid[x][y]
if piece == None and sanity == True:
raise Exception("EMPTY")
raise Exception("EMPTY " + str(x) + " " + str(y))
# If a piece is being moved, the third token is '->'
# We could get away with just using four integers, but that wouldn't look as cool
......@@ -366,7 +367,7 @@ class Board():
# Select the piece
self.update_select(x, y, type_index, state, sanity)
self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect)
return result
......@@ -473,7 +474,7 @@ class Board():
if p.current_type == "unknown":
raise Exception("SANITY: Piece state unknown")
raise Exception("SANITY: Unknown state for piece: "+str(p))
# The below commented out code causes things to break badly
#for t in p.types:
# if t == "unknown":
......@@ -636,6 +637,12 @@ class Player():
def reset_board(self, s):
pass
def __str__(self):
return self.name + "<"+str(self.colour)+">"
def base_player(self):
return self
# Player that runs from another process
class ExternalAgent(Player):
......@@ -1131,36 +1138,91 @@ import select
network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
network_timeout_delay = 1.0 # Maximum time between two characters being received
class Network(Player):
def __init__(self, colour, address = (None,4562), baseplayer = None):
class NetworkPlayer(Player):
def __init__(self, colour, network, player):
Player.__init__(self, "@network:"+str(network.address), colour)
self.player = player
self.network = network
if baseplayer != None:
name = baseplayer.name + " --> @network"
def __str__(self):
return "NetworkPlayer<"+str(self.colour)+","+str(self.player)+">"
def select(self):
debug(str(self) + " select called")
if self.player != None:
s = self.player.select()
self.send_message(str(s[0]) + " " + str(s[1]))
else:
name = "<-- @network"
s = map(int, self.get_response().split(" "))
for p in game.players:
if p != self and isinstance(p, NetworkPlayer) and p.player == None:
p.network.send_message(str(s[0]) + " " + str(s[1]))
return s
def send_message(self, message):
debug(str(self) + " send_message(\""+str(message)+"\") called")
self.network.send_message(message)
def get_response(self):
debug(str(self) + " get_response() called")
s = self.network.get_response()
debug(str(self) + " get_response() returns \""+str(s)+"\"")
return s
def get_move(self):
debug(str(self) + " get_move called")
if self.player != None:
s = self.player.get_move()
self.send_message(str(s[0]) + " " + str(s[1]))
else:
s = map(int, self.get_response().split(" "))
for p in game.players:
if p != self and isinstance(p, NetworkPlayer) and p.player == None:
p.network.send_message(str(s[0]) + " " + str(s[1]))
return s
def update(self, result):
debug(str(self) + " update(\""+str(result)+"\") called")
if self.network.server == True:
if self.player == None:
self.send_message(result)
elif self.player != None:
result = self.get_response()
self.board.update(result, deselect=False)
Player.__init__(self, name, colour)
debug("Colour is " + str(self.colour))
if self.player != None:
result = self.player.update(result)
return result
def base_player(self):
if self.player == None:
return self
else:
return self.player.base_player()
def quit(self, result):
pass
class Network():
def __init__(self, address = (None,4562)):
self.socket = socket.socket()
self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.baseplayer = baseplayer
#self.socket.setblocking(0)
self.address = address
self.server = (address[0] == None)
if self.colour == "black":
self.address = (self.address[0], self.address[1] + 1)
debug(str(self) + ":"+str(self.address))
self.board = None
self.connected = False
def connect(self):
debug(str(self) + "Tries to connect")
self.connected = True
if self.address[0] == None:
self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
self.socket.bind((self.host, self.address[1]))
......@@ -1179,6 +1241,7 @@ class Network(Player):
return
else:
time.sleep(0.3)
self.socket.connect(self.address)
self.src = self.socket
self.src.send("ok\n")
......@@ -1192,37 +1255,12 @@ class Network(Player):
return
def select(self):
if self.baseplayer != None:
s = self.baseplayer.select()
self.send_message(str(s[0]) + " " + str(s[1]))
return s
return map(int,self.get_response().split(" "))
def get_move(self):
if self.baseplayer != None:
s = self.baseplayer.get_move()
self.send_message(str(s[0]) + " " + str(s[1]))
return s
return map(int,self.get_response().split(" "))
def update(self, result):
if self.baseplayer != None:
result = self.baseplayer.update(result)
self.send_message(result)
return result
if self.server:
self.send_message(result)
else:
s = self.get_response()
if self.board != None:
self.board.update(s)
def __str__(self):
return "Network<"+str(self.colour)+","+str(self.baseplayer)+">:"+str(self.address)
return "@network:"+str(self.address)
def get_response(self):
debug(str(self) + " get_response called...")
# Timeout the start of the message (first character)
if network_timeout_start > 0.0:
ready = select.select([self.src], [], [], network_timeout_start)[0]
......@@ -1245,7 +1283,7 @@ class Network(Player):
else:
raise Exception("UNRESPONSIVE")
debug(str(self) + " get_response returns " + s.strip(" \r\n"))
return s.strip(" \r\n")
def send_message(self,s):
......@@ -1259,26 +1297,7 @@ class Network(Player):
else:
raise Exception("UNRESPONSIVE")
debug(str(self) + " send_message sent " + s)
def check_quit(self, s):
s = s.split(" ")
if s[0] == "QUIT":
with game.lock:
game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour))
game.stop()
return True
def quit(self, result):
if self.baseplayer != None:
self.send_message("QUIT")
with game.lock:
game.final_result = result
game.stop()
# --- network.py --- #
......@@ -1489,7 +1508,7 @@ def log_init(board, players):
# A thread that runs the game
class GameThread(StoppableThread):
def __init__(self, board, players):
def __init__(self, board, players, server = True):
StoppableThread.__init__(self)
self.board = board
self.players = players
......@@ -1498,6 +1517,10 @@ class GameThread(StoppableThread):
self.lock = threading.RLock() #lock for access of self.state
self.cond = threading.Condition() # conditional for some reason, I forgot
self.final_result = ""
self.server = server
......@@ -1508,24 +1531,26 @@ class GameThread(StoppableThread):
for p in self.players:
with self.lock:
if isinstance(p, Network) and p.baseplayer != None:
self.state["turn"] = p.baseplayer # "turn" contains the player who's turn it is
else:
self.state["turn"] = p
self.state["turn"] = p.base_player()
#try:
if True:
[x,y] = p.select() # Player selects a square
if self.stopped():
break
if isinstance(p, Network) == False or p.server == True:
result = self.board.select(x, y, colour = p.colour)
if isinstance(p, NetworkPlayer):
if p.network.server == True:
result = self.board.select(x, y, colour = p.colour)
else:
result = None
else:
result = p.get_response()
self.board.update(result)
result = self.board.select(x, y, colour = p.colour)
result = p.update(result)
for p2 in self.players:
p2.update(result) # Inform players of what happened
if p2 != p:
p2.update(result) # Inform players of what happened
log(result)
......@@ -1556,14 +1581,25 @@ class GameThread(StoppableThread):
if self.stopped():
break
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
log(result)
self.board.update_move(x, y, x2, y2)
if isinstance(p, NetworkPlayer):
if p.network.server == True:
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
self.board.update_move(x, y, x2, y2)
else:
result = None
else:
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
self.board.update_move(x, y, x2, y2)
result = p.update(result)
for p2 in self.players:
p2.update(result) # Inform players of what happened
if p2 != p:
p2.update(result) # Inform players of what happened
log(result)
......@@ -2331,10 +2367,18 @@ def make_player(name, colour):
return HumanPlayer(name, colour)
s = name[1:].split(":")
if s[0] == "network":
address = (None, 4562)
ip = None
port = 4562
if len(s) > 1:
address = (s[1], 4562)
return Network(colour, address, baseplayer = None)
ip = s[1]
if ip == None:
if colour == "black":
port = 4563
elif colour == "white":
port = 4563
return NetworkPlayer(colour, Network((ip, port)), None)
if s[0] == "internal":
import inspect
......@@ -2523,27 +2567,22 @@ def main(argv):
sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
return 45
# Wrap Networks players around original players if necessary
for i in range(len(players)):
if isinstance(players[i], Network) and players[i].baseplayer == None:
for j in range(len(players)):
if i == j:
old = players[:]
for p in old:
if isinstance(p, NetworkPlayer):
for i in range(len(old)):
if old[i] == p or isinstance(old[i], NetworkPlayer):
continue
port = players[i].address[1]
if players[j].colour == "black" and players[i].colour == "white":
pass
elif players[j].colour == "white" and players[i].colour == "black":
port -= 1
players[j] = Network(players[j].colour, (players[i].address[0], port), baseplayer = players[j])
players[i] = NetworkPlayer(old[i].colour, p.network, old[i])
for p in players:
if isinstance(p, Network):
if p.address[0] != None:
time.sleep(0.2)
p.connect()
debug(str(p))
if isinstance(p, NetworkPlayer):
p.board = game.board
if not p.network.connected:
if not p.network.server:
time.sleep(0.2)
p.network.connect()
# If using windows, select won't work; use horrible TimeoutPlayer hack
......@@ -2611,4 +2650,4 @@ if __name__ == "__main__":
sys.exit(102)
# --- main.py --- #
# EOF - created from make on Fri Apr 5 14:17:50 WST 2013
# EOF - created from make on Fri Apr 12 17:07:44 WST 2013
......@@ -172,7 +172,8 @@ class Board():
# Update the board when a piece has been selected
# "type" is apparently reserved, so I'll use "state"
def update_select(self, x, y, type_index, state, sanity=True):
def update_select(self, x, y, type_index, state, sanity=True, deselect=True):
debug(str(self) + " update_select called")
piece = self.grid[x][y]
if piece.types[type_index] == "unknown":
if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
......@@ -184,7 +185,7 @@ class Board():
piece.types[type_index] = state
piece.current_type = state
if len(self.possible_moves(piece)) <= 0:
if deselect == True and len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
# Piece needs to recalculate moves
......@@ -192,7 +193,7 @@ class Board():
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2, sanity=True):
debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(y2) + "\"")
piece = self.grid[x][y]
#print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
......@@ -231,8 +232,8 @@ class Board():
# Update the board from a string
# Guesses what to do based on the format of the string
def update(self, result, sanity=True):
#print "Update called with \"" + str(result) + "\""
def update(self, result, sanity=True, deselect=True):
debug(str(self) + " update called \""+str(result)+"\"")
# String always starts with 'x y'
try:
s = result.split(" ")
......@@ -242,7 +243,7 @@ class Board():
piece = self.grid[x][y]
if piece == None and sanity == True:
raise Exception("EMPTY")
raise Exception("EMPTY " + str(x) + " " + str(y))
# If a piece is being moved, the third token is '->'
# We could get away with just using four integers, but that wouldn't look as cool
......@@ -266,7 +267,7 @@ class Board():
# Select the piece
self.update_select(x, y, type_index, state, sanity)
self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect)
return result
......@@ -373,7 +374,7 @@ class Board():
if p.current_type == "unknown":
raise Exception("SANITY: Piece state unknown")
raise Exception("SANITY: Unknown state for piece: "+str(p))
# The below commented out code causes things to break badly
#for t in p.types:
# if t == "unknown":
......
......@@ -5,7 +5,7 @@
# A thread that runs the game
class GameThread(StoppableThread):
def __init__(self, board, players):
def __init__(self, board, players, server = True):
StoppableThread.__init__(self)
self.board = board
self.players = players
......@@ -14,6 +14,10 @@ class GameThread(StoppableThread):
self.lock = threading.RLock() #lock for access of self.state
self.cond = threading.Condition() # conditional for some reason, I forgot
self.final_result = ""
self.server = server
......@@ -24,24 +28,26 @@ class GameThread(StoppableThread):
for p in self.players:
with self.lock:
if isinstance(p, Network) and p.baseplayer != None:
self.state["turn"] = p.baseplayer # "turn" contains the player who's turn it is
else:
self.state["turn"] = p
self.state["turn"] = p.base_player()
#try:
if True:
[x,y] = p.select() # Player selects a square
if self.stopped():
break
if isinstance(p, Network) == False or p.server == True:
result = self.board.select(x, y, colour = p.colour)
if isinstance(p, NetworkPlayer):
if p.network.server == True:
result = self.board.select(x, y, colour = p.colour)
else:
result = None
else:
result = p.get_response()
self.board.update(result)
result = self.board.select(x, y, colour = p.colour)
result = p.update(result)
for p2 in self.players:
p2.update(result) # Inform players of what happened
if p2 != p:
p2.update(result) # Inform players of what happened
log(result)
......@@ -72,14 +78,25 @@ class GameThread(StoppableThread):
if self.stopped():
break
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
log(result)
self.board.update_move(x, y, x2, y2)
if isinstance(p, NetworkPlayer):
if p.network.server == True:
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
self.board.update_move(x, y, x2, y2)
else:
result = None
else:
result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
self.board.update_move(x, y, x2, y2)
result = p.update(result)
for p2 in self.players:
p2.update(result) # Inform players of what happened
if p2 != p:
p2.update(result) # Inform players of what happened
log(result)
......
......@@ -25,10 +25,18 @@ def make_player(name, colour):
return HumanPlayer(name, colour)
s = name[1:].split(":")
if s[0] == "network":
address = (None, 4562)
ip = None
port = 4562
if len(s) > 1:
address = (s[1], 4562)
return Network(colour, address, baseplayer = None)
ip = s[1]
if ip == None:
if colour == "black":
port = 4563
elif colour == "white":
port = 4563
return NetworkPlayer(colour, Network((ip, port)), None)
if s[0] == "internal":
import inspect
......@@ -217,27 +225,22 @@ def main(argv):
sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
return 45
# Wrap Networks players around original players if necessary
for i in range(len(players)):
if isinstance(players[i], Network) and players[i].baseplayer == None:
for j in range(len(players)):
if i == j:
old = players[:]
for p in old:
if isinstance(p