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():
- def __init__(self, colour, address = None):
+class Network(Player):
+ def __init__(self, colour, address = (None,4562), baseplayer = None):
+
+ if baseplayer != None:
+ name = baseplayer.name + " --> @network"
+ else:
+ name = "<-- @network"
+
+
+
+ Player.__init__(self, name, colour)
+ debug("Colour is " + str(self.colour))
+
self.socket = socket.socket()
self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+ self.baseplayer = baseplayer
#self.socket.setblocking(0)
- self.server = (address == None)
-
- if colour == "white":
- self.port = 4562
- else:
- self.port = 4563
-
- self.src = None
-
- # print str(self) + " listens on port " + str(self.port)
+ self.address = address
+ self.server = (address[0] == None)
- if address == None:
+ if self.colour == "black":
+ self.address = (self.address[0], self.address[1] + 1)
+
+ debug(str(self) + ":"+str(self.address))
+
+ self.board = None
+
+
+ def connect(self):
+ if self.address[0] == None:
self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
- self.socket.bind((self.host, self.port))
+ self.socket.bind((self.host, self.address[1]))
self.socket.listen(5)
- self.src, self.address = self.socket.accept()
+ self.src, self.actual_address = self.socket.accept()
+
self.src.send("ok\n")
- if self.get_response() == "QUIT":
+ s = self.get_response()
+ if s == "QUIT":
self.src.close()
+ return
+ elif s != "ok":
+ self.src.close()
+ self.__init__(colour, (self.address[0], int(s)), baseplayer)
+ return
+
else:
- self.host = address
- self.socket.connect((address, self.port))
+ self.socket.connect(self.address)
self.src = self.socket
self.src.send("ok\n")
- if self.get_response() == "QUIT":
+ s = self.get_response()
+ if s == "QUIT":
+ self.src.close()
+ return
+ elif s != "ok":
self.src.close()
- self.address = (address, self.port)
+ self.__init__(colour, (self.address[0], int(s)), baseplayer)
+ 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)
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]
else:
raise Exception("UNRESPONSIVE")
+ debug(str(self) + " get_response returns " + s.strip(" \r\n"))
return s.strip(" \r\n")
def send_message(self,s):
self.src.send(s + "\n")
else:
raise Exception("UNRESPONSIVE")
+
+ debug(str(self) + " send_message sent " + s)
def check_quit(self, s):
s = s.split(" ")
game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour))
game.stop()
return True
-
-
-
-
-class NetworkSender(Player,Network):
- def __init__(self, base_player, address = None):
- self.base_player = base_player
- Player.__init__(self, base_player.name, base_player.colour)
-
- self.address = address
-
- def connect(self):
- nAttempts=3
- for i in range(nAttempts):
- try:
- Network.__init__(self, self.colour, self.address)
- debug(str(self) +" connected to " + str(self.address))
- return
- except Exception, e:
- debug(str(self) +" attempt " + str(i) + ": " + str(e.message))
-
- raise Exception("NETWORK - Can't connect to " + str(self.address))
-
-
- def select(self):
- [x,y] = self.base_player.select()
- choice = self.board.grid[x][y]
- s = str(x) + " " + str(y)
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return [x,y]
-
- def get_move(self):
- [x,y] = self.base_player.get_move()
- s = str(x) + " " + str(y)
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return [x,y]
-
- def update(self, s):
-
- self.base_player.update(s)
- if self.server == True:
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return 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[i][0] != '?':
- s += " " + str(selected.types[i])
- else:
- s += " unknown"
- #debug(str(self) +" sending: " + str(s))
- self.send_message(s)
-
-
- def quit(self, final_result):
- self.base_player.quit(final_result)
- #self.src.send("QUIT " + str(final_result) + "\n")
- self.src.close()
-
- def __str__(self):
- s = "NetworkSender:"
- if self.server:
- s += "server"
- else:
- s += "client"
- s += ":"+str(self.address)
- return s
-
-
-class NetworkReceiver(Player,Network):
- def __init__(self, colour, address=None):
-
- s = "@network"
- if address != None:
- s += ":"+str(address)
- Player.__init__(self, s, colour)
-
- self.address = address
-
- self.board = None
-
-
- def connect(self):
- nAttempts=3
- for i in range(nAttempts):
- try:
- Network.__init__(self, self.colour, self.address)
- debug(str(self) +" connected to " + str(self.address))
- return
- except Exception, e:
- debug(str(self) +" attempt " + str(i) + ": " + str(e.message))
-
- raise Exception("NETWORK - Can't connect to " + str(self.address))
+ def quit(self, result):
+ if self.baseplayer != None:
+ self.send_message("QUIT")
+ with game.lock:
+ game.final_result = result
+ game.stop()
+
- def select(self):
-
- s = self.get_response()
- #debug(str(self) +".select reads: " + str(s))
- [x,y] = map(int,s.split(" "))
- if x == -1 and y == -1:
- #print str(self) + ".select quits the game"
- with game.lock:
- game.final_state = "network terminated " + self.colour
- game.stop()
- return [x,y]
- def get_move(self):
- s = self.get_response()
- #debug(str(self) +".get_move reads: " + str(s))
- [x,y] = map(int,s.split(" "))
- if x == -1 and y == -1:
- #print str(self) + ".get_move quits the game"
- with game.lock:
- game.final_state = "network terminated " + self.colour
- game.stop()
- return [x,y]
- def update(self, result):
- if self.server == True:
- return result
- s = self.get_response()
- #debug(str(self) + ".update reads: " + str(s))
- if not "->" in s.split(" "):
- self.board.update(s, sanity=False)
- return s
-
- def quit(self, final_result):
- self.src.close()
- def __str__(self):
- s = "NetworkReceiver:"
- if self.server:
- s += "server"
- else:
- s += "client"
- s += ":"+str(self.address)
- return s
-
# --- network.py --- #
import threading
for p in self.players:
with self.lock:
- if isinstance(p, NetworkSender):
- self.state["turn"] = p.base_player # "turn" contains the player who's turn it is
+ 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
#try:
[x,y] = p.select() # Player selects a square
if self.stopped():
break
-
- if not (isinstance(p, Network) and p.server == False):
+
+ if isinstance(p, Network) == False or p.server == True:
result = self.board.select(x, y, colour = p.colour)
else:
- #debug(str(self) + " don't update local board")
- result = ""
-
- result = p.update(result)
+ result = p.get_response()
+ self.board.update(result)
+
for p2 in self.players:
- if p2 != p:
- result = p2.update(result) # Inform players of what happened
+ p2.update(result) # Inform players of what happened
log(result)
return HumanPlayer(name, colour)
s = name[1:].split(":")
if s[0] == "network":
- address = None
+ address = (None, 4562)
if len(s) > 1:
- address = s[1]
- return NetworkReceiver(colour, address)
+ address = (s[1], 4562)
+ return Network(colour, address, baseplayer = None)
if s[0] == "internal":
import inspect
return 45
- # Wrap NetworkSender players around original players if necessary
+ # Wrap Networks players around original players if necessary
for i in range(len(players)):
- if isinstance(players[i], NetworkReceiver):
- players[i].board = board # Network players need direct access to the board
+ if isinstance(players[i], Network) and players[i].baseplayer == None:
for j in range(len(players)):
- if j == i:
- continue
- if isinstance(players[j], NetworkSender) or isinstance(players[j], NetworkReceiver):
+ if i == j:
continue
- players[j] = NetworkSender(players[j], players[i].address)
- players[j].board = board
-
- # Connect the networked players
+
+ 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])
+
+
for p in players:
- if isinstance(p, NetworkSender) or isinstance(p, NetworkReceiver):
- if graphics != None:
- graphics.board.display_grid(graphics.window, graphics.grid_sz)
- graphics.message("Connecting to " + p.colour + " player...")
-
- # Handle race condition by having clients wait longer than servers to connect
- if p.address != None:
+ if isinstance(p, Network):
+ if p.address[0] != None:
time.sleep(0.2)
p.connect()
-
+
# If using windows, select won't work; use horrible TimeoutPlayer hack
if agent_timeout > 0:
sys.exit(102)
# --- main.py --- #
-# EOF - created from make on Tue Apr 2 15:05:07 WST 2013
+# EOF - created from make on Fri Apr 5 14:17:50 WST 2013
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():
- def __init__(self, colour, address = None):
+class Network(Player):
+ def __init__(self, colour, address = (None,4562), baseplayer = None):
+
+ if baseplayer != None:
+ name = baseplayer.name + " --> @network"
+ else:
+ name = "<-- @network"
+
+
+
+ Player.__init__(self, name, colour)
+ debug("Colour is " + str(self.colour))
+
self.socket = socket.socket()
self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+ self.baseplayer = baseplayer
#self.socket.setblocking(0)
- self.server = (address == None)
-
- if colour == "white":
- self.port = 4562
- else:
- self.port = 4563
-
- self.src = None
-
- # print str(self) + " listens on port " + str(self.port)
+ self.address = address
+ self.server = (address[0] == None)
- if address == None:
+ if self.colour == "black":
+ self.address = (self.address[0], self.address[1] + 1)
+
+ debug(str(self) + ":"+str(self.address))
+
+ self.board = None
+
+
+ def connect(self):
+ if self.address[0] == None:
self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
- self.socket.bind((self.host, self.port))
+ self.socket.bind((self.host, self.address[1]))
self.socket.listen(5)
- self.src, self.address = self.socket.accept()
+ self.src, self.actual_address = self.socket.accept()
+
self.src.send("ok\n")
- if self.get_response() == "QUIT":
+ s = self.get_response()
+ if s == "QUIT":
self.src.close()
+ return
+ elif s != "ok":
+ self.src.close()
+ self.__init__(colour, (self.address[0], int(s)), baseplayer)
+ return
+
else:
- self.host = address
- self.socket.connect((address, self.port))
+ self.socket.connect(self.address)
self.src = self.socket
self.src.send("ok\n")
- if self.get_response() == "QUIT":
+ s = self.get_response()
+ if s == "QUIT":
+ self.src.close()
+ return
+ elif s != "ok":
self.src.close()
- self.address = (address, self.port)
+ self.__init__(colour, (self.address[0], int(s)), baseplayer)
+ 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)
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]
else:
raise Exception("UNRESPONSIVE")
+ debug(str(self) + " get_response returns " + s.strip(" \r\n"))
return s.strip(" \r\n")
def send_message(self,s):
self.src.send(s + "\n")
else:
raise Exception("UNRESPONSIVE")
+
+ debug(str(self) + " send_message sent " + s)
def check_quit(self, s):
s = s.split(" ")
game.final_result = " ".join(s[1:]) + " " + str(opponent(self.colour))
game.stop()
return True
-
-
-
-
-class NetworkSender(Player,Network):
- def __init__(self, base_player, address = None):
- self.base_player = base_player
- Player.__init__(self, base_player.name, base_player.colour)
-
- self.address = address
-
- def connect(self):
- nAttempts=3
- for i in range(nAttempts):
- try:
- Network.__init__(self, self.colour, self.address)
- debug(str(self) +" connected to " + str(self.address))
- return
- except Exception, e:
- debug(str(self) +" attempt " + str(i) + ": " + str(e.message))
-
- raise Exception("NETWORK - Can't connect to " + str(self.address))
-
-
- def select(self):
- [x,y] = self.base_player.select()
- choice = self.board.grid[x][y]
- s = str(x) + " " + str(y)
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return [x,y]
-
- def get_move(self):
- [x,y] = self.base_player.get_move()
- s = str(x) + " " + str(y)
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return [x,y]
-
- def update(self, s):
-
- self.base_player.update(s)
- if self.server == True:
- #debug(str(self) + " sends: " + str(s))
- self.send_message(s)
- return 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[i][0] != '?':
- s += " " + str(selected.types[i])
- else:
- s += " unknown"
- #debug(str(self) +" sending: " + str(s))
- self.send_message(s)
-
-
- def quit(self, final_result):
- self.base_player.quit(final_result)
- #self.src.send("QUIT " + str(final_result) + "\n")
- self.src.close()
-
- def __str__(self):
- s = "NetworkSender:"
- if self.server:
- s += "server"
- else:
- s += "client"
- s += ":"+str(self.address)
- return s
-
-
-class NetworkReceiver(Player,Network):
- def __init__(self, colour, address=None):
-
- s = "@network"
- if address != None:
- s += ":"+str(address)
- Player.__init__(self, s, colour)
-
- self.address = address
-
- self.board = None
-
-
- def connect(self):
- nAttempts=3
- for i in range(nAttempts):
- try:
- Network.__init__(self, self.colour, self.address)
- debug(str(self) +" connected to " + str(self.address))
- return
- except Exception, e:
- debug(str(self) +" attempt " + str(i) + ": " + str(e.message))
-
- raise Exception("NETWORK - Can't connect to " + str(self.address))
+ def quit(self, result):
+ if self.baseplayer != None:
+ self.send_message("QUIT")
+ with game.lock:
+ game.final_result = result
+ game.stop()
+
- def select(self):
-
- s = self.get_response()
- #debug(str(self) +".select reads: " + str(s))
- [x,y] = map(int,s.split(" "))
- if x == -1 and y == -1:
- #print str(self) + ".select quits the game"
- with game.lock:
- game.final_state = "network terminated " + self.colour
- game.stop()
- return [x,y]
- def get_move(self):
- s = self.get_response()
- #debug(str(self) +".get_move reads: " + str(s))
- [x,y] = map(int,s.split(" "))
- if x == -1 and y == -1:
- #print str(self) + ".get_move quits the game"
- with game.lock:
- game.final_state = "network terminated " + self.colour
- game.stop()
- return [x,y]
- def update(self, result):
- if self.server == True:
- return result
- s = self.get_response()
- #debug(str(self) + ".update reads: " + str(s))
- if not "->" in s.split(" "):
- self.board.update(s, sanity=False)
- return s
-
- def quit(self, final_result):
- self.src.close()
- def __str__(self):
- s = "NetworkReceiver:"
- if self.server:
- s += "server"
- else:
- s += "client"
- s += ":"+str(self.address)
- return s
-