From: Sam Moore Date: Fri, 12 Apr 2013 09:07:52 +0000 (+0800) Subject: Made networking work hopefully X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=commitdiff_plain;h=df2c20df9b55fd3ab24c494d745a260662f1da67 Made networking work hopefully The code is getting really ugly, but it works --- diff --git a/qchess/qchess.py b/qchess/qchess.py index 587cfa4..899c477 100755 --- a/qchess/qchess.py +++ b/qchess/qchess.py @@ -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 diff --git a/qchess/src/board.py b/qchess/src/board.py index d0a7370..439ab77 100644 --- a/qchess/src/board.py +++ b/qchess/src/board.py @@ -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": diff --git a/qchess/src/game.py b/qchess/src/game.py index 09c73c2..1aabe4a 100644 --- a/qchess/src/game.py +++ b/qchess/src/game.py @@ -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) + diff --git a/qchess/src/main.py b/qchess/src/main.py index a4fc574..f52cad0 100644 --- a/qchess/src/main.py +++ b/qchess/src/main.py @@ -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, 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 diff --git a/qchess/src/network.py b/qchess/src/network.py index a1ab013..973160f 100644 --- a/qchess/src/network.py +++ b/qchess/src/network.py @@ -4,36 +4,91 @@ 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: + 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: - 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 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) + + + + if self.player != None: + result = self.player.update(result) + + return result - - Player.__init__(self, name, colour) - debug("Colour is " + str(self.colour)) + + 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])) @@ -52,6 +107,7 @@ class Network(Player): return else: + time.sleep(0.3) self.socket.connect(self.address) self.src = self.socket self.src.send("ok\n") @@ -65,37 +121,12 @@ 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] @@ -118,7 +149,7 @@ 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): @@ -132,25 +163,6 @@ 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() - - - + diff --git a/qchess/src/player.py b/qchess/src/player.py index 99d3616..53edb44 100644 --- a/qchess/src/player.py +++ b/qchess/src/player.py @@ -20,6 +20,12 @@ 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):