-../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
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)
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
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...
--- /dev/null
+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()
+
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)
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
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
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
# (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)
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)
merge_required=true
fi
done
+ " > /dev/null
+
fi
# If any components were modified more recently than the target, merge the components into the target