moth/game.py

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Python
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#! /usr/bin/env python3
import json
import asyncore
import asynchat
import socket
import traceback
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import time
from errno import EPIPE
# Number of seconds (roughly) you can be idle before you pass your turn
timeout = 30.0
# The current time of day
now = time.time()
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class Listener(asyncore.dispatcher):
def __init__(self, addr, player_factory, manager):
asyncore.dispatcher.__init__(self)
self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
self.set_reuse_addr()
self.bind(addr)
self.listen(4)
self.player_factory = player_factory
self.manager = manager
def handle_accept(self):
conn, addr = self.accept()
player = self.player_factory(conn, self.manager)
# We don't need to keep the player, asyncore.socket_map already
# has a reference to it for as long as it's open.
class Flagger(asynchat.async_chat):
"""Connection to flagd"""
def __init__(self, addr, auth):
asynchat.async_chat.__init__(self)
self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
self.connect(addr)
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self.push(auth + b'\n')
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self.flag = None
def handle_read(self):
msg = self.recv(4096)
raise ValueError("Flagger died: %r" % msg)
def handle_error(self):
# If we lose the connection to flagd, nobody can score any
# points. Terminate everything.
asynchat.async_chat.handle_error(self)
asyncore.close_all()
def set_flag(self, team):
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self.push(team.encode('utf-8') + b'\n')
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self.flag = team
class Manager:
"""Contest manager.
When a player connects and registers, they enter the lobby. As soon
as there are enough players in the lobby to run a game, everyone in
the lobby becomes a contestant. Contestants are assigned to games.
When the game declares a winner, the winner is added back to the list
of contestants, and other players are sent back to the lobby. When
a winner is declared by the last running game, that winner gets the
flag.
"""
def __init__(self, nplayers, game_factory, flagger):
self.nplayers = nplayers
self.game_factory = game_factory
self.flagger = flagger
self.games = {}
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self.lobby = set()
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self.contestants = []
def enter_lobby(self, player):
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self.lobby.add(player)
self.run_contest()
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def add_contestant(self, player):
self.contestants.append(player)
self.run_contest()
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def leave(self, player):
"""Player has left the tournament"""
pass
def set_flag(self, player):
"""Player has the flag"""
self.flagger.set_flag(player.name)
def start_contest(self):
"""Start a new contest.
This is where we purge any disconnected clients from the lobby.
"""
self.contestants = []
gone = set()
for player in self.lobby:
if player.connected:
self.contestants.append(player)
else:
gone.add(player)
self.lobby.difference_update(gone)
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def run_contest(self):
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# Purge any disconnected players
self.contestants = [p for p in self.contestants if p.connected]
self.lobby = set([p for p in self.lobby if p.connected])
# This is the closest thing we get to pattern matching in python
llen = len(self.lobby)
clen = len(self.contestants)
glen = len(self.games)
if (((llen == 1) )):
# Give the flag to the only team connected
self.set_flag(list(self.lobby)[0])
elif (( (clen == 1) and (glen == 0))):
# Give the flag to the last team standing, and start a new contest
self.set_flag(self.contestants.pop())
self.start_contest()
if (((llen == 0) and (clen == 0) and (glen == 0)) or
((llen < self.nplayers) and (clen == 0) and (glen == 0)) or
( (clen < self.nplayers) and (glen >= 1))):
pass
elif (((llen >= self.nplayers) and (clen == 0) and (glen == 0))):
self.start_contest()
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while len(self.contestants) >= self.nplayers:
players = self.contestants[:self.nplayers]
del self.contestants[:self.nplayers]
game = self.game_factory(self, players)
self.games[game] = players
for player in players:
player.attach_game(game)
def declare_winner(self, game, winner):
players = self.games[game]
del self.games[game]
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# Game is over, detach all players
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for p in players:
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p.detach_game()
# Inform losers of their loss
losers = [p for p in players if p != winner]
for p in losers:
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p.lose()
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# Winner stays in the contest
winner.win()
self.add_contestant(winner)
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def player_cmd(self, args):
cmd = args[0].lower()
if cmd == 'lobby':
return [p.name for p in self.lobby]
elif cmd == 'games':
return [[p.name for p in ps] for ps in self.games.values()]
elif cmd == 'flag':
return self.flagger.flag
else:
raise ValueError('Unrecognized manager command')
class Player(asynchat.async_chat):
def __init__(self, sock, manager):
asynchat.async_chat.__init__(self, sock=sock)
self.manager = manager
self.game = None
self.set_terminator(b'\n')
self.inbuf = []
self.blocked = None
self.name = None
self.pending = None
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self.last_activity = time.time()
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def readable(self):
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global now, timeout
ret = (not self.blocked) and asynchat.async_chat.readable(self)
if ret:
if now - self.last_activity > timeout:
# They waited too long.
self.err('idle timeout')
self.close()
return False
return ret
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def block(self):
"""Block reads"""
self.blocked = True
def unblock(self):
"""Unblock reads"""
self.blocked = False
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self.last_activity = time.time()
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def attach_game(self, game):
self.game = game
if self.pending:
self.unblock()
self.game.handle(self, *self.pending)
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self.pending = None
def detach_game(self):
self.game = None
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def _write_val(self, val):
s = json.dumps(val) + '\n'
self.push(s.encode('utf-8'))
def write(self, val):
self._write_val(['OK', val])
def err(self, msg):
self._write_val(['ERR', msg])
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def win(self):
self._write_val(['WIN'])
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self.unblock()
def lose(self):
self._write_val(['LOSE'])
self.unblock()
def collect_incoming_data(self, data):
self.inbuf.append(data)
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if len(self.inbuf) > 10:
self.err('Too much data, punk.')
self.close()
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def found_terminator(self):
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self.last_activity = time.time()
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try:
data = b''.join(self.inbuf)
self.inbuf = []
val = json.loads(data.decode('utf-8'))
cmd, args = val[0].lower(), val[1:]
if cmd == 'login':
if not self.name:
# XXX Check password
self.name = args[0]
self.write('Welcome to the fray, %s.' % self.name)
self.manager.enter_lobby(self)
else:
self.err('Already logged in.')
elif cmd == '^':
# Send to manager
ret = self.manager.player_cmd(args)
self.write(ret)
elif not self.name:
self.err('Log in first.')
else:
# Send to game
if not self.game:
self.pending = (cmd, args)
self.block()
else:
self.game.handle(self, cmd, args)
except Exception as err:
traceback.print_exc()
self.err(str(err))
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def close(self):
if self.game:
self.game.forfeit(self)
self.manager.leave(self)
asynchat.async_chat.close(self)
def send(self, data):
try:
return asynchat.async_chat.send(self, data)
except socket.error as why:
if why.args[0] == EPIPE:
# Broken pipe, shut down.
self.close()
else:
raise
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class Game:
def __init__(self, manager, players):
self.manager = manager
self.players = players
self.setup()
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if not hasattr(self, 'forfeit'):
if len(self.players) == 2:
self.forfeit = self.forfeit_2p
else:
raise NotImplementedError('forfeit method undefined')
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def declare_winner(self, player):
self.manager.declare_winner(self, player)
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def handle(self, player, cmd, args):
"""Handle a command from player.
This just dispatches to 'self.do_[cmd]'.
"""
method_name = 'do_%s' % cmd
try:
method = getattr(self, method_name)
method(player, args)
except AttributeError:
raise ValueError('Invalid command: %s' % cmd)
def forfeit_2p(self, player):
"""Player forfeits the game, in a 2-player game.
If your game has more than 2 players, you need to define
your own forfeit method.
"""
if player == self.players[0]:
self.declare_winner(self.players[1])
else:
self.declare_winner(self.players[0])
class TurnBasedGame(Game):
def __init__(self, manager, players):
self.ended_turn = set()
Game.__init__(self, manager, players)
def calculate_moves(self):
"""Override this to define what to do when the turn is over"""
pass
def end_turn(self, player):
"""End player's turn"""
self.ended_turn.add(player)
player.block()
if len(self.ended_turn) == len(self.players):
for p in self.players:
p.unblock()
self.calculate_moves()
self.ended_turn = set()
def loop():
global timeout, now
while True:
now = time.time()
asyncore.poll2(timeout=timeout)
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def run(nplayers, game_factory, port, auth):
flagger = Flagger(('localhost', 6668), auth)
manager = Manager(2, game_factory, flagger)
listener = Listener(('', port), Player, manager)
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loop()
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