This file is indexed.

/usr/lib/python2.7/dist-packages/tofu/__init__.py is in python-tofu 0.5-6.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
# TOFU
# Copyright (C) 2005 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

"""tofu -- a practical high-level network game engine, based on Twisted

Tofu is designed for games where players play one or several characters accross
several levels. This includes jump'n run games, RPG or RTS, but not Tetris-like
games or board game (chess, go,...).

Using the same code, Tofu can prodide single-player game (module tofu.single),
server (module tofu.server) and client (module tofu.client). The same architecture
should also allow a peer-to-peer game, but it is not implemented yet.

Tofu defines base classes for game-related objects. To create a Tofu-based game,
you need to subclass these classes : tofu.GameInterface, tofu.Player, tofu.Level,
tofu.Action, tofu.State, tofu.Mobile. Then you must call tofu.init and pass it your
classes.

In addition to network, Tofu also manages, loads and saves Player and Levels data.
All data are stored in files on the server. tofu.path is the list of directory where
these files are located; by default the list is empty by you must add your own data
directory in it.

For tranfering object through network and for saving them locally, Tofu can use either
cPickle or Cerealizer. As cPickle is not secure, you SHOULD NOT use it for network
transfer though.

The tofu module has the following global variables:
 - IDLER: the current Idler
 - NOTIFIER: the current Notifier (for internal purpose)
 - GAME_INTERFACE: the current GameInterface (None for the server)


HOW IT WORK ?

This modules define classes for Mobile, i.e. anything that moves of evolve in the
network game. In particular, both human-played and computer-played (=bot) characters
are Mobile.

Tofu uses a 3-level system; the 3 levels are: Controllers, Doers and Mobiles. Mobiles
are anything that can move, including both player's characters and bots. Controllers
determine which Action a Mobile will do (by reading input like keyboard, or by AI for
bots). Doers execute these Actions and return the new States for the Mobile. Finally
the Mobile State is updated.

The last step (updating Mobile's State) occurs on both client and server. The 2 first
ones can be done locally (LocalController, LocalDoer) or remotely (RemoteController,
RemoteDoer).
Typical configurations are:


* single player game
Everything is local.

            | client A
------------|-----------------
Mobile      | LocalController
played by A | LocalDoer
------------|-----------------
Bot         | LocalController
            | LocalDoer


* client-server multiplayer game
On the client-side, Mobile always have a RemoteDoer

            | client A         | server           | client B
------------|------------------|------------------|------------------
Mobile      | LocalController  | RemoteController | RemoteController
played by A | RemoteDoer       | LocalDoer        | RemoteDoer
------------|------------------|------------------|------------------
Bot         | RemoteController | LocalController  | RemoteController
            | RemoteDoer       | LocalDoer        | RemoteDoer


* peer-to-peer multiplayer game (NOT YET IMPLEMENTED)

            |client A          | client B
------------|------------------|------------------
Mobile      | LocalController  | RemoteController
played by A | LocalDoer        | RemoteDoer
------------|------------------|------------------
Mobile      | RemoteController | LocalController
played by B | RemoteDoer       | LocalDoer
------------|------------------|------------------
Bot         | LocalController  | RemoteController
            | LocalDoer        | RemoteDoer
"""

import os.path, time, weakref, struct
import twisted.internet.selectreactor
from bisect import insort

import cerealizer

try: set
except: from sets import Set as set

__all__ = ["init", "Notifier", "GameInterface", "Idler", "Unique", "SavedInAPath", "Player", "Level", "Action", "State", "Mobile", "LocalController", "RemoteController", "LocalDoer", "RemoteDoer"]

path = []

VERSION = "0.5"

CODE_LOGIN_PLAYER  = ">"
CODE_LOGOUT_PLAYER = "<"
CODE_CHECK_VERSION = "V"
CODE_ASK_UNIQUE    = "u"
CODE_DATA_UNIQUE   = "U"
CODE_DATA_STATE    = "S"
CODE_DATA_ACTION   = "A"
CODE_OWN_CONTROL   = "+"
CODE_ADD_MOBILE    = "M"
CODE_REMOVE_MOBILE = "m"
CODE_ENTER_LEVEL   = "L"
CODE_ERROR         = "E"



class Notifier(object):
  def __init__(self):
    global NOTIFIER
    NOTIFIER = self
    
  def notify_action(self, mobile, action): pass
  def notify_state (self, mobile, state ): pass
  
  def notify_add_mobile   (self, mobile): pass
  def notify_remove_mobile(self, mobile): pass
  
  def notify_enter_level(self, level): pass
  
  def check_level_activity(self, level): pass
  
  def notify_discard(self, unique): pass
  
  def login_player (self, filename, password, *client_side_data): pass
  def logout_player(self): pass
NOTIFIER = Notifier()


GAME_INTERFACE = None
class GameInterface(object):
  """GameInterface

The game visible interface. A GameInterface is created for each client, but NOT for
the server.

You must subclass this class to make a game-specific GameInterface class, and create an
instance of your GameInterface when the client starts."""
  def __init__(self, *args, **kargs):
    global GAME_INTERFACE
    GAME_INTERFACE = self
    
  def ready(self, notifier):
    """GameInterface.ready()

Called when the network connection is ready.
You should override this method, and call NOTIFIER.login_player()."""
    self.notifier = notifier
    
  def network_error(self, reason):
    """GameInterface.network_error(reason)

Called when the network connection fails or have been lost.
You should override this method, and ends the game."""
    pass
  
  def end_game(self, *return_values):
    """GameInterface.end_game()

Ends the game."""
    NOTIFIER.logout_player()
    IDLER.stop(*return_values)
    
IDLER = None
class Idler:
  """Idler

Tofu's main loop.

WARNING: the default Tofu Idler is very limited (no FPS regulation,...).
You should provide your own Idler (Soya 3D includes a very good one)."""
  def __init__(self):
    self.levels           = []
    self.next_round_tasks = []
    self.active           = 0
    self.round_duration   = 0.030
    self.return_values    = None
    
    twisted.internet.selectreactor.install()
    self.reactor = twisted.internet.reactor
    
    global IDLER
    IDLER = self
    
    print "* Tofu * IDLER created !"
    
  def stop(self, *return_values):
    """Idler.stop()

Stops the Idler."""
    self.active = 0
    self.return_values = return_values
    
  def idle(self):
    """Idler.idle()

Starts the main loop."""
    self.active       = 1
    self.current_time = time.time()
    
    while self.active:
      self.begin_round()
      time.sleep(self.round_duration)
      
    return self.return_values
  
  def begin_round(self):
    """Idler.begin_round()

Called repeatedly when the Idler start idling.
You may want to override this method."""
    if self.next_round_tasks:
      for task in self.next_round_tasks: task()
      self.next_round_tasks = []
    self.reactor.iterate()
    for level in self.levels: level.begin_round()
    Level.discard_inactives()
    
  def add_level(self, level):
    """Idler.add_level(level)

Adds LEVEL in the list of played level. This method is automatically called by
Level.set_active(), so you shouldn't care about it."""
    self.levels.append(level)
    
  def remove_level(self, level):
    """Idler.remove_level(level)

Removes LEVEL in the list of played level. This method is automatically called by
Level.set_active(), so you shouldn't care about it."""
    self.levels.remove(level)


class _Base(object):
  pass


def _getterbyuid(klass, filename): return klass.getbyuid(filename)

class Unique(_Base):
  """Unique

A Unique object is an object that has a unique identifiant (UID) on each remote host
(server or client).

"""
  _alls = weakref.WeakValueDictionary()
  
  def __init__(self):
    self.uid = id(self)
    Unique._alls[self.uid] = self
    
  def getbyuid(uid):
    """Unique.getbyuid(uid) -> Unique

This static method returns the object of the given UID."""
    return Unique._alls.get(uid) or Unique.not_found(uid)
  getbyuid = staticmethod(getbyuid)
  
  def not_found(uid): raise ValueError("No uid %s !" % uid)
  not_found = staticmethod(not_found)
  
  def hasuid(uid):
    """Unique.hasuid(uid) -> bool

This static method returns true if an object with the given UID exists."""
    return Unique._alls.has_key(uid)
  hasuid = staticmethod(hasuid)
  
  def loaded(self):
    """Unique.loaded()

Called when the Unique is loaded from a local file."""
    self.uid = id(self)
    Unique._alls[self.uid] = self
    
  def received(self):
    """Unique.received()

Called when the Unique is received from the network."""
    Unique._alls[self.uid] = self
    
  def discard(self):
    """Unique.discard()

Discards the Unique, i.e. this object won't be used any more.
If the Unique is needed later, it will be either loaded from a local file, or recovered
through network.
If the Unique is saveable, this method may call save(), in order to save the Unique
before it is garbage collected."""
    try:
      del Unique._alls[self.uid]
    except: pass
    else:
      NOTIFIER.notify_discard(self)
      
  def dumpuid  (self): return struct.pack("!i", self.uid)
  def undumpuid(data): return Unique.getbyuid(struct.unpack("!i", data)[0])
  undumpuid = staticmethod(undumpuid)
  
  def __repr__(self): return "<%s UID:%s>" % (self.__class__.__name__, self.uid)
  
  def dump  (self): return network_serializer.dumps(self, 1)
  def undump(data): return network_serializer.loads(data)
  undump = staticmethod(undump)


# Comes from Soya
_SAVING = None

def _getter(klass, filename): return klass.get (filename)

class SavedInAPath(Unique):
  """SavedInAPath

A special class of Unique that can be saved in a file.
When a SavedInAPath object is serialized, only the filename is serialized, and not all the
object data."""
  DIRNAME = ""

  def __init__(self):
    Unique.__init__(self)
    self._filename = ""
    
  def __repr__(self): return "<%s %s UID:%s>" % (self.__class__.__name__, self.filename, self.uid)
  
  def get(klass, filename):
    """SavedInAPath.get(filename) -> SavedInAPath

This class method gets a SavedInAPath object from its filename.
The object will be loaded if needed, but if it is already loaded, the same reference will
be returned."""
    return klass._alls2.get(filename) or klass._alls2.setdefault(filename, klass.load(filename))
  get = classmethod(get)
  
  def load(klass, filename):
    """SavedInAPath.load(filename) -> SavedInAPath

This class method loads a SavedInAPath object from its file."""
    if ".." in filename: raise ValueError("Cannot have .. in filename (security reason)!")
    filename = filename.replace("/", os.sep)
    for p in path:
      file = os.path.join(p, klass.DIRNAME, filename + ".data")
      if os.path.exists(file):
        obj = local_serializer.loads(open(file, "rb").read())
        obj.loaded()
        klass._alls2[filename] = obj
        return obj
    raise ValueError("No %s named %s" % (klass.__name__, filename))
  load = classmethod(load)
  
  def save(self, filename = None):
    """SavedInAPath.save(filename = None)

Saves a SavedInAPath object in the associated file."""
    global _SAVING
    try:
      _SAVING = self # Hack !!
      data = local_serializer.dumps(self, 1) # Avoid destroying the file if the serialization causes an error.
      open(filename or os.path.join(path[0], self.DIRNAME, self.filename.replace("/", os.sep)) + ".data", "wb").write(data)
    finally:
      _SAVING = None
      
  def delete(self, filename = None):
    """SavedInAPath.delete(filename = None)

Delete a SavedInAPath's file."""
    del self._alls2[self.filename]
    Unique.discard(self)
    
    filename = filename or os.path.join(path[0], self.DIRNAME, self.filename.replace("/", os.sep)) + ".data"
    print "* Tofu * Deleting %s %s (file %s) !" % (self.__class__.__name__, self.filename, filename)
    os.remove(filename)
    
  def get_filename(self): return self._filename
  def set_filename(self, filename):
    if self._filename:
      try: del self._alls2[self.filename]
      except KeyError: pass
    if filename: self._alls2[filename] = self
    self._filename = filename
  filename = property(get_filename, set_filename)
  
  def availables(klass):
    """SavedInAPath.availables()

This class method returns a list of all available files (e.g. a list of all Levels or
all Players)."""
    import dircache
    filenames = dict(klass._alls2)
    for p in path:
      for filename in dircache.listdir(os.path.join(p, klass.DIRNAME)):
        if filename.endswith(".data"): filenames[filename[:-5]] = 1
    filenames = filenames.keys()
    filenames.sort()
    return filenames
  availables = classmethod(availables)
  
  def discard(self):
    print "* Tofu * Discard %s %s %s..." % (self.__class__.__name__.lower(), self.filename, self.uid)
    del self._alls2[self.filename]
    Unique.discard(self)
    
  def loaded(self):
    assert not self._alls2.get(self.filename), "Dupplicated SavedInAPath object %s !" % self.filename
    Unique.loaded(self)
    self._alls2[self.filename] = self
    
  def received(self):
    assert not self._alls2.get(self.filename), "Dupplicated SavedInAPath object %s !" % self.filename
    Unique.received(self)
    self._alls2[self.filename] = self
    
  def dump(self):
    """SavedInAPath.dump() -> str

Serialize the object."""
    global _SAVING
    try:
      _SAVING = self # Hack !!
      return network_serializer.dumps(self, 1)
    finally:
      _SAVING = None
      
  def __reduce_ex__(self, i = 0):
    if (not _SAVING is self) and self._filename: # self is saved in another file, save filename only
      return (_getter, (self.__class__, self.filename))
    return object.__reduce_ex__(self, i)

  
class Player(SavedInAPath):
  """Player

A Player. Player is a subclass of SavedInAPath, and thus Players are associated
to a filename. When the Player logout, it is automatically saved into the corresponding
file. If he login later, the Player will be loaded from the file.

Interesting attributes are :
 - mobiles: the list of mobile controled by the human Player (no bots)
 - filename: the Player's login and also the file in which the Player data will be stored
 - password: the password
 - address: the address of the remote host, 1 for single player game, and None if not connected.
 - notifier: the Player's notifier

You must subclass this class to make a game-specific Player class."""
  DIRNAME = "players"
  _alls2 = {}
  
  def __init__(self, filename, password, client_side_data = ""):
    """Player(filename, password, client_side_data = "") -> Player

Creates a new Player with the given FILENAME and PASSWORD.

__init__ is ONLY called for NEW Player at their FIRST login.
You must override this contructor, in order to create at least one Mobile for the new
Player, and add these Mobiles in some Levels.

CLIENT_SIDE_DATA contains additional data given by the client; you can use them to
store some data on the client side. Default implementation ignore them."""
    if (".." in filename) or ("/" in filename): raise ValueError("Invalide Player name %s (need a valid filename) !" % filename)
    
    SavedInAPath.__init__(self)
    
    print "* Tofu * Creating new player %s..." % filename
    
    self.filename = filename
    self.password = password
    self.mobiles  = []
    self.notifier = None
    self.address  = None
    
  def add_mobile(self, mobile):
    if not mobile.level: raise ValueError("You must add the mobile inside a level before !")
    mobile.player_name = self.filename
    self.mobiles.append(mobile)
    
  def remove_mobile(self, mobile):
    self.mobiles.remove(mobile)
    mobile.player_name = ""
    if not self.mobiles: self.kill(mobile)
    
  def kill(self, last_mobile):
    self.logout(0)
    
  def login(self, notifier, address, client_side_data = ""):
    """Player.login(notifier, address, client_side_data = "")

Login the Player.

CLIENT_SIDE_DATA contains additional data given by the client; you can use them to
store some data on the client side. Default implementation ignore them."""
    if self.address: raise ValueError("Player %s is already logged !" % self.filename)
    print "* Tofu * Player %s login !" % self.filename
    
    for mobile in self.mobiles:
      if not mobile in mobile.level.mobiles: mobile.level.add_mobile(mobile)
      
    self.notifier = notifier
    self.address  = address
    
    for mobile in self.mobiles:
      mobile.send_control_to(self)
      
    for level in set([mobile.level for mobile in self.mobiles]):
      notifier.notify_enter_level(level)
      
  def logout(self, save = 1):
    """Player.logout(SAVE = 1)

Logout the Player."""
    if self.address:
      print "* Tofu * Player %s logout !" % self.filename
      try: self.notifier.transport.loseConnection()
      except: pass
      self.notifier = None
      self.address  = None
      if save: self.discard()
      
      # Do this AFTER discard => when discard saves the player's mobiles, the mobiles still have their level, and so the level is saved.
      for mobile in self.mobiles:
        if mobile.level: mobile.level.remove_mobile(mobile)

      if GAME_INTERFACE: GAME_INTERFACE.end_game()
      
  def loaded(self):
    SavedInAPath.loaded(self)
    for mobile in self.mobiles: mobile.loaded()
    
  def discard(self):
    for mobile in self.mobiles: mobile.discard()
    SavedInAPath.discard(self)


class Level(SavedInAPath):
  """Level

A game Level. Level is a subclass of SavedInAPath, and thus Levels are associated
to a filename. When the Level is useless, it is automatically saved into the corresponding
file. If needed later, the Level will be loaded from the file.

You must subclass this class to make a game-specific Level class."""
  DIRNAME = "levels"
  _alls2 = weakref.WeakValueDictionary()
  
  def __init__(self, filename = ""):
    """Level(filename = "") -> Level

Creates a Level called FILENAME."""
    SavedInAPath.__init__(self)
    
    if filename: self.filename = filename
    self.mobiles  = []
    self.round    = 0
    self.active   = 0
    
  def add_mobile(self, mobile):
    """Level.add_mobile(mobile)

Adds a Mobile in the Level.
If needed, the addition will be notified to remote users, and the level active state will
be updated.
"""
    mobile._added_into_level(self)
    self.mobiles.append(mobile)
    
    NOTIFIER.notify_add_mobile(mobile)
    
    NOTIFIER.check_level_activity(self)
    
  def remove_mobile(self, mobile):
    """Level.remove_mobile(mobile)

Removes a Mobile from the Level.
If needed, the removal will be notified to remote users, and the level active state will
be updated."""
    if mobile.doer.remote: mobile.doer.purge()
    
    NOTIFIER.notify_remove_mobile(mobile) # Notify BEFORE removals => we can use mobile.level
    self.mobiles.remove(mobile)
    mobile._added_into_level(None)
    
    NOTIFIER.check_level_activity(self)
    
  def set_active(self, active):
    """Level.set_active(active)

Sets the level active state. If the level is active, the Mobile in the Level will be
played.

You should not call this method directly; the level active state is automatically
determined by the Mobile of the Level.
You may want to override this method, e.g. to display an active level."""
    if active != self.active:
      if active: print "* Tofu * Level %s %s activated !"  % (self.filename, self.uid)
      else:      print "* Tofu * Level %s %s inactivated." % (self.filename, self.uid)
      if self.active: IDLER.remove_level(self)
      self.active = active
      if self.active: IDLER.add_level(self)
      
      if not active: self.discard()
      
  def begin_round(self):
    """Level.begin_round()

If the Level is active, this method is called repeatedly by the Idler.
You may override this method; the default implementation calls all Mobile's begin_round."""
    if self.active:
      self.round += 1
      for mobile in self.mobiles: mobile.begin_round()
      
  def received(self):
    SavedInAPath.received(self)
    self.active   = 0
    for mobile in self.mobiles: mobile.received()
    
    NOTIFIER.check_level_activity(self)
    
  def loaded(self):
    SavedInAPath.loaded(self)
    
    self.active = 0
    for mobile in self.mobiles: mobile.loaded()
    
  def discard(self):
    if not Unique.hasuid(self.uid): return # Already discarded
    
    for mobile in self.mobiles: mobile.discard()
    SavedInAPath.discard(self)
    
  def discard_inactives(clazz):
    """Level.discard_inactives()

This class method discards ALL non-active levels.
It is called by the Idler each begin_round."""
    for level in clazz._alls2.values():
      if not level.active: level.discard()
  discard_inactives = classmethod(discard_inactives)
  

class Action(_Base):
  """Action

An Action is something a Mobile (like a character) wants to accomplish.
Typical example of Action are: move forward, turn left,...

You must subclass this class to make a game-specific Action class."""
  def __init__(self): pass

  def is_crucial(self):
    """Action.is_crucial() -> bool

Returns true if the Action is crucial, i.e. it MUST not be lost in the network
hyperspace (like UDP protocol sometimes does).

Default implementation always returns true. You can override it if you have non-crucial
Action."""
    return 1
  
  def dump(self):
    """Action.dump() -> str

Serialize the Action."""
    return network_serializer.dumps(self, 1)
  
  def undump(data):
    """Action.undump(data) -> Action

Static method that deserialize an Action (previously serialized by Action.dump)."""
    return network_serializer.loads(data)
  undump = staticmethod(undump)
  
  
class State(_Base):
  """State

A State is the current position of a Mobile (like a character).
Typical example of State is: (X, Y) coordinates == (10.0, 5.0),...

You must subclass this class to make a game-specific State class."""
  droppable = 0
  def __init__(self):
    self.round  = -1 # XXX needed ?

  def __cmp__(self, other): return cmp(self.round, other.round)
  def is_crucial(self):
    """State.is_crucial() -> bool

Returns true if the State is crucial, i.e. it MUST not be lost in the network
hyperspace (like UDP protocol sometimes does).

Default implementation always returns true. You can override it if you have non-crucial
State."""
    return 1
  
  def dump(self):
    """State.dump() -> str

Serialize the State."""
    return network_serializer.dumps(self, 1)
  
  def undump(data):
    """State.undump(data) -> Action

Static method that deserialize a State (previously serialized by State.dump)."""
    return network_serializer.loads(data)
  undump = staticmethod(undump)
  

QUEUE_LENGTH = 3

class LocalController(_Base):
  """LocalController

The Controller is the object responsible for determining the Actions a Mobile will do.

The default LocalController implementation delegates this task to Mobile.next_action(),
but you may want to subclass the LocalController class, e.g. in KeybordController and
AIController."""
  remote = 0
  def __init__(self, mobile):
    self.mobile = mobile
    
  def begin_round(self):
    action = self.mobile.next_action()
    self.mobile.doer.do_action(action)
    
    
class RemoteController(_Base):
  """RemoteController

A RemoteController is a Controller for a remotely-controled Mobile, i.e. a Mobile who
receives its Actions from a remote server."""
  remote = 1
  def __init__(self, mobile):
    self.mobile = mobile
    self.actions = []
    
  def push(self, action): self.actions.append(action)

  def begin_round(self):
    if self.actions:
      while len(self.actions) > QUEUE_LENGTH:
        action = self.actions.pop(0)
        if action.is_crucial(): self.mobile.doer.do_action(action)
      self.mobile.doer.do_action(self.actions.pop(0))
    else:
      self.mobile.doer.do_action(None)
      
class LocalDoer(_Base):
  """LocalDoer

The Doer is the object responsible for doing a Mobile's Action, and returning
the resulting State.

The default LocalDoer implementation delegates this task to Mobile.do_action(action),
you probably won't have to subclass the LocalDoer class."""
  remote = 0
  def __init__(self, mobile):
    self.mobile = mobile
    
  def do_action(self, action):
    self.mobile.do_action(action)
    
  def action_done(self, state):
    if state:
      state.round = self.mobile.round
      if (not state.droppable) or state.is_crucial(): NOTIFIER.notify_state(self.mobile, state)
      self.mobile.set_state(state)
      
  def begin_round(self): pass
  
      
class RemoteDoer(_Base):
  """RemoteDoer

A RemoteDoer is a Doer for a remotely-played Mobile, i.e. a Mobile whoose Action are
executed on a remote host, and who receives its States from the remote host."""
  remote = 1
  def __init__(self, mobile):
    self.mobile = mobile
    self.states = []
    
  def push(self, state):
    insort(self.states, state)
    
  def do_action(self, action):
    if action:
      NOTIFIER.notify_action(self.mobile, action)
      
  def begin_round(self):
    if self.states:
      while len(self.states) > QUEUE_LENGTH:
        state = self.states.pop(0)
        if state.is_crucial(): self.mobile.set_state(state)
          
      self.mobile.set_state(self.states.pop(0))
      
  def purge(self):
    if self.states:
      while len(self.states) > 1:
        state = self.states.pop(0)
        if state.is_crucial(): self.mobile.set_state(state)
        
      self.mobile.set_state(self.states.pop(0))
      
      
class Mobile(Unique):
  """Mobile

A Mobile is anything that moves of evolve in the network game. In particular, both
human-played and computer-played (=bot) characters are Mobile. You must subclass
the Mobile class to create your own game-specific Mobiles.

Attributes are:
 - controller: the Mobile's Controller
 - doer: the Mobile's Doer
 - round: the round counter
 - bot: true if the Mobile is an AI-played bot, false if it is a human-played
   character. Defaults to false.
"""
  def __init__(self):
    """Mobile() -> Mobile

Create a new Mobile. Mobile creation should only be done on the server, i.e. either
in Mobile.do_action() or in Player.__init__(), both being called only server-side.
Then, when calling Level.add_mobile(mobile), the server will automatically send the
mobile to clients.

By default, the Mobile has a LocalController and a LocalDoer, i.e. it is totally locally
managed. If you want to transfert the control to another player, use
Mobile.send_control_to(player).
"""
    Unique.__init__(self)
    
    self.round       = 0
    self.level       = None
    self.controller  = LocalController(self)
    self.doer        = LocalDoer     (self)
    self.bot         = 0
    self.player_name = ""
    
  def _added_into_level(self, level):
    """Mobile._added_into_level(level)

Called when the Mobile is added inside a Level, or removed from a Level (in this case,
LEVEL is None)."""
    self.level = level
    
  def begin_round(self):
    """Mobile.begin_round()

If the Mobile's Level is active, this method is called repeatedly by the Idler.
You don't have to override this method; override rather next_action, do_action and
set_state."""
    self.round += 1
    self.controller.begin_round()
    self.doer      .begin_round()
    
  def next_action(self):
    """Mobile.next_action() -> Action or None

Called by LocalController, to get the next Action for this Mobile.
You must override this method."""
    return None
  
  def do_action(self, action):
    """Mobile.do_action(action)

Called by LocalDoer, to accomplish the given ACTION and compute the resulting new State
for the Mobile.
You must override this method, create the new State and then call :

  self.doer.action_done(new_state)

Notice that, if needed, you can create more than one state, and call self.doer.action_done
several time (one per state)."""
    return None
  
  def set_state(self, state):
    """Mobile.set_state(state) -> State

Set the new State of the Mobile. This method is called BOTH server-side and client-side.
You must override this method."""
    pass
  
  def send_control_to(self, player):
    """Mobile.send_control_to(player)

Transfer the control of this Mobile to PLAYER.
This method replace the Mobile's Controller by a RemoteController, and notify PLAYER."""
    # XXX P2P
    if not self.controller.remote: self.controller = RemoteController(self)
    if player: player.notifier.notify_own_control(self)
    
    NOTIFIER.check_level_activity(self.level)
    
  def control_owned(self):
    """Mobile.control_owned()

Called when the control of a Mobile is acquired locally.
This method replace the Mobile's Controller by a LocalController.
You can override it, in order to know which Mobile are locally controled."""
    self.controller = LocalController(self)
    
    NOTIFIER.check_level_activity(self.level)

  def received(self):
    Unique.received(self)
    if not self.controller.remote: self.controller = RemoteController(self)
    else:                          self.controller.actions *= 0
    if not self.doer      .remote: self.doer       = RemoteDoer      (self)
    
  def kill(self):
    IDLER.next_round_tasks.append(self.killed)
    
  def killed(self):
    if self.level:
      self.level.remove_mobile(self)
    player = Player._alls2.get(self.player_name, None)
    if player: player.remove_mobile(self)
    
YourGameInterface = YourPlayer = YourAction = YourState = None

def init(game_interface_class, player_class, level_class, action_class, state_class, mobile_class):
  """init(game_interface_class, player_class, level_class, action_class, state_class, mobile_class)

Initializes Tofu with the given classes. They should be subclasses of the corresponding
Tofu base classes."""
  global YourGameInterface, YourPlayer, YourAction, YourState
  YourGameInterface  = game_interface_class
  YourPlayer         = player_class
  YourAction         = action_class
  YourState          = state_class
  # Currently, Level and Mobile are not needed.

  #if (not local_serializer) or (not network_serializer): raise StandardError("You must define serializer before calling init(). See enable_pickle() and enable_cerealizer().")
    
    
local_serializer   = None
network_serializer = None

def enable_pickle(local, network):
  """enable_pickle(local, network)

Use the cPickle serialization module for LOCAL and/or NETWORK serialization.
Set LOCAL to 1 to use cPickle for local serialization (else use 0).
Set NETWORK to 1 to use cPickle for remote serialization (else use 0) -- CAUTION! cPickle by
itself is not sure!
IF YOU USE CPICKLE OVER NETWORK, YOU ASSUME YOU TRUST THE REMOTE COMPUTER!

E.g. to use cPickle for local file only, do:
  enable_pickle(1, 0)
"""
  import cPickle as pickle
  global local_serializer, network_serializer
  if local  : local_serializer   = pickle
  if network: network_serializer = pickle
  

def enable_cerealizer(local, network):
  """enable_cerealizer(local, network)

Use the Cerealizer serialization module for LOCAL and/or NETWORK serialization.
Set LOCAL to 1 to use Cerealizer for local serialization (else use 0).
Set NETWORK to 1 to use Cerealizer for remote serialization (else use 0).

E.g. to use Cerealizer for both local file and network transfer, do:
  enable_cerealizer(1, 1)
and to use Cerealizer for only for network transfer, do:
  enable_cerealizer(0, 1)
"""
  cerealizer.register(LocalController)
  cerealizer.register(LocalDoer)
  cerealizer.register(RemoteController)
  cerealizer.register(RemoteDoer)
  
  global local_serializer, network_serializer
  if local  : local_serializer   = cerealizer
  if network: network_serializer = cerealizer


# Cerealizer Handler for SavedInAPath and subclass.
class SavedInAPathHandler(cerealizer.ObjHandler):
  def collect(self, obj, dumper):
    if (not _SAVING is obj) and obj._filename: # self is saved in another file, save filename only
      return cerealizer.Handler.collect(self, obj, dumper)
    else: return cerealizer.ObjHandler.collect(self, obj, dumper)

  def dump_obj(self, obj, dumper, s):
    cerealizer.ObjHandler.dump_obj(self, obj, dumper, s)
    if (not _SAVING is obj) and obj._filename: # self is saved in another file, save filename only
      dumper.dump_ref(obj._filename, s)
    else: dumper.dump_ref("", s)

  def dump_data(self, obj, dumper, s):
    if (not _SAVING is obj) and obj._filename: # self is saved in another file, save filename only
      return cerealizer.Handler.dump_data(self, obj, dumper, s)
    else: cerealizer.ObjHandler.dump_data(self, obj, dumper, s)

  def undump_obj(self, dumper, s):
    filename = dumper.undump_ref(s)
    if filename: return self.Class.get(filename)
    return cerealizer.ObjHandler.undump_obj(self, dumper, s)

  def undump_data(self, obj, dumper, s):
    if not getattr(obj, "_filename", 0): # else, has been get'ed
      cerealizer.ObjHandler.undump_data(self, obj, dumper, s)