AI_Diplomacy/diplomacy/server/notifier.py
2025-02-06 14:33:10 -08:00

359 lines
19 KiB
Python

# ==============================================================================
# Copyright (C) 2019 - Philip Paquette, Steven Bocco
#
# This program is free software: you can redistribute it and/or modify it under
# the terms of the GNU Affero General Public License as published by the Free
# Software Foundation, either version 3 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 Affero General Public License for more
# details.
#
# You should have received a copy of the GNU Affero General Public License along
# with this program. If not, see <https://www.gnu.org/licenses/>.
# ==============================================================================
""" Server notifier class. Used to send server notifications, allowing to ignore some addresses. """
from tornado import gen
from diplomacy.communication import notifications
from diplomacy.utils import strings
class Notifier:
""" Server notifier class. """
__slots__ = ['server', 'ignore_tokens', 'ignore_addresses']
def __init__(self, server, ignore_tokens=None, ignore_addresses=None):
""" Initialize a server notifier. You can specify some tokens or addresses to ignore using
ignore_tokens or ignore_addresses. Note that these parameters are mutually exclusive
(you can use either none of them or only one of them).
:param server: a server object.
:param ignore_tokens: (optional) sequence of tokens to ignore.
:param ignore_addresses: (optional) sequence of couples (power name, token) to ignore.
:type server: diplomacy.Server
"""
self.server = server
self.ignore_tokens = None
self.ignore_addresses = None
if ignore_tokens and ignore_addresses:
raise AssertionError('Notifier cannot ignore both tokens and addresses.')
# Expect a sequence of tokens to ignore.
# Convert it to a set.
if ignore_tokens:
self.ignore_tokens = set(ignore_tokens)
# Expect a sequence of tuples (power name, token) to ignore.
# Convert it to a dict {power name => {token}}
# (each power name with all associated ignored tokens).
elif ignore_addresses:
self.ignore_addresses = {}
for power_name, token in ignore_addresses:
if power_name not in self.ignore_addresses:
self.ignore_addresses[power_name] = set()
self.ignore_addresses[power_name].add(token)
def ignores(self, notification):
""" Return True if given notification must be ignored.
:param notification:
:return: a boolean
:type notification: notifications._AbstractNotification | notifications._GameNotification
"""
if self.ignore_tokens:
return notification.token in self.ignore_tokens
if self.ignore_addresses and notification.level == strings.GAME:
# We can ignore addresses only for game requests
# (as other requests only have a token, not a full address).
return (notification.game_role in self.ignore_addresses
and notification.token in self.ignore_addresses[notification.game_role])
return False
@gen.coroutine
def _notify(self, notification):
""" Register a notification to send.
:param notification: a notification instance.
:type notification: notifications._AbstractNotification | notifications._GameNotification
"""
connection_handler = self.server.users.get_connection_handler(notification.token)
if not self.ignores(notification) and connection_handler:
translated_notifications = connection_handler.translate_notification(notification)
if translated_notifications:
for translated_notification in translated_notifications:
yield self.server.notifications.put((connection_handler, translated_notification))
@gen.coroutine
def _notify_game(self, server_game, notification_class, **kwargs):
""" Send a game notification.
Game token, game ID and game role will be automatically provided to notification object.
:param server_game: game to notify
:param notification_class: class of notification to send
:param kwargs: (optional) other notification parameters
:type server_game: diplomacy.server.server_game.ServerGame
"""
for game_role, token in server_game.get_reception_addresses():
yield self._notify(notification_class(token=token,
game_id=server_game.game_id,
game_role=game_role,
**kwargs))
@gen.coroutine
def _notify_power(self, game_id, power, notification_class, **kwargs):
""" Send a notification to all tokens of a power.
Automatically add token, game ID and game role to notification parameters.
:param game_id: power game ID.
:param power: power to send notification.
:param notification_class: class of notification to send.
:param kwargs: (optional) other notification parameters.
:type power: diplomacy.Power
"""
for token in power.tokens:
yield self._notify(notification_class(token=token,
game_id=game_id,
game_role=power.name,
**kwargs))
@gen.coroutine
def notify_game_processed(self, server_game, previous_phase_data, current_phase_data):
""" Notify all game tokens about a game phase update (game processing).
:param server_game: game to notify
:param previous_phase_data: game phase data before phase update
:param current_phase_data: game phase data after phase update
:type server_game: diplomacy.server.server_game.ServerGame
:type previous_phase_data: diplomacy.utils.game_phase_data.GamePhaseData
:type current_phase_data: diplomacy.utils.game_phase_data.GamePhaseData
"""
# Send game updates to observers ans omniscient observers..
for game_role, token in server_game.get_observer_addresses():
yield self._notify(notifications.GameProcessed(
token=token,
game_id=server_game.game_id,
game_role=game_role,
previous_phase_data=server_game.filter_phase_data(previous_phase_data, strings.OBSERVER_TYPE, False),
current_phase_data=server_game.filter_phase_data(current_phase_data, strings.OBSERVER_TYPE, True)
))
for game_role, token in server_game.get_omniscient_addresses():
yield self._notify(notifications.GameProcessed(
token=token,
game_id=server_game.game_id,
game_role=game_role,
previous_phase_data=server_game.filter_phase_data(previous_phase_data, strings.OMNISCIENT_TYPE, False),
current_phase_data=server_game.filter_phase_data(current_phase_data, strings.OMNISCIENT_TYPE, True)))
# Send game updates to powers.
for power in server_game.powers.values():
yield self._notify_power(server_game.game_id, power, notifications.GameProcessed,
previous_phase_data=server_game.filter_phase_data(
previous_phase_data, power.name, False),
current_phase_data=server_game.filter_phase_data(
current_phase_data, power.name, True))
# Also send wait flag for each power.
for power in server_game.powers.values():
yield self.notify_power_wait_flag(server_game, power, power.wait)
@gen.coroutine
def notify_account_deleted(self, username):
""" Notify all tokens of given username about account deleted. """
for token_to_notify in self.server.users.get_tokens(username):
yield self._notify(notifications.AccountDeleted(token=token_to_notify))
@gen.coroutine
def notify_game_deleted(self, server_game):
""" Notify all game tokens about game deleted.
:param server_game: game to notify
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.GameDeleted)
@gen.coroutine
def notify_game_powers_controllers(self, server_game):
""" Notify all game tokens about current game powers controllers.
:param server_game: game to notify
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.PowersControllers,
powers=server_game.get_controllers(),
timestamps=server_game.get_controllers_timestamps())
@gen.coroutine
def notify_game_status(self, server_game):
""" Notify all game tokens about current game status.
:param server_game: game to notify
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.GameStatusUpdate, status=server_game.status)
@gen.coroutine
def notify_game_phase_data(self, server_game):
""" Notify all game tokens about current game state.
:param server_game: game to notify
:type server_game: diplomacy.server.server_game.ServerGame
"""
phase_data = server_game.get_phase_data()
state_type = strings.STATE
# Notify omniscient tokens.
yield self.notify_game_addresses(server_game.game_id,
server_game.get_omniscient_addresses(),
notifications.GamePhaseUpdate,
phase_data=server_game.filter_phase_data(
phase_data, strings.OMNISCIENT_TYPE, is_current=True),
phase_data_type=state_type)
# Notify observer tokens.
yield self.notify_game_addresses(server_game.game_id,
server_game.get_observer_addresses(),
notifications.GamePhaseUpdate,
phase_data=server_game.filter_phase_data(
phase_data, strings.OBSERVER_TYPE, is_current=True),
phase_data_type=state_type)
# Notify power addresses.
for power_name in server_game.get_map_power_names():
yield self.notify_game_addresses(server_game.game_id,
server_game.get_power_addresses(power_name),
notifications.GamePhaseUpdate,
phase_data=server_game.filter_phase_data(
phase_data, power_name, is_current=True),
phase_data_type=state_type)
@gen.coroutine
def notify_game_vote_updated(self, server_game):
""" Notify all game tokens about current game vote.
Send relevant notifications to each type of tokens.
:param server_game: game to notify
:type server_game: diplomacy.server.server_game.ServerGame
"""
# Notify observers about vote count changed.
for game_role, token in server_game.get_observer_addresses():
yield self._notify(notifications.VoteCountUpdated(token=token,
game_id=server_game.game_id,
game_role=game_role,
count_voted=server_game.count_voted(),
count_expected=server_game.count_controlled_powers()))
# Notify omniscient observers about power vote changed.
for game_role, token in server_game.get_omniscient_addresses():
yield self._notify(notifications.VoteUpdated(token=token,
game_id=server_game.game_id,
game_role=game_role,
vote={power.name: power.vote
for power in server_game.powers.values()}))
# Notify each power about its own changes.
for power in server_game.powers.values():
yield self._notify_power(server_game.game_id, power, notifications.PowerVoteUpdated,
count_voted=server_game.count_voted(),
count_expected=server_game.count_controlled_powers(),
vote=power.vote)
@gen.coroutine
def notify_power_orders_update(self, server_game, power, orders):
""" Notify all power tokens and all observers about new orders for given power.
:param server_game: game to notify
:param power: power to notify
:param orders: new power orders
:type server_game: diplomacy.server.server_game.ServerGame
:type power: diplomacy.Power
"""
yield self._notify_power(server_game.game_id, power, notifications.PowerOrdersUpdate,
power_name=power.name, orders=orders)
addresses = list(server_game.get_omniscient_addresses()) + list(server_game.get_observer_addresses())
yield self.notify_game_addresses(server_game.game_id, addresses,
notifications.PowerOrdersUpdate,
power_name=power.name, orders=orders)
other_powers_addresses = []
for other_power_name in server_game.powers:
if other_power_name != power.name:
other_powers_addresses.extend(server_game.get_power_addresses(other_power_name))
yield self.notify_game_addresses(server_game.game_id, other_powers_addresses,
notifications.PowerOrdersFlag,
power_name=power.name, order_is_set=power.order_is_set)
@gen.coroutine
def notify_power_wait_flag(self, server_game, power, wait_flag):
""" Notify all power tokens about new wait flag for given power.
:param server_game: game to notify
:param power: power to notify
:param wait_flag: new wait flag
:type power: diplomacy.Power
"""
yield self._notify_game(server_game, notifications.PowerWaitFlag, power_name=power.name, wait=wait_flag)
@gen.coroutine
def notify_cleared_orders(self, server_game, power_name):
""" Notify all game tokens about game orders cleared for a given power name.
:param server_game: game to notify
:param power_name: name of power for which orders were cleared.
None means all power orders were cleared.
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.ClearedOrders, power_name=power_name)
@gen.coroutine
def notify_cleared_units(self, server_game, power_name):
""" Notify all game tokens about game units cleared for a given power name.
:param server_game: game to notify
:param power_name: name of power for which units were cleared.
None means all power units were cleared.
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.ClearedUnits, power_name=power_name)
@gen.coroutine
def notify_cleared_centers(self, server_game, power_name):
""" Notify all game tokens about game centers cleared for a given power name.
:param server_game: game to notify
:param power_name: name of power for which centers were cleared.
None means all power centers were cleared.
:type server_game: diplomacy.server.server_game.ServerGame
"""
yield self._notify_game(server_game, notifications.ClearedCenters, power_name=power_name)
@gen.coroutine
def notify_game_message(self, server_game, game_message):
""" Notify relevant users about a game message received.
:param server_game: Game data who handles this game message.
:param game_message: the game message received.
:return: None
:type server_game: diplomacy.server.server_game.ServerGame
"""
if game_message.is_global():
yield self._notify_game(server_game, notifications.GameMessageReceived, message=game_message)
else:
power_from = server_game.get_power(game_message.sender)
power_to = server_game.get_power(game_message.recipient)
yield self._notify_power(
server_game.game_id, power_from, notifications.GameMessageReceived, message=game_message)
yield self._notify_power(
server_game.game_id, power_to, notifications.GameMessageReceived, message=game_message)
for game_role, token in server_game.get_omniscient_addresses():
yield self._notify(notifications.GameMessageReceived(token=token,
game_id=server_game.game_id,
game_role=game_role,
message=game_message))
@gen.coroutine
def notify_game_addresses(self, game_id, addresses, notification_class, **kwargs):
""" Notify addresses of a game with a notification.
Game ID is automatically provided to notification.
Token and game role are automatically provided to notifications from given addresses.
:param game_id: related game ID
:param addresses: addresses to notify. Sequence of couples (game role, token).
:param notification_class: class of notification to send
:param kwargs: (optional) other parameters for notification
"""
for game_role, token in addresses:
yield self._notify(notification_class(token=token, game_id=game_id, game_role=game_role, **kwargs))