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# ==============================================================================
# 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/>.
# ==============================================================================
""" Connection object, handling an internal websocket tornado connection. """
import logging
import weakref
from datetime import timedelta
from tornado import gen, ioloop
from tornado.concurrent import Future
from tornado.iostream import StreamClosedError
from tornado.locks import Event
from tornado.websocket import websocket_connect, WebSocketClosedError
import ujson as json
from diplomacy.client import notification_managers
from diplomacy.client.response_managers import RequestFutureContext, handle_response
from diplomacy.communication import notifications, requests, responses
from diplomacy.utils import exceptions, strings, constants
LOGGER = logging.getLogger(__name__)
class MessageWrittenCallback():
""" Helper class representing callback to call on a connection when a request is written in a websocket. """
__slots__ = ['request_context']
def __init__(self, request_context):
""" Initialize the callback object.
:param request_context: a request context
:type request_context: RequestFutureContext
"""
self.request_context = request_context
def callback(self, msg_future):
""" Called when request is effectively written on socket, and move the request
from `request to send` to `request assumed sent`.
"""
# Remove request context from `requests to send` in any case.
connection = self.request_context.connection # type: Connection
request_id = self.request_context.request_id
exception = msg_future.exception()
if exception is not None:
if isinstance(exception, (WebSocketClosedError, StreamClosedError)):
# Connection suddenly closed.
# Request context was stored in connection.requests_to_send
# and will be re-sent when reconnection succeeds.
# For more details, see method Connection.write_request().
LOGGER.error('Connection was closed when sending a request. Silently waiting for a reconnection.')
else:
LOGGER.error('Fatal error occurred while writing a request.')
self.request_context.future.set_exception(exception)
else:
connection.requests_waiting_responses[request_id] = self.request_context
class Reconnection():
""" Class performing reconnection work for a given connection.
Class properties:
=================
- connection: Connection object to reconnect.
- games_phases: dictionary mapping each game address (game ID + game role) to server game info:
{game ID => {game role => responses.DataGamePhase}}
Server game info is a DataGamePhase response sent by server as response to a Synchronize request.
It contains 3 fields: game ID, current server game phase and current server game timestamp.
We currently use only game phase.
- n_expected_games: number of games registered in games_phases.
- n_synchronized_games: number of games already synchronized.
Reconnection procedure:
=======================
- Mark all waiting responses as `re-sent` (may be useful on server-side) and
move them back to responses_to_send.
- Remove all previous synchronization requests that are not yet sent. We will send new synchronization
requests with latest games timestamps. Future associated to removed requests will raise an exception.
- Initialize games_phases associating None to each game object currently opened in connection.
- Send synchronization request for each game object currently opened in connection. For each game:
- server will send a response describing current server game phase (current phase and timestamp). This info
will be used to check local requests to send. Note that concrete synchronization is done via notifications.
Thus, when server responses is received, game synchronization may not be yet terminated, but at least
we will now current server game phase.
- Server response is saved in games_phases (replacing None associated to game object).
- n_synchronized_games is incremented.
- When sync responses are received for all games registered in games_phases
(n_expected_games == n_synchronized_games), we can finalize reconnection:
- Remove every phase-dependent game request not yet sent for which phase does not match
server game phase. Futures associated to removed request will raise an exception.
- Finally send all remaining requests.
These requests may be marked as re-sent.
For these requests, server is (currently) responsible for checking if they don't represent
a duplicated query.
"""
__slots__ = ['connection', 'games_phases', 'n_expected_games', 'n_synchronized_games']
def __init__(self, connection):
""" Initialize reconnection data/
:param connection: connection to reconnect.
:type connection: Connection
"""
self.connection = connection
self.games_phases = {}
self.n_expected_games = 0
self.n_synchronized_games = 0
def reconnect(self):
""" Perform concrete reconnection work. """
# Mark all waiting responses as `re-sent` and move them back to responses_to_send.
for waiting_context in self.connection.requests_waiting_responses.values(): # type: RequestFutureContext
waiting_context.request.re_sent = True
self.connection.requests_to_send.update(self.connection.requests_waiting_responses)
self.connection.requests_waiting_responses.clear()
# Remove all previous synchronization requests.
requests_to_send_updated = {}
for context in self.connection.requests_to_send.values(): # type: RequestFutureContext
if isinstance(context.request, requests.Synchronize):
context.future.set_exception(exceptions.DiplomacyException(
'Sync request invalidated for game ID %s.' % context.request.game_id))
else:
requests_to_send_updated[context.request.request_id] = context
self.connection.requests_to_send = requests_to_send_updated
# Count games to synchronize.
for channel in self.connection.channels.values():
for game_instance_set in channel.game_id_to_instances.values():
for game in game_instance_set.get_games():
self.games_phases.setdefault(game.game_id, {})[game.role] = None
self.n_expected_games += 1
if self.n_expected_games:
# Synchronize games.
for channel in self.connection.channels.values():
for game_instance_set in channel.game_id_to_instances.values():
for game in game_instance_set.get_games():
game.synchronize().add_done_callback(self.generate_sync_callback(game))
else:
# No game to sync, finish sync now.
self.sync_done()
def generate_sync_callback(self, game):
""" Generate callback to call when response to sync request is received for given game.
:param game: game
:return: a callback.
:type game: diplomacy.client.network_game.NetworkGame
"""
def on_sync(future):
""" Callback. If exception occurs, print it as logging error. Else, register server response,
and move forward to final reconnection work if all games received sync responses.
"""
exception = future.exception()
if exception is not None:
LOGGER.error(str(exception))
else:
self.games_phases[game.game_id][game.role] = future.result()
self.n_synchronized_games += 1
if self.n_synchronized_games == self.n_expected_games:
self.sync_done()
return on_sync
def sync_done(self):
""" Final reconnection work. Remove obsolete game requests and send remaining requests. """
# All sync requests sent have finished.
# Remove all obsolete game requests from connection.
# A game request is obsolete if it's phase-dependent and if its phase does not match current game phase.
request_to_send_updated = {}
for context in self.connection.requests_to_send.values(): # type: RequestFutureContext
keep = True
if context.request.level == strings.GAME and context.request.phase_dependent:
request_phase = context.request.phase
server_phase = self.games_phases[context.request.game_id][context.request.game_role].phase
if request_phase != server_phase:
# Request is obsolete.
context.future.set_exception(exceptions.DiplomacyException(
'Game %s: request %s: request phase %s does not match current server game phase %s.'
% (context.request.game_id, context.request.name, request_phase, server_phase)))
keep = False
if keep:
request_to_send_updated[context.request.request_id] = context
LOGGER.debug('Keep %d/%d old requests to send.',
len(request_to_send_updated), len(self.connection.requests_to_send))
# All requests to send are stored in request_to_send_updated.
# Then we can empty connection.requests_to_send.
# If we fail to send a request, it will be re-added again.
self.connection.requests_to_send.clear()
# Send requests.
for request_to_send in request_to_send_updated.values(): # type: RequestFutureContext
self.connection.write_request(request_to_send).add_done_callback(
MessageWrittenCallback(request_to_send).callback)
# We are reconnected.
self.connection.is_reconnecting.set()
LOGGER.info('Done reconnection work.')
class Connection():
""" Connection class. Properties:
- hostname: hostname to connect (e.g. 'localhost')
- port: port to connect (e.g. 8888)
- use_ssl: boolean telling if connection should be securized (True) or not (False).
- url (auto): websocket url to connect (generated with hostname and port)
- connection: a tornado websocket connection object
- connection_count: number of successful connections from this Connection object.
Used to check if message callbacks is already launched (if count > 0).
- connection_lock: a tornado lock used to access tornado websocket connection object
- is_connecting: a tornado Event used to keep connection status.
No request can be sent while is_connecting.
If connected, Synchronize requests can be sent immediately even if is_reconnecting.
Other requests must wait full reconnection.
- is_reconnecting: a tornado Event used to keep re-connection status.
Non-synchronize request cannot be sent while is_reconnecting.
If reconnected, all requests can be sent.
- channels: a WeakValueDictionary mapping channel token to Channel object.
- requests_to_send: a dictionary mapping a request ID to the context of a request
**not sent**. If we are disconnected when trying to send a request, then request
context is added to this dictionary to be send later once reconnected.
- requests_waiting_responses: a dictionary mapping a request ID to the context of a
request **sent**. Contains requests that are waiting for a server response.
"""
__slots__ = ['hostname', 'port', 'use_ssl', 'connection', 'is_connecting', 'is_reconnecting', 'connection_count',
'channels', 'requests_to_send', 'requests_waiting_responses']
def __init__(self, hostname, port, use_ssl=False):
self.hostname = hostname
self.port = port
self.use_ssl = bool(use_ssl)
self.connection = None
self.is_connecting = Event()
self.is_reconnecting = Event()
self.connection_count = 0
self.channels = weakref.WeakValueDictionary() # {token => Channel}
self.requests_to_send = {} # type: dict{str, RequestFutureContext}
self.requests_waiting_responses = {} # type: dict{str, RequestFutureContext}
# When connection is created, we are not yet connected, but reconnection does not matter
# (we consider we are reconnected).
self.is_reconnecting.set()
url = property(lambda self: '%s://%s:%d' % ('wss' if self.use_ssl else 'ws', self.hostname, self.port))
@gen.coroutine
def _connect(self):
""" Create (force) a tornado websocket connection. Try NB_CONNECTION_ATTEMPTS attempts,
waiting for ATTEMPT_DELAY_SECONDS seconds between 2 attempts.
Raise an exception if it cannot connect.
"""
# We are connecting.
self.is_connecting.clear()
# Create a connection (currently using websockets).
self.connection = None
for attempt_index in range(constants.NB_CONNECTION_ATTEMPTS):
try:
future_connection = websocket_connect(self.url)
self.connection = yield gen.with_timeout(
timedelta(seconds=constants.ATTEMPT_DELAY_SECONDS), future_connection)
break
except (gen.TimeoutError, ConnectionAbortedError, ConnectionError,
ConnectionRefusedError, ConnectionResetError) as ex:
if attempt_index + 1 == constants.NB_CONNECTION_ATTEMPTS:
raise ex
LOGGER.warning('Connection failing (attempt %d), retrying.', attempt_index + 1)
yield gen.sleep(constants.ATTEMPT_DELAY_SECONDS)
if not self.connection_count:
# Start receiving messages as soon as we are connected.
ioloop.IOLoop.current().add_callback(self._handle_socket_messages)
# We are connected.
self.connection_count += 1
self.is_connecting.set()
LOGGER.info('Connection succeeds.')
@gen.coroutine
def _reconnect(self):
""" Reconnect. """
LOGGER.info('Trying to reconnect.')
# We are reconnecting.
self.is_reconnecting.clear()
yield self._connect()
# We will be reconnected when method Reconnection.sync_done() will finish.
Reconnection(self).reconnect()
def _register_to_send(self, request_context):
""" Register given request context as a request to send as soon as possible.
:param request_context: context of request to send.
:type request_context: RequestFutureContext
"""
self.requests_to_send[request_context.request_id] = request_context
def write_request(self, request_context):
""" Write a request into internal connection object.
:param request_context: context of request to send.
:type request_context: RequestFutureContext
"""
future = Future()
request = request_context.request
def on_message_written(write_future):
""" 3) Writing returned, set future as done (with writing result) or with writing exception. """
exception = write_future.exception()
if exception is not None:
future.set_exception(exception)
else:
future.set_result(write_future.result())
def on_connected(reconnected_future):
""" 2) Send request. """
exception = reconnected_future.exception()
if exception is not None:
LOGGER.error('Fatal (re)connection error occurred while sending a request.')
future.set_exception(exception)
else:
try:
if self.connection is None:
raise WebSocketClosedError()
write_future = self.connection.write_message(request.json())
except (WebSocketClosedError, StreamClosedError) as exc:
# We were disconnected.
# Save request context as a request to send.
# We will re-try to send it later once reconnected.
self._register_to_send(request_context)
# Transfer exception to returned future.
future.set_exception(exc)
else:
write_future.add_done_callback(on_message_written)
# 1) Synchronize requests just wait for connection.
# Other requests wait for reconnection (which also implies connection).
if isinstance(request, requests.Synchronize):
self.is_connecting.wait().add_done_callback(on_connected)
else:
self.is_reconnecting.wait().add_done_callback(on_connected)
return future
@gen.coroutine
def connect(self):
""" Effectively connect this object. """
LOGGER.info('Trying to connect.')
yield self._connect()
def _on_socket_message(self, socket_message):
""" Manage given socket_message (string),
that may be a string representation of either a request or a notification.
"""
# Check response format and run callback (if defined).
try:
json_message = json.loads(socket_message)
except ValueError:
LOGGER.exception('Unable to parse JSON from a socket message.')
return
if not isinstance(json_message, dict):
LOGGER.error("Unable to convert a JSON string to a dictionary.")
return
request_id = json_message.get(strings.REQUEST_ID, None)
notification_id = json_message.get(strings.NOTIFICATION_ID, None)
if request_id:
if request_id not in self.requests_waiting_responses:
LOGGER.error('Unknown request.')
return
request_context = self.requests_waiting_responses.pop(request_id) # type: RequestFutureContext
try:
response = responses.parse_dict(json_message)
managed_data = handle_response(request_context, response)
request_context.future.set_result(managed_data)
except exceptions.ResponseException as ex:
LOGGER.error('Error received for request %s: %s', request_context.request.name, ex)
LOGGER.debug('Full request was: %s', request_context.request.to_dict())
request_context.future.set_exception(ex)
elif notification_id:
notification = notifications.parse_dict(json_message)
if notification.token not in self.channels:
LOGGER.error('Unknown notification: %s', notification.name)
return
notification_managers.handle_notification(self, notification)
else:
LOGGER.error('Unknown socket message.')
@gen.coroutine
def _handle_socket_messages(self):
""" Main looping method used to received connection messages. """
while True:
msg = yield self.connection.read_message()
if msg is None:
# Reconnect.
LOGGER.error('Disconnected.')
yield self._reconnect()
else:
# Check response format and run callback (if defined).
self._on_socket_message(msg)
# Public methods.
@gen.coroutine
def get_daide_port(self, game_id):
""" Send a GetDaidePort request.
:param game_id: game id
:return: int. the game DAIDE port
"""
request = requests.GetDaidePort(game_id=game_id)
return (yield self.send(request))
@gen.coroutine
def authenticate(self, username, password, create_user=False):
""" Send a SignIn request.
:param username: username
:param password: password
:param create_user: boolean indicating if you want to create a user or login to and existing user.
:return: a Channel object representing the authentication.
"""
request = requests.SignIn(username=username, password=password, create_user=create_user)
return (yield self.send(request))
def send(self, request, for_game=None):
""" Send a request.
:param request: request object.
:param for_game: (optional) NetworkGame object (required for game requests).
:return: a Future that returns the response handler result of this request.
"""
request_future = Future()
request_context = RequestFutureContext(request=request, future=request_future, connection=self, game=for_game)
self.write_request(request_context).add_done_callback(MessageWrittenCallback(request_context).callback)
return gen.with_timeout(timedelta(seconds=constants.REQUEST_TIMEOUT_SECONDS), request_future)
@gen.coroutine
def connect(hostname, port):
""" Connect to given hostname and port.
:param hostname: a hostname
:param port: a port
:return: a Connection object connected.
:rtype: Connection
"""
connection = Connection(hostname, port)
yield connection.connect()
return connection
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