Example #1
0
 def play(self):
     if self.AI_type == "timers": return
     if not self._should_play_this_turn(): return
     #print self.number, "plays turn", self.world.turn
     self._update_effect_users_and_workers()
     self._update_time_has_come()
     self._send_workers_to_forgotten_building_sites()
     self._idle_workers_gather()
     self._send_explorer()
     if self._attacked_places:
         self._eventually_attack(self._attacked_places)
         self._attacked_places = []
     elif self.constant_attacks:
         self._eventually_attack(self._enemy_presence)
     if self.research:
         self.idle_buildings_research()
     self._raise_dead()
     self._build_a_warehouse_if_useful()
     self.get(10, self.equivalent("peasant"))
     try:
         self._follow_plan()
     except RuntimeError:
         warning("recursion error with %s; current ai.txt line is: %s",
                 self.AI_type, self._plan[self._line_nb])
         if IS_DEV_VERSION:
             exception("")
         self._line_nb += 1  # go to next step
Example #2
0
 def get_all_orders_from_server(self):
     # assertion: the orders arrive in the right order (guaranteed by the server)
     s = self.main_server.read_line()
     if s is not None:
         debug("main server data for %s: %s", self.login, s)
         args = s.split()
         if args[0] == "all_orders":
             self.orders_digest.update(s) # used by the synchronization debugger
             players_orders = args[1:]
             for player_orders in players_orders:
                 player, orders = player_orders.split("/")
                 orders = orders.replace(NEWLINE_REPLACEMENT, "\n").replace(SPACE_REPLACEMENT, " ")
                 for order in orders.strip().split("\n"): # strip() to remove empty order at the end of the list
                     direct_player = self.get_client_by_login(player).player
                     if direct_player:
                         debug("player: %s  order: %s", player, order)
                         self.queue_command(direct_player, order)
                     if order != "update" and not order.startswith("control"):
                         self._all_orders += order.replace("order 0 0 ", "") + ";"
                         self._all_orders = self._all_orders[-100:]
         elif args[0] == "synchronization_error":
             try:
                 send_error_to_metaserver(self.get_sync_debug_msg_1())
                 send_error_to_metaserver(self.get_sync_debug_msg_2())
             except:
                 exception("error sending sync debug data")
         else:
             warning("ignored data from server: %s", s)
Example #3
0
 def cmd_order(self, args):
     self.group_had_enough_mana = False
     try:
         order_id = self.world.get_next_order_id() # used when several workers must create the same construction site
         forget_previous = args[0] == "0"
         del args[0]
         imperative = args[0] == "1"
         del args[0]
         if args[0] == "reset_group":
             self._reset_group(args[1])
             return
         for u in self.group:
             if u.group and u.group != self.group:
                 u.group.remove(u)
                 u.group = None
             if u.player in self.allied_control: # in case the unit has died or has been converted
                 try:
                     if args[0] == "default":
                         u.take_default_order(args[1], forget_previous, imperative, order_id)
                     else:
                         u.take_order(args, forget_previous, imperative, order_id)
                 except:
                     exception("problem with order: %s" % args)
     except:
         exception("problem with order: %s" % args)
Example #4
0
 def update(self):
     s = self.main_server.read_line()
     if s is not None:
         args = s.split()
         if args[0] == "pong":
             chrono.stop("ping")
         elif args[0] == "all_orders":
             self.all_orders.append(args[1:])
             self.delay = time.time() - self.interface.next_update
         elif args[0] == "synchronization_error":
             if IS_DEV_VERSION:
                 open(
                     "user/tmp/%s-%s.txt" %
                     (self.world.previous_state[0],
                      md5(self.world.previous_state[1]).hexdigest()),
                     "w").write(self.world.previous_state[1])
                 open(
                     "user/tmp/%s-%s.txt" %
                     (self.world.previous_previous_state[0],
                      md5(self.world.previous_previous_state[1]).hexdigest(
                      )), "w").write(self.world.previous_previous_state[1])
             else:
                 try:
                     send_error_to_metaserver(self.get_sync_debug_msg_1())
                     send_error_to_metaserver(self.get_sync_debug_msg_2())
                 except:
                     exception("error sending sync debug data")
         else:
             warning("ignored data from server: %s", s)
     # check for timeout and alert server
     if time.time() > self._previous_update + 5.0:
         self.main_server.write_line("timeout")
         self._previous_update += 5.0
Example #5
0
 def cmd_order(self, args):
     self.group_had_enough_mana = False
     try:
         order_id = self.world.get_next_order_id(
         )  # used when several workers must create the same construction site
         forget_previous = args[0] == "0"
         del args[0]
         imperative = args[0] == "1"
         del args[0]
         if args[0] == "reset_group":
             self._reset_group(args[1])
             return
         for u in self.group:
             if u.group and u.group != self.group:
                 u.group.remove(u)
                 u.group = None
             if u.player in self.allied_control:  # in case the unit has died or has been converted
                 try:
                     if args[0] == "default":
                         u.take_default_order(args[1], forget_previous,
                                              imperative, order_id)
                     else:
                         u.take_order(args, forget_previous, imperative,
                                      order_id)
                 except:
                     exception("problem with order: %s" % args)
     except:
         exception("problem with order: %s" % args)
Example #6
0
    def update(self):
        # normal updates
        for p in self.players[:]:
            if p in self.players:
                try:
                    p.update()
                except:
                    exception("")
        for o in self.active_objects[:]:
            # much faster way to check if "o in self.active_objects":
            if o.place is not None:
                try:
                    o.update()
                except:
                    exception("")

        # slow updates (called every second)
        if self.time >= self._previous_slow_update + 1000:
            for o in self.active_objects[:]:
                # much faster way to check if "o in self.active_objects":
                if o.place is not None:
                    try:
                        o.slow_update()
                    except:
                        exception("")
            for p in self.players[:]:
                if p in self.players:
                    try:
                        p.slow_update()
                    except:
                        exception("")
            self._previous_slow_update += 1000

        # signal the end of the updates for this time
        self.time += VIRTUAL_TIME_INTERVAL
        for p in self.players[:]:
            if p.is_human():
                p.ready = False
            try:

                def _copy(l):
                    return set(copy.copy(o) for o in l)

                collision_debug = None
                #                    collision_debug = copy.deepcopy(self.collision)
                if p.is_local_human():  # avoid unnecessary copies
                    if p.cheatmode:
                        observed_before_squares = self.squares
                    else:
                        observed_before_squares = p.observed_before_squares
                    p.push("voila", self.time, _copy(p.memory),
                           _copy(p.perception), p.observed_squares.keys(),
                           observed_before_squares, collision_debug)
            except:
                exception("")

        # if no "true" player is playing any more, end the game
        if not self.true_playing_players:
            for p in self.players:
                p.quit_game()
Example #7
0
 def update(self):
     s = self.main_server.read_line()
     if s is not None:
         args = s.split()
         if args[0] == "pong":
             chrono.stop("ping")
         elif args[0] == "all_orders":
             self.all_orders.append(args[1:])
             self.delay = time.time() - self.interface.next_update
         elif args[0] == "synchronization_error":
             if IS_DEV_VERSION:
                 open("user/tmp/%s-%s.txt" % (
                     self.world.previous_state[0],
                     md5(self.world.previous_state[1]).hexdigest()),
                      "w").write(self.world.previous_state[1])
                 open("user/tmp/%s-%s.txt" % (
                     self.world.previous_previous_state[0],
                     md5(self.world.previous_previous_state[1]).hexdigest()),
                      "w").write(self.world.previous_previous_state[1])
             else:
                 try:
                     send_error_to_metaserver(self.get_sync_debug_msg_1())
                     send_error_to_metaserver(self.get_sync_debug_msg_2())
                 except:
                     exception("error sending sync debug data")
         else:
             warning("ignored data from server: %s", s)
     # check for timeout and alert server
     if time.time() > self._previous_update + 5.0:
         self.main_server.write_line("timeout")
         self._previous_update += 5.0
Example #8
0
 def attribute_bgsize(self, value):
     try:
         bgsize = value.lower()
         self.bgsize = bgsize if bgsize == 'fit' else QtCore.QSize(
             *map(int, bgsize.split(',')))
     except:
         log.exception('Invalid background size: %s', value)
Example #9
0
    def unit_class(self, s):
        """Get a class-like unit generator from its name.
        
        Example: unit_class("peasant") to get a peasant generator

        At the moment, unit_classes contains also: upgrades, abilities...
        """
        if not self.unit_classes.has_key(s):
            try:
                base = self.unit_base_classes[rules.get(s, "class")[0]]
            except:
                if rules.get(s, "class") != ["faction"]:
                    warning("no class defined for %s", s)
                self.unit_classes[s] = None
                return
            try:
                dct = rules.get_dict(s)
                t = Type(s, (base, ), dct)
                if base is Upgrade:
                    t = base(s, dct)  # factory-prototypes are only for units
                self.unit_classes[s] = t
            except:
                exception("problem with unit_class('%s')", s)
                self.unit_classes[s] = None
                return
        return self.unit_classes[s]
Example #10
0
    def unit_class(self, s):
        """Get a class-like unit generator from its name.
        
        Example: unit_class("peasant") to get a peasant generator

        At the moment, unit_classes contains also: upgrades, abilities...
        """
        if not self.unit_classes.has_key(s):
            try:
                base = self.unit_base_classes[rules.get(s, "class")[0]]
            except:
                if rules.get(s, "class") != ["race"]:
                    warning("no class defined for %s", s)
                self.unit_classes[s] = None
                return
            try:
                dct = rules.get_dict(s)
                t = Type(s, (base,), dct)
                if base is Upgrade:
                    t = base(s, dct) # factory-prototypes are only for units
                self.unit_classes[s] = t
            except:
                exception("problem with unit_class('%s')", s)
                self.unit_classes[s] = None
                return
        return self.unit_classes[s]
Example #11
0
    def update(self):
        # normal updates
        for p in self.players[:]:
            if p in self.players:
                try:
                    p.update()
                except:
                    exception("")
        for o in self.active_objects[:]:
            # much faster way to check if "o in self.active_objects":
            if o.place is not None:
                try:
                    o.update()
                except:
                    exception("")

        # slow updates (called every second)
        if self.time >= self._previous_slow_update + 1000:
            for o in self.active_objects[:]:
                # much faster way to check if "o in self.active_objects":
                if o.place is not None:
                    try:
                        o.slow_update()
                    except:
                        exception("")
            for p in self.players[:]:
                if p in self.players:
                    try:
                        p.slow_update()
                    except:
                        exception("")
            self._previous_slow_update += 1000

        # signal the end of the updates for this time
        self.time += VIRTUAL_TIME_INTERVAL
        for p in self.players[:]:
            if p.is_human():
                p.ready = False
            try:
                def _copy(l):
                    return set(copy.copy(o) for o in l)
                collision_debug = None
#                    collision_debug = copy.deepcopy(self.collision)
                if p.is_local_human(): # avoid unnecessary copies
                    if p.cheatmode:
                        observed_before_squares = self.squares
                    else:
                        observed_before_squares = p.observed_before_squares
                    p.push("voila", self.time,
                           _copy(p.memory), _copy(p.perception),
                           p.observed_squares.keys(),
                           observed_before_squares,
                           collision_debug)
            except:
                exception("")

        # if no "true" player is playing any more, end the game
        if not self.true_playing_players:
            for p in self.players:
                p.quit_game()
Example #12
0
    def _put_building_site(self, type, target):
        place, x, y, _id = target.place, target.x, target.y, target.id # remember before deletion
        if not hasattr(place, "place"): # target is a square
            place = target
        if not (getattr(target, "is_an_exit", False)
                or type.is_buildable_anywhere):
            target.delete() # remove the meadow replaced by the building
            remember_land = True
        else:
            remember_land = False
        site = BuildingSite(self.player, place, x, y, type)
        if remember_land:
            site.building_land = target
        if getattr(target, "is_an_exit", False):
            site.block(target)

        # update the orders of the workers
        order = self.orders[0]
        for unit in self.player.units:
            if unit is self:
                continue
            for n in range(len(unit.orders)):
                try:
                    if unit.orders[n] == order:
                        # why not before: unit.orders[n].cancel() ?
                        unit.orders[n] = BuildPhaseTwoOrder(unit, [site.id]) # the other peasants help the first one
                        unit.orders[n].on_queued()
                except: # if order is not a string?
                    exception("couldn't check unit order")
        self.orders[0] = BuildPhaseTwoOrder(self, [site.id])
        self.orders[0].on_queued()
Example #13
0
    def _put_building_site(self, type, target):
        place, x, y, _id = target.place, target.x, target.y, target.id # remember before deletion
        if not hasattr(place, "place"): # target is a square
            place = target
        if not (getattr(target, "is_an_exit", False)
                or type.is_buildable_anywhere):
            target.delete() # remove the meadow replaced by the building
            remember_land = True
        else:
            remember_land = False
        site = BuildingSite(self.player, place, x, y, type)
        if remember_land:
            site.building_land = target
        if getattr(target, "is_an_exit", False):
            site.block(target)

        # update the orders of the workers
        order = self.orders[0]
        for unit in self.player.units:
            if unit is self:
                continue
            for n in range(len(unit.orders)):
                try:
                    if unit.orders[n] == order:
                        # why not before: unit.orders[n].cancel() ?
                        unit.orders[n] = BuildPhaseTwoOrder(unit, [site.id]) # the other peasants help the first one
                        unit.orders[n].on_queued()
                except: # if order is not a string?
                    exception("couldn't check unit order")
        self.orders[0] = BuildPhaseTwoOrder(self, [site.id])
        self.orders[0].on_queued()
Example #14
0
 def _menu(self, strict=False):
     menu = []
     try: # TODO: remove this "try... except" when rules.txt checking is implemented
         for order_class in get_orders_list():
             menu.extend(order_class.menu(self, strict=strict))
     except:
         exception("problem with %s.menu() of %s", order_class, self.type_name)
     return menu
Example #15
0
 def attribute_bgpos(self, value):
     try:
         x, y = value.lower().split(',')
         x = x if x in ['left', 'center', 'right'] else int(x)
         y = y if y in ['top', 'center', 'bottom'] else int(y)
         self.bgpos = (x, y)
     except:
         log.exception('Invalid background position: %s', value)
Example #16
0
 def _menu(self, strict=False):
     menu = []
     try: # XXX remove this "try... except" when rules.txt checking is implemented
         for order_class in get_orders_list():
             menu.extend(order_class.menu(self, strict=strict))
     except:
         exception("problem with %s.menu() of %s", order_class, self.type_name)
     return menu
Example #17
0
 def loop(self):
     while (self.__dict__):  # cf clean()
         if not self._command_queue.empty():
             player, order = self._command_queue.get()
             try:
                 player.execute_command(order)
             except:
                 exception("")
         else:
             time.sleep(.01)
Example #18
0
def speak(text):
    assert isinstance(text, unicode)
    global _tts_previous_start_time
    if not is_available: return
    with _lock:
        try:
            _tts.Speak(text, pyTTS.tts_async, pyTTS.tts_purge_before_speak)
        except:
            exception("error during tts_speak('%s'): back to recorded speech", text)
        _tts_previous_start_time = time.time()
Example #19
0
 def loop(self):
     while(self.__dict__): # cf clean()
         if not self._command_queue.empty():
             player, order = self._command_queue.get()
             try:
                 player.execute_command(order)
             except:
                 exception("")
         else:
             time.sleep(.01)
Example #20
0
 def handle_error(self):
     try:
         debug("Server.handle_error %s", sys.exc_info()[0])
     except:
         pass
     if sys.exc_info()[0] in [SystemExit, KeyboardInterrupt]:
         sys.exit()
     else:
         try:
             exception("Server.handle_error")
         except:
             pass
def main():
    try:
        for i, message in enumerate(streamer.iter_stream(STREAM_URL)):
            handle_message(message)
            if i and i % 100 == 0:
                log.info('Processed %d messages', i)
    except KeyboardInterrupt:
        log.info('Bye bye!')
    except Exception, e:
        log.exception('Error handling message: %s', e)
        log.warn('Exiting...')
        return 1
Example #22
0
def main():
    try:
        try:
            init_media()
            revision_checker.start_if_needed()
            Application().main()
        except SystemExit:
            raise
        except:
            exception("error")
    finally:
        close_media()
Example #23
0
def main():
    try:
        for i, message in enumerate(streamer.iter_stream(STREAM_URL)):
            handle_message(message)
            if i and i % 100 == 0:
                log.info('Processed %d messages', i)
    except KeyboardInterrupt:
        log.info('Bye bye!')
    except Exception, e:
        log.exception('Error handling message: %s', e)
        log.warn('Exiting...')
        return 1
Example #24
0
def main():
    try:
        try:
            init_media()
            revision_checker.start_if_needed()
            Application().main()
        except SystemExit:
            raise
        except:
            exception("error")
    finally:
        close_media()
Example #25
0
 def handle_error(self):
     try:
         debug("Server.handle_error %s", sys.exc_info()[0])
     except:
         pass
     if sys.exc_info()[0] in [SystemExit, KeyboardInterrupt]:
         sys.exit()
     else:
         try:
             exception("Server.handle_error")
         except:
             pass
Example #26
0
 def action_fly_to_remote_target(self):
     dmax = int_distance(self.x, self.y, self.action_target.x, self.action_target.y)
     self.o = int_angle(self.x, self.y, self.action_target.x, self.action_target.y) # turn toward the goal
     self._d = self.speed * VIRTUAL_TIME_INTERVAL / 1000 # used by _future_coords and _heuristic_value
     x, y = self._future_coords(0, dmax)
     if not self.place.contains(x, y):
         try:
             new_place = self.world.get_place_from_xy(x, y)
             self.move_to(new_place, x, y, self.o)
         except:
             exception("problem when flying to a new square")
     else:
         self.move_to(self.place, x, y)
Example #27
0
 def _loop(self):
     self._must_loop = True
     while(self._must_loop):
         if not self._command_queue.empty():
             player, order = self._command_queue.get()
             try:
                 if player is None:
                     order()
                 else:
                     player.execute_command(order)
             except:
                 exception("")
         else:
             time.sleep(.001)
Example #28
0
 def _loop(self):
     self._must_loop = True
     while (self._must_loop):
         if not self._command_queue.empty():
             player, order = self._command_queue.get()
             try:
                 if player is None:
                     order()
                 else:
                     player.execute_command(order)
             except:
                 exception("")
         else:
             time.sleep(.001)
Example #29
0
def main():
    try:
        init_media()
        revision_checker.start_if_needed()
        if "connect_localhost" in sys.argv:
            connect_and_play()
        else:
            main_menu()
    except SystemExit:
        raise
    except:
        exception("error")
    finally:
        close_media()
Example #30
0
def main():
    try:
        init_media()
        revision_checker.start_if_needed()
        if "connect_localhost" in sys.argv:
            connect_and_play()
        else:
            main_menu()
    except SystemExit:
        raise
    except:
        exception("error")
    finally:
        close_media()
Example #31
0
def start_server(parameters=sys.argv, is_standalone=True):
    try:
        server = Server(parameters, is_standalone)
        server.startup()
    finally:
        try:
            info("closing server...")
            if hasattr(server, "ticker"):
                server.ticker.cancel()
            server.unregister()
            # make sure channels are closed (useful?)
            for c in server.clients:
                c.close()
            server.close()
        except:
            exception("couldn't close the server")
Example #32
0
def start_server(parameters=sys.argv, is_standalone=True):
    try:
        server = Server(parameters, is_standalone)
        server.startup()
    finally:
        try:
            info("closing server...")
            if hasattr(server, "ticker"):
                server.ticker.cancel()
            server.unregister()
            # make sure channels are closed (useful?)
            for c in server.clients:
                c.close()
            server.close()
        except:
            exception("couldn't close the server")
Example #33
0
 def unpack(self, map_string):
     self._original_map_string = map_string
     try:
         self.mapfile, content = map_string.split("***", 1)
         if self.mapfile != "zip":
             self.map_string = base64.b64decode(content)
             open(os.path.join(TMP_PATH, "recent_map.txt"), "wb").write(self.map_string)
         else:
             zf = os.path.join(TMP_PATH, "recent_map.tmp")
             open(zf, "wb").write(base64.b64decode(content))
             zd = os.path.join(TMP_PATH, "recent_map")
             shutil.rmtree(zd, True)
             zipdir.unzipdir(zf, zd)
             self.mapfile = zd
             os.remove(zf)
     except:
         exception("unpacking problem")
Example #34
0
 def unpack(self, map_string):
     self._original_map_string = map_string
     try:
         self.mapfile, content = map_string.split("***", 1)
         if self.mapfile != "zip":
             self.map_string = base64.b64decode(content)
             open(os.path.join(TMP_PATH, "recent_map.txt"),
                  "wb").write(self.map_string)
         else:
             zf = os.path.join(TMP_PATH, "recent_map.tmp")
             open(zf, "wb").write(base64.b64decode(content))
             zd = os.path.join(TMP_PATH, "recent_map")
             shutil.rmtree(zd, True)
             zipdir.unzipdir(zf, zd)
             self.mapfile = zd
             os.remove(zf)
     except:
         exception("unpacking problem")
Example #35
0
def connect_and_play(host="127.0.0.1", port=options.port, auto=False):
    try:
        server = ConnectionToServer(host, port)
        ServerMenu(server, auto=auto).loop()
        server.close() # without this, the server isn't closed after a game
    except UnreachableServerError:
        voice.alert(mp.SERVER_UNREACHABLE)
    except WrongServerError:
        voice.alert(mp.UNEXPECTED_REPLY + [compatibility_version()])
    except CompatibilityOrLoginError:
        voice.alert(mp.CONNECTION_REJECTED + [compatibility_version()] + mp.OR_LOGIN_REJECTED)
    except ConnectionAbortedError:
        voice.alert(mp.CONNECTION_INTERRUPTED)
    except SystemExit:
        raise
    except:
        voice.alert(mp.ERROR_DURING_CONNECTION)
        exception("error during connection to server")
Example #36
0
def connect_and_play(host="127.0.0.1", port=options.port, auto=False):
    try:
        server = ConnectionToServer(host, port)
        ServerMenu(server, auto=auto).loop()
        server.close()  # without this, the server isn't closed after a game
    except UnreachableServerError:
        voice.alert(mp.SERVER_UNREACHABLE)
    except WrongServerError:
        voice.alert(mp.UNEXPECTED_REPLY + [compatibility_version()])
    except CompatibilityOrLoginError:
        voice.alert(mp.CONNECTION_REJECTED + [compatibility_version()] +
                    mp.OR_LOGIN_REJECTED)
    except ConnectionAbortedError:
        voice.alert(mp.CONNECTION_INTERRUPTED)
    except SystemExit:
        raise
    except:
        voice.alert(mp.ERROR_DURING_CONNECTION)
        exception("error during connection to server")
Example #37
0
 def save(self):
     f = open(SAVE_PATH, "w")
     i = stats.Stats(None, None)._get_weak_user_id()
     f.write("%s\n" % i)
     self.world.remove_links_for_savegame()
     self._rules = rules
     self._ai = definitions._ai
     self._style = style
     if self.record_replay:
         self._replay_file.flush()
         os.fsync(self._replay_file.fileno()) # just to be sure
         self._replay_file_content = open(self._replay_file.name).read()
     try:
         pickle.dump(self, f)
         voice.info(mp.OK)
     except:
         exception("save game failed")
         voice.alert(mp.BEEP)
     self.world.restore_links_for_savegame()
Example #38
0
 def save(self):
     f = open(SAVE_PATH, "w")
     i = stats.Stats(None, None)._get_weak_user_id()
     f.write("%s\n" % i)
     self.world.remove_links_for_savegame()
     self._rules = rules
     self._ai = definitions._ai
     self._style = style
     if self.record_replay:
         self._replay_file.flush()
         os.fsync(self._replay_file.fileno())  # just to be sure
         self._replay_file_content = open(self._replay_file.name).read()
     try:
         pickle.dump(self, f)
         voice.info(mp.OK)
     except:
         exception("save game failed")
         voice.alert(mp.BEEP)
     self.world.restore_links_for_savegame()
Example #39
0
def connect_and_play(host="127.0.0.1", port=config.port):
    try:
        server = ConnectionToServer(host, port)
        ServerMenu(server).loop()
        server.close() # without this, the server isn't closed after a game
    except UnreachableServerError:
        # "failure: the server unreachable. The server is closed or behind a firewall or behind a router."
        voice.alert([4081])
    except WrongServerError:
        # "failure: unexpected reply from the server. The server is not a SoundRTS server" (version)
        voice.alert([4082, compatibility_version()])
    except CompatibilityOrLoginError:
        # "failure: connexion rejected the server. The server is not a SoundRTS server" (version)
        # "or your login has been rejected"
        voice.alert([4083, compatibility_version(), 4084])
    except ConnectionAbortedError:
        voice.alert([4102]) # connection aborted
    except SystemExit:
        raise
    except:
        voice.alert([4085]) # "error during connexion to server"
        exception("error during connection to server")
Example #40
0
def connect_and_play(host="127.0.0.1", port=config.port):
    try:
        server = ConnectionToServer(host, port)
        ServerMenu(server).loop()
        server.close()  # without this, the server isn't closed after a game
    except UnreachableServerError:
        # "failure: the server unreachable. The server is closed or behind a firewall or behind a router."
        voice.alert([4081])
    except WrongServerError:
        # "failure: unexpected reply from the server. The server is not a SoundRTS server" (version)
        voice.alert([4082, compatibility_version()])
    except CompatibilityOrLoginError:
        # "failure: connexion rejected the server. The server is not a SoundRTS server" (version)
        # "or your login has been rejected"
        voice.alert([4083, compatibility_version(), 4084])
    except ConnectionAbortedError:
        voice.alert([4102])  # connection aborted
    except SystemExit:
        raise
    except:
        voice.alert([4085])  # "error during connexion to server"
        exception("error during connection to server")
Example #41
0
    def play(self):
        if self.never_played:
            self.attack_squares = [self.world.grid[name] for name in self.world.starting_squares]
            if self.units[0].place in self.attack_squares: # may not happen if additional units in other squares
                self.attack_squares.remove(self.units[0].place)
                self.my_base = self.units[0].place
            worldrandom.shuffle(self.attack_squares)
            self.never_played = False
        self.idle_peasants_gather()
        if self.constant_attacks:
            self.try_constant_attacks()
        if self.research:
            self.idle_buildings_research()
        if self.raise_dead:
            self.raise_dead_units()
        if self.send_soldiers_to_base and self.my_base is not None:
            if self.send_timer == 0:
                self.send_soldiers_to_my_base()
                self.send_timer = 40
            else:
                self.send_timer -= 1
        if self.AI_timer == 0:
            if not self.is_building_or_repairing: # XXX: not perfect (one building at a time; problems if peasants destroyed) but the AI must not be too good
                try:
                    if not self.build_a_warehouse_if_useful():
                        self._play()
                except RuntimeError: # XXX: maximum recursion (for example if no TownHall and no Peasant)
                    warning("recursion error with %s; current ai.txt line is: %s",
                            self.AI_type, self._plan[self._line_nb])
                    if VERSION[-4:] == "-dev":
                        exception("")
                    self._line_nb += 1 # go to next step; useful?
                    self.AI_timer = 100 # probably not, so make a big pause
#            else:
#                self.send_some_peasants_to_building_site() # Don't know if it will be needed,
# But sometimes AI forget the building being constructed
        else:
            self.AI_timer -= 1
Example #42
0
 def restore_game(self):
     n = SAVE_PATH
     if not os.path.exists(n):
         voice.alert([1029]) # hostile sound
         return
     f = open(n)
     try:
         i = int(stats.Stats(None, None)._get_weak_user_id())
         j = int(f.readline())
     except:
         i = 0
         j = "error"
     if i == j:
         try:
             game_session = pickle.load(f)
         except:
             exception("cannot load savegame file")
             voice.alert([1029]) # hostile sound
             return
         game_session.run_on()
     else:
         warning("savegame file is not from this machine")
         voice.alert([1029]) # hostile sound
def handle_message_with_entities(message):
    assert message['entities']
    for url_info in message['entities']['urls']:
        url = url_info['expanded_url']
        log.info('Found URL: %s', url)
        try:
            canonical_url = urlwork.canonicalize(url)
        except requests.TooManyRedirects:
            log.error('Too many redirects: %s', url)
        except Exception, e:
            log.exception('Canonicalization error: %s', e)
            log.error('URL info: %r', url_info)
        else:
            if canonical_url != url:
                log.info('=> %s', canonical_url)

            source = message['user']['id']
            source_url = make_tweet_url(message)
            count = db.add(canonical_url, source, source_url)

            if count >= int(os.environ.get('THRESHOLD', 5)):
                log.info('URL %s seen %d times!', canonical_url, count)
                handle_thresholded_url(canonical_url)
Example #44
0
 def restore_game(self):
     n = SAVE_PATH
     if not os.path.exists(n):
         voice.alert([1029])  # hostile sound
         return
     f = open(n)
     try:
         i = int(stats.Stats(None, None)._get_weak_user_id())
         j = int(f.readline())
     except:
         i = 0
         j = "error"
     if i == j:
         try:
             game_session = pickle.load(f)
         except:
             exception("cannot load savegame file")
             voice.alert([1029])  # hostile sound
             return
         game_session.run_on()
     else:
         warning("savegame file is not from this machine")
         voice.alert([1029])  # hostile sound
Example #45
0
def handle_message_with_entities(message):
    assert message['entities']
    for url_info in message['entities']['urls']:
        url = url_info['expanded_url']
        log.info('Found URL: %s', url)
        try:
            canonical_url = urlwork.canonicalize(url)
        except requests.TooManyRedirects:
            log.error('Too many redirects: %s', url)
        except Exception, e:
            log.exception('Canonicalization error: %s', e)
            log.error('URL info: %r', url_info)
        else:
            if canonical_url != url:
                log.info('=> %s', canonical_url)

            source = message['user']['id']
            source_url = make_tweet_url(message)
            count = db.add(canonical_url, source, source_url)

            if count >= int(os.environ.get('THRESHOLD', 5)):
                log.info('URL %s seen %d times!', canonical_url, count)
                handle_thresholded_url(canonical_url)
Example #46
0
 def ext_title(self):
     try:
         return self.title + mp.AT + self.place.title
     except:
         exception("problem with %s.ext_title", self.type_name)
Example #47
0
 def ext_title(self):
     try:
         return self.title + [107] + self.place.title
     except:
         exception("problem with %s.ext_title", self.type_name)
Example #48
0
 def attribute_bgfade(self, value):
     try:
         self.bgfade = float(value)
     except:
         log.exception('Invalid bgfade value: %s', value)
Example #49
0
 def wrap(*args, **kwargs):
     try:
         return func(*args, **kwargs)
     except Exception as err:
         log.exception(err)
Example #50
0
    def update(self):
        chrono.start("update")
        # normal updates
        self._update_terrain()
        self._update_buckets()
        self._update_cloaking()
        self._update_detection()
        for p in self.players[:]:
            if p in self.players:
                try:
                    p.update()
                except:
                    exception("")
        for o in self.active_objects[:]:
            # much faster way to check if "o in self.active_objects":
            if o.place is not None:
                try:
                    o.update()
                except:
                    exception("")

        # slow updates (called every second)
        if self.time >= self._previous_slow_update + 1000:
            for o in self.active_objects[:]:
                # much faster way to check if "o in self.active_objects":
                if o.place is not None:
                    try:
                        o.slow_update()
                    except:
                        exception("")
            for p in self.players[:]:
                if p in self.players:
                    try:
                        p.slow_update()
                    except:
                        exception("")
            self._previous_slow_update += 1000

        # remove from perception the objects deleted during this turn
        for p in self.players:
            for o in p.perception.copy():
                if o.place is None:
                    p.perception.remove(o)

        chrono.stop("update")
        self._record_sync_debug_info()

        # signal the end of the updates for this time
        self.time += VIRTUAL_TIME_INTERVAL
        for p in self.players[:]:
            try:
                def _copy(l):
                    return set(copy.copy(o) for o in l)
                collision_debug = None
#                    collision_debug = copy.deepcopy(self.collision)
                if p.is_local_human(): # avoid unnecessary copies
                    if p.cheatmode:
                        observed_before_squares = self.squares
                    else:
                        observed_before_squares = p.observed_before_squares
                    p.push("voila", self.time,
                           _copy(p.memory), _copy(p.perception),
                           p.observed_squares,
                           observed_before_squares,
                           collision_debug)
            except:
                exception("")

        # if no "true" player is playing any more, end the game
        if not self.true_playing_players:
            for p in self.players:
                p.quit_game()
Example #51
0
 def update_perception(self):
     try:
         for p in self.world.players:
             p.update_perception_of_object(self)
     except:
         exception("%s", self.type_name)
Example #52
0
def send_error_to_metaserver(error_msg):
    try:
        params = urllib.urlencode({"method": "add", "msg": error_msg})
        urllib.urlopen(METASERVER_URL + "errors.php?%s" % params).read()
    except:
        exception("could not send error message to web server")
Example #53
0
 def update_perception(self):
     try:
         for p in self.world.players:
             p.update_perception_of_object(self)
     except:
         exception("%s", self.type_name)