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client.py
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client.py
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import multiprocessing, grpc, random, time
from concurrent import futures
import create_soldier_pb2
import create_soldier_pb2_grpc as rpc1
import missile_approaching_pb2
import missile_approaching_pb2_grpc as rpc2
import get_valid_position_pb2
import get_valid_position_pb2_grpc
import get_params_client_pb2
import get_params_client_pb2_grpc
import all_taken_shelter_pb2
import all_taken_shelter_pb2_grpc as rpc3
import status_pb2
import status_pb2_grpc as rpc4
import send_commander_index_pb2
import send_commander_index_pb2_grpc as rpc5
import game_over_pb2
import game_over_pb2_grpc as rpc6
from colorama import Fore, Back, Style
others_ip_addr = '172.17.84.246'
own_ip_addr = '172.17.84.246'
take_shelter_lock = multiprocessing.Lock()
manager = multiprocessing.Manager()
missile_queue = manager.Queue()
servers = []
global_missile_count = multiprocessing.Value('i',0)
static_soldier_count = multiprocessing.Value('i',0)
commander_index = multiprocessing.Value('i',-1)
dynamic_soldier_count = multiprocessing.Value('i',0)
all_taken_shelter_queue = manager.Queue()
take_shelter_request_queue = manager.Queue()
take_shelter_response_queue = manager.Queue()
N, M = None, None
is_game_over_2 = multiprocessing.Value('i', 0)
is_game_over = False
def get_params():
global N, M
with grpc.insecure_channel(others_ip_addr + ':50052') as channel:
stub = get_params_client_pb2_grpc.Get_Params_ClientStub(channel)
response = stub.get_params_client(get_params_client_pb2.params_request())
N = response.N
M = response.M
def valid_position_getter(available_pos):
with grpc.insecure_channel(others_ip_addr + ':50051') as channel:
stub = get_valid_position_pb2_grpc.Get_Valid_PositionStub(channel)
available_pos_list = []
for position in available_pos:
available_pos_list.append(get_valid_position_pb2.available_positions(x_pos = position[0], y_pos = position[1], id = position[2]))
response = stub.get_valid_position(available_pos_list.__iter__())
return (response.valid_x_pos, response.valid_y_pos)
def take_shelter(soldier_num, x_pos, y_pos, speed, missile_x_pos, missile_y_pos, missile_capacity):
print ("Soldier {} initial position is {} ".format(soldier_num, (x_pos, y_pos)))
print()
missile_impact_grid = [[1 for i in range(N)] for j in range(N)]
# marking area of impact of missile
start_row = max(0, missile_x_pos - (missile_capacity - 1))
end_row = min(N - 1, missile_x_pos + (missile_capacity - 1))
start_col = max(0, missile_y_pos - (missile_capacity - 1))
end_col = min(N - 1, missile_y_pos + (missile_capacity - 1))
for i in range(start_row, end_row + 1):
for j in range(start_col, end_col + 1):
missile_impact_grid[i][j] = 0 # area where missile will impact and soldiers die
if missile_impact_grid[x_pos][y_pos] == 0: #current soldier position not safe
start_row = max(0, x_pos - (speed))
end_row = min(N - 1, x_pos + (speed))
start_col = max(0, y_pos - (speed))
end_col = min(N - 1, y_pos + (speed))
available_pos = [(x_pos, y_pos, soldier_num)]
for i in range(start_row, end_row + 1):
for j in range(start_col, end_col + 1):
if missile_impact_grid[i][j] != 0:
available_pos.append((i, j, soldier_num)) # available options for soldier to take shelter
# if len(available_pos) == 1:
# # soldier cannot save himself and thus gets killed
# return (-1, -1)
# print("Before calling valid position getter")
new_pos_x, new_pos_y = valid_position_getter(available_pos)
# print("AFter valid position getter")
# take_shelter_request_queue.put((soldier_num, available_pos))
return (new_pos_x, new_pos_y)
else:
return (x_pos,y_pos) # soldier is safe
def soldier_code(soldier_num, x_pos, y_pos, speed, take_shelter_lock, global_missile_count, static_soldier_count, dynamic_soldier_count, all_taken_shelter_queue, missile_queue, take_shelter_request_queue, take_shelter_response_queue, commander_index, is_game_over_2):
local_missile_count = 0
print("Soldier {} created and currently situated at {}".format(soldier_num, (x_pos, y_pos)))
print()
break_out_while = False
while True:
with is_game_over_2.get_lock():
if is_game_over_2.value == 1:
with static_soldier_count.get_lock():
static_soldier_count.value -= 1
with dynamic_soldier_count.get_lock():
dynamic_soldier_count.value = static_soldier_count.value
break_out_while = True
if break_out_while:
break
with commander_index.get_lock():
if commander_index.value == soldier_num:
print("Soldier {} is elected as the Commander !".format(soldier_num))
print()
with static_soldier_count.get_lock():
static_soldier_count.value -= 1
with dynamic_soldier_count.get_lock():
# dynamic_soldier_count.value -= 1
dynamic_soldier_count.value = static_soldier_count.value
break_out_while = True
if break_out_while:
break
with global_missile_count.get_lock():
local_copy_global_missile_count = global_missile_count.value
# if chota_timer == None or time.time() - chota_timer >= 1:
# print(local_copy_global_missile_count, local_missile_count)
# chota_timer = time.time()
with is_game_over_2.get_lock():
local_copy_game_over = is_game_over_2.value
if missile_queue.empty() != True and local_copy_global_missile_count - 1 == local_missile_count and local_copy_game_over != 1:
with commander_index.get_lock():
if commander_index.value == soldier_num:
continue
continue_while = False
with is_game_over_2.get_lock():
if is_game_over_2.value == 1:
continue_while = True
if continue_while:
continue
# print("acquiring lock on missile count")
all_taken_shelter_queue.put(soldier_num)
take_shelter_lock.acquire()
missile_x_pos, missile_y_pos, hit_time, missile_type = missile_queue.get()
missile_capacity = {"M1" : 1, "M2" : 2, "M3" : 3, "M4" : 4}[missile_type]
take_shelter_request_queue.put([soldier_num, x_pos, y_pos, speed, missile_x_pos, missile_y_pos, missile_capacity])
# take_shelter_lock.acquire() # so that only 1 soldier executes take_shelter() at a time
# print("Soldier {} is taking shelter...".format(soldier_num))
local_missile_count += 1
# new_position = take_shelter(soldier_num, x_pos, y_pos, speed, missile_x_pos, missile_y_pos, missile_capacity)
while True:
if take_shelter_response_queue.empty() != True:
local_response = take_shelter_response_queue.get()
x_pos, y_pos = local_response[1]
break
# if local_response[0] != soldier_num:
# take_shelter_response_queue.put(local_response)
# else:
# x_pos, y_pos = local_response[1]
# break
if x_pos == -1:
with static_soldier_count.get_lock():
static_soldier_count.value -= 1
with dynamic_soldier_count.get_lock():
dynamic_soldier_count.value -= 1
local_dynamic_temp = dynamic_soldier_count.value
if local_dynamic_temp != 0:
missile_queue.put((missile_x_pos, missile_y_pos, hit_time, missile_type))
else:
# local_static_temp = static_soldier_count.get()
with static_soldier_count.get_lock():
with dynamic_soldier_count.get_lock():
dynamic_soldier_count.value = static_soldier_count.value
# static_soldier_count.put(local_static_temp)
# all_taken_shelter_queue.get() # soldier has completed its take_shelter
take_shelter_lock.release()
if x_pos != -1:
print ("Soldier {} has taken shelter at {} ".format(soldier_num, (x_pos, y_pos)))
print()
# take_shelter_lock.release()
all_taken_shelter_queue.get() # soldier has completed its take_shelter
if x_pos == -1 :
print(Fore.RED + "Soldier {} cannot evade Missile and will be killed".format(soldier_num))
print(Style.RESET_ALL, end="", sep="")
print()
break
def create_servers():
for i in range(len(rpc_list)):
servers.append(grpc.server(futures.ThreadPoolExecutor(max_workers=5)))
for i, j in enumerate(rpc_list):
obj, port, rpc_name = j[0], j[1], j[2]
rpc_name(obj, servers[i])
servers[i].add_insecure_port(port)
servers[i].start()
print("All client side request servers started")
class Send_Commander_Index(rpc5.Send_Commander_IndexServicer):
def send_commander_index(self, request, context):
with commander_index.get_lock():
commander_index.value = request.commander_index
return send_commander_index_pb2.commander_details()
class All_Taken_Shelter(rpc3.All_Taken_ShelterServicer):
def all_taken_shelter(self, request, context):
with static_soldier_count.get_lock():
# print(missile_queue.empty(), all_taken_shelter_queue.empty(), take_shelter_request_queue.empty())
response = all_taken_shelter_pb2.taken_shelter_response(taken_shelter = True if (missile_queue.empty() and all_taken_shelter_queue.empty() and take_shelter_request_queue.empty()) else False, live_soldier_count = static_soldier_count.value)
return response
class Missile_Approaching(rpc2.Missile_ApproachingServicer):
def missile_approaching(self, request, context):
print (Back.RED + Fore.WHITE+"Missile Incoming at {} !".format((request.x_pos, request.y_pos)), end="")
print(Style.RESET_ALL, end="", sep="")
print()
with global_missile_count.get_lock():
global_missile_count.value += 1
with static_soldier_count.get_lock():
if static_soldier_count.value == 0:
return missile_approaching_pb2.missile_status()
missile_queue.put((request.x_pos, request.y_pos, request.hit_time, request.missile_type))
response = missile_approaching_pb2.missile_status()
return response
soldier_list = []
class Create_Soldier(rpc1.Create_SoldierServicer):
def create_soldiers(self, request_iterator, context):
for soldier in request_iterator:
temp = multiprocessing.Process(target=soldier_code, args=(soldier.soldier_number, soldier.x_pos, soldier.y_pos, soldier.speed_capacity, take_shelter_lock,global_missile_count, static_soldier_count, dynamic_soldier_count, all_taken_shelter_queue, missile_queue, take_shelter_request_queue, take_shelter_response_queue, commander_index, is_game_over_2))
soldier_list.append(temp)
temp.start()
response = create_soldier_pb2.soldier_output(msg="Soldiers Created on Client Side")
return response
class Status(rpc4.StatusServicer):
def status(self, request, context):
return status_pb2.status_response(alive = alive_map[request.soldier_id])
class Game_Over(rpc6.Game_OverServicer):
def game_over(self, request, context):
global is_game_over
is_game_over = True # game ended
with is_game_over_2.get_lock():
is_game_over_2.value = 1
return game_over_pb2.game_over_response(client_game_over = True)
rpc_list = [(Create_Soldier(), own_ip_addr + ':40051', rpc1.add_Create_SoldierServicer_to_server), (Missile_Approaching(), own_ip_addr + ':40052', rpc2.add_Missile_ApproachingServicer_to_server),(All_Taken_Shelter(),own_ip_addr + ':40053',rpc3.add_All_Taken_ShelterServicer_to_server), (Status(),own_ip_addr + ':40054', rpc4.add_StatusServicer_to_server), (Send_Commander_Index(),own_ip_addr + ':40055', rpc5.add_Send_Commander_IndexServicer_to_server), (Game_Over(),own_ip_addr + ':40056', rpc6.add_Game_OverServicer_to_server)]
if __name__ == '__main__':
create_servers()
get_params()
alive_map = {}
for i in range(M):
alive_map[i] = True
with static_soldier_count.get_lock():
static_soldier_count.value = M - 1
with dynamic_soldier_count.get_lock():
dynamic_soldier_count.value = M - 1
# print("Before checking take shelter request queue")
while not(is_game_over):
if take_shelter_request_queue.empty() != True:
local_request = take_shelter_request_queue.get()
# print (local_request)
x, y = take_shelter(*local_request)
if x == -1:
alive_map[local_request[0]] = False
shelter_response = (local_request[0], (x, y),)
# print(shelter_response)
take_shelter_response_queue.put(shelter_response)
# time.sleep(3)
for i in soldier_list:
# i.join()
i.terminate()
time.sleep(4) # so that game_over rpc response reaches commander and client.py does not end before that
print("GAME OVER !")