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A modified version of the GGP-Base library for Alloy.
package org.ggp.base.player.proxy;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.PrintStream;
import java.net.ServerSocket;
import java.net.Socket;
import java.net.SocketException;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.concurrent.ArrayBlockingQueue;
import java.util.concurrent.BlockingQueue;
import org.ggp.base.player.event.PlayerDroppedPacketEvent;
import org.ggp.base.player.event.PlayerReceivedMessageEvent;
import org.ggp.base.player.event.PlayerSentMessageEvent;
import org.ggp.base.player.gamer.Gamer;
import org.ggp.base.player.gamer.statemachine.random.RandomGamer;
import org.ggp.base.player.request.factory.RequestFactory;
import org.ggp.base.player.request.grammar.AbortRequest;
import org.ggp.base.player.request.grammar.InfoRequest;
import org.ggp.base.player.request.grammar.PlayRequest;
import org.ggp.base.player.request.grammar.Request;
import org.ggp.base.player.request.grammar.StartRequest;
import org.ggp.base.player.request.grammar.StopRequest;
import org.ggp.base.util.configuration.GamerConfiguration;
import org.ggp.base.util.gdl.grammar.GdlPool;
import org.ggp.base.util.http.HttpReader;
import org.ggp.base.util.http.HttpWriter;
import org.ggp.base.util.logging.GamerLogger;
import org.ggp.base.util.observer.Event;
import org.ggp.base.util.observer.Observer;
import org.ggp.base.util.observer.Subject;
import org.ggp.base.util.symbol.grammar.SymbolPool;
/**
* ProxyGamePlayer starts a separate process running an instance of the Gamer
* class that is passed in as a parameter. It serves as a proxy between this
* Gamer process and the GGP server: it ensures that legal moves are sent back
* to the server on time, accepts and stores working moves, and so on.
*
* This class is not necessary, unless you are interested in adding another
* layer of bullet-proofing to your player in preparation for a tournament
* or for running your player for long periods of time.
*
* There are advantages and disadvantages to this approach. The advantages are:
*
* 1. Even if the Gamer process stalls, for example due to garbage collection,
* you will always send a legal move back to the server in time.
*
* 2. You can send "working moves" to the proxy, so that if your Gamer process
* stalls, you can send back your best-guess move from before the stall.
*
* The disadvantage is very simple:
*
* 1. If the proxy breaks, you can revert to playing extremely poorly
* even though your real Gamer process is fully functional.
*
* The advantages are very important, and so my response to the disadvantage
* has been to shake as many bugs out of the proxy as I can. While the code is
* fairly complex, this proxy has proven to be decently reliable in my testing.
* So, that's progress.
*
* @author Sam Schreiber
*/
public final class ProxyGamePlayer extends Thread implements Subject
{
private final String gamerName;
private ServerSocket listener;
private ServerSocket clientListener;
private final List observers;
private ClientManager theClientManager;
private Gamer theDefaultGamer;
private class ClientManager extends Thread {
private Process theClientProcess;
private Socket theClientConnection;
private PrintStream theOutput;
private BufferedReader theInput;
private StreamConnector outConnector, errConnector;
public volatile boolean pleaseStop = false;
public volatile boolean expectStop = false;
private Thread parentThread;
public ClientManager(Thread parentThread) {
this.parentThread = parentThread;
String command = GamerConfiguration.getCommandForJava();
List processArgs = new ArrayList();
processArgs.add(command);
processArgs.add("-Xmx" + GamerConfiguration.getMemoryForGamer() + "m");
processArgs.add("-server");
processArgs.add("-XX:-DontCompileHugeMethods");
processArgs.add("-XX:MinHeapFreeRatio=10");
processArgs.add("-XX:MaxHeapFreeRatio=10");
processArgs.add("-classpath");
processArgs.add(System.getProperty("java.class.path"));
processArgs.add("org.ggp.base.player.proxy.ProxyGamePlayerClient");
processArgs.add(gamerName);
processArgs.add("" + clientListener.getLocalPort());
if(GamerConfiguration.runningOnLinux()) {
processArgs.add(0, "nice");
}
ProcessBuilder pb = new ProcessBuilder(processArgs);
try {
GamerLogger.log("Proxy", "[PROXY] Starting a new proxy client, using gamer " + gamerName + ".");
theClientProcess = pb.start();
outConnector = new StreamConnector(theClientProcess.getErrorStream(), System.err);
errConnector = new StreamConnector(theClientProcess.getInputStream(), System.out);
outConnector.start();
errConnector.start();
theClientConnection = clientListener.accept();
theOutput = new PrintStream(theClientConnection.getOutputStream());
theInput = new BufferedReader(new InputStreamReader(theClientConnection.getInputStream()));
GamerLogger.log("Proxy", "[PROXY] Proxy client started.");
} catch(IOException e) {
GamerLogger.logStackTrace("Proxy", e);
}
}
// TODO: remove this class if nothing is being sent over it
private class StreamConnector extends Thread {
private InputStream theInput;
private PrintStream theOutput;
public volatile boolean pleaseStop = false;
public StreamConnector(InputStream theInput, PrintStream theOutput) {
this.theInput = theInput;
this.theOutput = theOutput;
}
public boolean isPrintableChar( char c ) {
if(!Character.isDefined(c)) return false;
if(Character.isIdentifierIgnorable(c)) return false;
return true;
}
@Override
public void run() {
try {
while(!pleaseStop) {
int next = theInput.read();
if(next == -1) break;
if(!isPrintableChar((char)next))
next = '@';
theOutput.write(next);
}
} catch(IOException e) {
GamerLogger.log("Proxy", "Might be okay:");
GamerLogger.logStackTrace("Proxy", e);
} catch(Exception e) {
GamerLogger.logStackTrace("Proxy", e);
} catch(Error e) {
GamerLogger.logStackTrace("Proxy", e);
}
}
}
public void sendMessage(ProxyMessage theMessage) {
if(theOutput != null) {
theMessage.writeTo(theOutput);
GamerLogger.log("Proxy", "[PROXY] Wrote message to client: " + theMessage);
}
}
@Override
public void run() {
while(theInput != null) {
try {
ProxyMessage in = ProxyMessage.readFrom(theInput);
if(pleaseStop)
return;
GamerLogger.log("Proxy", "[PROXY] Got message from client: " + in);
if(in == null)
continue;
processClientResponse(in, parentThread);
} catch(SocketException se) {
if(expectStop)
return;
GamerLogger.logStackTrace("Proxy", se);
GamerLogger.logError("Proxy", "Shutting down reader as consequence of socket exception. Presumably this is because the gamer client crashed.");
break;
} catch(Exception e) {
GamerLogger.logStackTrace("Proxy", e);
} catch(Error e) {
GamerLogger.logStackTrace("Proxy", e);
}
}
}
public void closeClient() {
try {
outConnector.pleaseStop = true;
errConnector.pleaseStop = true;
theClientConnection.close();
theInput = null;
theOutput = null;
} catch (IOException e) {
GamerLogger.logStackTrace("Proxy", e);
}
theClientProcess.destroy();
}
}
public final int myPort;
public ProxyGamePlayer(int port, Class extends Gamer> gamer) throws IOException
{
// Use a random gamer as our "default" gamer, that we fall back to
// in the event that we don't get a message from the client, or if
// we need to handle a simple request (START or STOP).
theDefaultGamer = new RandomGamer();
observers = new ArrayList();
listener = null;
while (listener == null) {
try {
listener = new ServerSocket(port);
} catch (Exception ex) {
listener = null;
port++;
GamerLogger.logError("Proxy", "Failed to start gamer on port: "+(port-1)+" trying port "+port);
}
}
myPort = port;
// Start up the socket for communicating with clients
int clientPort = 17147;
while(clientListener == null) {
try {
clientListener = new ServerSocket(clientPort);
} catch(Exception ex) {
clientListener = null;
clientPort++;
}
}
GamerLogger.log("Proxy", "[PROXY] Opened client communication socket on port " + clientPort + ".");
// Start up the first ProxyClient
gamerName = gamer.getSimpleName();
}
public int getGamerPort() {
return myPort;
}
@Override
public void addObserver(Observer observer)
{
observers.add(observer);
}
@Override
public void notifyObservers(Event event)
{
for (Observer observer : observers)
{
observer.observe(event);
}
}
private Random theRandomGenerator = new Random();
private long currentMoveCode = 0L;
private boolean receivedClientMove = false;
private boolean needRestart = false;
@Override
public void run()
{
GamerConfiguration.showConfiguration();
GamerLogger.setSpilloverLogfile("spilloverLog");
// Start up the client manager
theClientManager = new ClientManager(Thread.currentThread());
theClientManager.start();
// Start up the input queue listener
inputQueue = new ArrayBlockingQueue(100);
inputConnectionQueue = new ArrayBlockingQueue(100);
QueueListenerThread theListener = new QueueListenerThread();
theListener.start();
while (true)
{
try
{
// First, read a message from the server.
ProxyMessage nextMessage = inputQueue.take();
Socket connection = inputConnectionQueue.take();
String in = nextMessage.theMessage;
long receptionTime = nextMessage.receptionTime;
notifyObservers(new PlayerReceivedMessageEvent(in));
GamerLogger.log("Proxy", "[PROXY] Got incoming message:" + in);
// Formulate a request, and see how the legal gamer responds.
String legalProxiedResponse;
Request request = new RequestFactory().create(theDefaultGamer, in);
try {
legalProxiedResponse = request.process(receptionTime);
} catch(OutOfMemoryError e) {
// Something went horribly wrong -- our baseline prover failed.
System.gc();
GamerLogger.logStackTrace("Proxy", e);
legalProxiedResponse = "SORRY";
}
latestProxiedResponse = legalProxiedResponse;
GamerLogger.log("Proxy", "[PROXY] Selected fallback move:" + latestProxiedResponse);
if (!(request instanceof InfoRequest)) {
// Update the move codes and prepare to send the request on to the client.
receivedClientMove = false;
currentMoveCode = 1 + theRandomGenerator.nextLong();
if(request instanceof StopRequest || request instanceof AbortRequest)
theClientManager.expectStop = true;
// Send the request on to the client, along with the move code.
ProxyMessage theMessage = new ProxyMessage(in, currentMoveCode, receptionTime);
theClientManager.sendMessage(theMessage);
if(!(request instanceof PlayRequest)) // If we're not asked for a move, just let
currentMoveCode = 0L; // the default gamer handle it by switching move code.
// Wait the appropriate amount of time for the request.
proxyProcessRequest(request, receptionTime);
} else {
receivedClientMove = true;
}
// Get the latest response, and complain if it's the default response, or isn't a valid response.
String out = latestProxiedResponse;
if(!receivedClientMove && (request instanceof PlayRequest)) {
GamerLogger.logError("Proxy", "[PROXY] Did not receive any move information from client for this turn; falling back to first legal move.");
GamerLogger.logError("ExecutiveSummary", "Proxy did not receive any move information from client this turn: used first legal move.");
}
// Cycle the move codes again so that we will ignore any more responses
// that the client sends along to us.
currentMoveCode = 0L;
// And finally write the latest response out to the server.
GamerLogger.log("Proxy", "[PROXY] Wrote outgoing message:" + out);
HttpWriter.writeAsServer(connection, out);
connection.close();
notifyObservers(new PlayerSentMessageEvent(out));
// Once everything is said and done, restart the client if we're
// due for a restart (having finished playing a game).
if(needRestart) {
theClientManager.closeClient();
theClientManager.pleaseStop = true;
if(GamerConfiguration.runningOnLinux()) {
// Clean up the working directory and terminate any orphan processes.
Thread.sleep(500);
GamerLogger.log("Proxy", "[PROXY] Calling cleanup scripts.");
try {
Runtime.getRuntime().exec("./cleanup.sh").waitFor();
} catch(IOException e) {
GamerLogger.logStackTrace("Proxy", e);
}
Thread.sleep(500);
}
theClientManager = new ClientManager(Thread.currentThread());
theClientManager.start();
theDefaultGamer = new RandomGamer();
GdlPool.drainPool();
SymbolPool.drainPool();
long usedMemory = Runtime.getRuntime().totalMemory() - Runtime.getRuntime().freeMemory();
double usedMemoryInMegs = usedMemory / 1024.0 / 1024.0;
GamerLogger.log("Proxy", "[PROXY] Before collection, using " + usedMemoryInMegs + "mb of memory as proxy.");
// Okay, seriously garbage collect please. As it turns out,
// this takes some convincing; Java isn't usually eager to do it.
for(int i = 0; i < 10; i++) {
System.gc();
Thread.sleep(100);
}
usedMemory = Runtime.getRuntime().totalMemory() - Runtime.getRuntime().freeMemory();
usedMemoryInMegs = usedMemory / 1024.0 / 1024.0;
GamerLogger.log("Proxy", "[PROXY] After collection, using a non-transient " + usedMemoryInMegs + "mb of memory as proxy.");
System.out.println("Cleaned up completed match, with a residual " + usedMemoryInMegs + "mb of memory as proxy.");
needRestart = false;
}
}
catch (Exception e)
{
GamerLogger.logStackTrace("Proxy", e);
notifyObservers(new PlayerDroppedPacketEvent());
}
catch (Error e)
{
GamerLogger.logStackTrace("Proxy", e);
notifyObservers(new PlayerDroppedPacketEvent());
}
}
}
public static final long METAGAME_BUFFER = Gamer.PREFERRED_METAGAME_BUFFER + 100;
public static final long PLAY_BUFFER = Gamer.PREFERRED_PLAY_BUFFER + 100;
private void proxyProcessRequest(Request theRequest, long receptionTime) {
long startSleeping = System.currentTimeMillis();
long timeToFinish = receptionTime;
long timeToSleep = 0L;
try {
if(theRequest instanceof PlayRequest) {
if (theDefaultGamer.getMatch() != null) {
// They have this long to play
timeToFinish = receptionTime + theDefaultGamer.getMatch().getPlayClock() * 1000 - PLAY_BUFFER;
} else {
// Respond immediately if we're not tracking this match (and so don't know the play clock).
timeToFinish = System.currentTimeMillis();
}
timeToSleep = timeToFinish - System.currentTimeMillis();
if(timeToSleep > 0)
Thread.sleep(timeToSleep);
} else if(theRequest instanceof StartRequest) {
GamerLogger.startFileLogging(theDefaultGamer.getMatch(), theDefaultGamer.getRoleName().toString());
System.out.println("Started playing " + theDefaultGamer.getMatch().getMatchId() + ".");
// They have this long to metagame
timeToFinish = receptionTime + theDefaultGamer.getMatch().getStartClock() * 1000 - METAGAME_BUFFER;
timeToSleep = timeToFinish - System.currentTimeMillis();
if(timeToSleep > 0)
Thread.sleep(timeToSleep);
} else if(theRequest instanceof StopRequest || theRequest instanceof AbortRequest) {
GamerLogger.stopFileLogging();
needRestart = true;
}
} catch(InterruptedException ie) {
// Rise and shine!
GamerLogger.log("Proxy", "[PROXY] Got woken up by final move!");
}
GamerLogger.log("Proxy", "[PROXY] Proxy slept for " + (System.currentTimeMillis() - startSleeping) + ", and woke up " + (System.currentTimeMillis() - timeToFinish) + "ms late (started " + (startSleeping - receptionTime) + "ms after receiving message).");
}
private String latestProxiedResponse;
private void processClientResponse(ProxyMessage in, Thread toWakeUp) {
String theirTag = in.theMessage.substring(0,5);
String theirMessage = in.theMessage.substring(5);
// Ignore their message unless it has an up-to-date move code.
if(!(in.messageCode == currentMoveCode)) {
if(currentMoveCode > 0)
GamerLogger.logError("Proxy", "CODE MISMATCH: " + currentMoveCode + " vs " + in.messageCode);
return;
}
if(theirTag.equals("WORK:")) {
latestProxiedResponse = theirMessage;
GamerLogger.log("Proxy", "[PROXY] Got latest working move: " + latestProxiedResponse);
receivedClientMove = true;
} else if(theirTag.equals("DONE:")) {
latestProxiedResponse = theirMessage;
GamerLogger.log("Proxy", "[PROXY] Got a final move: " + latestProxiedResponse);
receivedClientMove = true;
currentMoveCode = 0L;
toWakeUp.interrupt();
}
}
private BlockingQueue inputQueue;
private BlockingQueue inputConnectionQueue;
private class QueueListenerThread extends Thread {
@Override
public void run() {
while(true) {
try {
// First, read a message from the server.
Socket connection = listener.accept();
String in = HttpReader.readAsServer(connection).replace('\n', ' ').replace('\r', ' ');
long receptionTime = System.currentTimeMillis();
if(inputQueue.remainingCapacity() > 0) {
inputQueue.add(new ProxyMessage(in, 0L, receptionTime));
inputConnectionQueue.add(connection);
GamerLogger.log("Proxy", "[PROXY QueueListener] Got incoming message from game server: " + in + ". Added to queue in position " + inputQueue.size() + ".");
} else {
GamerLogger.logError("Proxy", "[PROXY QueueListener] Got incoming message from game server: " + in + ". Could not add to queue, because queue is full!");
}
} catch(Exception e) {
GamerLogger.logStackTrace("Proxy", e);
} catch(Error e) {
GamerLogger.logStackTrace("Proxy", e);
}
}
}
}
}