ttrts/source/client/server.cpp

180 lines
5 KiB
C++
Raw Normal View History

#include "server.h"
#include <thread>
#include <vector>
#include <iostream>
#include <mutex>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <game.h>
#include <formatters.h>
#include "net.h"
#include "filesystem.h"
// Struct for net client info
struct ClientInfo
{
sockaddr_in cli_addr;
int clientsockfd;
};
2015-01-02 15:25:30 +00:00
int waitForOrdersFromClient(const ClientInfo& info, std::mutex& mut, CTTRTSGame& game )
{
char buffer[1028]; // buffer for orders
memset(buffer,0,sizeof(buffer));
// Read in the new socket
// read will block until the client has called write
// up to the full size of the buffer
if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
error("ERROR reading from client");
std::cout<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
mut.lock();
game.IssueOrders(player_t::Red , buffer);
mut.unlock();
return 0;
}
int runServer(int argc, char* argv[])
{
std::cout<<"Setting up server on port "<<TTRTS_PORT<<std::endl;
// Server side information
int sockfd; // socket File descriptor
sockaddr_in serv_addr; // Server address
int portno = TTRTS_PORT;
// empty the server address
memset(&serv_addr,0, sizeof(serv_addr));
// Set the server address family to AF_INET
serv_addr.sin_family = AF_INET;
// htons swaps from host byte order to network byte order
serv_addr.sin_port = htons(portno);
// The host for this address is this current machine's IP, INADDR_ANY fetches this
serv_addr.sin_addr.s_addr = INADDR_ANY;
std::cout<<"Opening socket"<<std::endl;
// Create a new socket
// AF_INET is general internet socket domain
// SOCK_STREAM as messages will be read in on this socket, SOCK_DGRAM would be for packets
// 0 is for default protocol
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
error("ERROR opening socket");
// bind our socket to this server address
std::cout<<"Binding socket"<<std::endl;
int retry = 1;
while (1)
{
if(retry > 10)
{
error("Binding failed after retries");
}
if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) >= 0)
break;
std::cout<<"Binding failed on try "<<retry<<std::endl;
sleep(retry);
retry++;
}
// Listen on the socket for messages
// Second param is length of backlog queue, the maximum number of connections
// that can be waiting while the process is handling a single connection
// max is usually set to 5
listen(sockfd,5);
// Set up game
CTTRTSGame game = GetGameFromFile("Tiny2Player.txt");
unsigned int numClients = game.GetPlayers().size();
// game mutex
std::mutex gameMutex;
// Set of clients
std::vector<ClientInfo> myClients;
std::cout<<"Waiting for clients"<<std::endl;
// Loop while we're connecting the clients
while ( myClients.size() < numClients )
{
// information for each client
sockaddr_in cli_addr; // Client address
int clientsockfd; // new socket File descriptor
socklen_t clilen = sizeof(sockaddr_in);
// accept waits for a connection from a client
// it returns a new socket file descriptor for this connection
// client information will be stored in cli_addr
clientsockfd = accept(sockfd, (sockaddr *) &cli_addr, &clilen);
if (clientsockfd < 0)
error("ERROR on accept");
std::cout<<"Client connected from "<<inet_ntoa(cli_addr.sin_addr)<<std::endl;
myClients.push_back({cli_addr,clientsockfd});
}
std::cout<<"All clients connected"<<std::endl;
// Loop for each turn
while ( !game.GameOver() )
{
// Grab the current game state string
gameMutex.lock();
std::string gamestate_string = GetStringFromGame(game);
gameMutex.unlock();
// Send data to clients
std::cout<<"Sending clients gamedata"<<std::endl;
for (auto client : myClients)
{
// Write to the socket with the buffer
if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
error("ERROR sending to client");
}
// Wait for orders from clients
std::cout<<"Waiting for client orders"<<std::endl;
std::vector<std::thread> clientThreads;
for(auto client : myClients)
{
std::thread clientThread(waitForOrdersFromClient,std::ref(client), std::ref(gameMutex), std::ref(game));
clientThreads.push_back(std::move(clientThread));
}
// Join up all the threads
for ( std::thread& thread : clientThreads )
{
thread.join();
}
// Step to the next turn
gameMutex.lock();
game.SimulateToNextTurn();
gameMutex.unlock();
}
// end game and disconnect clients
// Return
2015-01-02 15:06:04 +00:00
return 0;
}