Huge refactor, pulling server and local out into their own binaries
This commit is contained in:
parent
1b2010faba
commit
0ead12c7dd
16 changed files with 165 additions and 247 deletions
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@ -3,45 +3,21 @@
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project( ttrts-client )
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include_directories(
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${CMAKE_CURRENT_BINARY_DIR}
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${CMAKE_CURRENT_BINARY_DIR}
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../system
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../ttrts
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)
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# Add the sources
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set( SOURCES
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main.cpp
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client.cpp
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server.cpp
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net.cpp
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filesystem.cpp
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)
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# Set defaults for ttrts variables
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set( TTRTS_MAPS "/usr/local/share/ttrts/maps/" )
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set( TTRTS_GAMES "/tmp/" )
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set( TTRTS_PORT 11715 )
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# define these defaults in code
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_MAPS=${TTRTS_MAPS}" )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_GAMES=${TTRTS_GAMES}" )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DTTRTS_PORT=${TTRTS_PORT}" )
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# Add the executable
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add_executable( ${PROJECT_NAME} ${SOURCES} )
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# Set our output name to ttrts
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set_target_properties( ${PROJECT_NAME} PROPERTIES OUTPUT_NAME ttrts )
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# dependent on main ttrts libary
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target_link_libraries( ${PROJECT_NAME} ttrts pthread )
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target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system )
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# Installation target
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install( TARGETS ${PROJECT_NAME} DESTINATION bin )
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# Run the gen_usage script to generate our usage header
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add_custom_target(
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ttrts-client-usage
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cd ${CMAKE_CURRENT_SOURCE_DIR} && ${CMAKE_SOURCE_DIR}/scripts/gen_usage.sh "${CMAKE_CURRENT_BINARY_DIR}/usage.h"
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)
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add_dependencies(${PROJECT_NAME} ttrts-client-usage)
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@ -1,98 +0,0 @@
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# NAME
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ttrts - Tiny Terminal RTS
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# SYNOPSIS
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ttrts MAPFILE
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# DESCRIPTION
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ttrts is a tiny terminal based RTS that uses text files as order lists to control the units
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This means that any user, program or cat that can read and write to text files can play the game
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# RETURN VALUE
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ttrts will return -1 on error, or the winning player on completion
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# OPTIONS
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MAPFILE - File to read in the initial game state. Local or in ${TTRTS_MAPS}
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# USAGE
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When invoked, ttrts will set up the game in a directory within ${TTRTS_GAMES} by the name of the map
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The files in this directory can be read and interpreted by human, robot or cat
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ttrts will then await order files from each participant
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Once all order files have been received ttrts will calculate the turn and output a new gamestate file
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This process repeats until the game is over
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# ENVIRONMENT
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${TTRTS_MAPS} - Map file lookup location, defaults to `/usr/share/ttrts/maps/`
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${TTRTS_GAMES} - Game directory for I/O, defaults to `/tmp/`
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-----------------------------------------------------------
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# FILES
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`/usr/share/ttrts/maps/` holds a sample set of maps
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## Gamestate File
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Turn_{TURNNUMBER}.txt
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### Contents
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===== ttrts v{MAJOR}.{MINOR}.{PATCH} =====
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NAME:{GAMENAME}
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SIZE:[{X},{Y}]
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TURN:{TURNNUMBER}
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WALL:[{X},{Y}][{X},{Y}][{X},{Y}]...{repeat for all walls}
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~~~~
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UNIT:{ID} pl:{PLAYER} vs:{VIS} dr:{DIR(NESW)} ps:[{X},{Y}]
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... {continue for all units}
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END
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## Order File
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Player_{PLAYER_ID}_Turn_{TURN_NUMBER}.txt
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### Contents
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ORDER:{ORDER_CHAR} id:{UNIT_ID}
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... {continue for all orders}
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END
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-----------------------------------------------------------
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# GAMEPLAY
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The game takes place in a series of simultaneous turns on an arbitrarily sized 2D board
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Each turn, the client outputs a gamestate file and waits for an order file from each player
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All commands are evaluated simultaneously with friendly fire enabled by default
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The game is over when any of three conditions are met -
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* All remaining units are controlled by a single player
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* No units are left (draw)
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* All units left are unable to move (draw)
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# UNITS
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Each unit occupies a single tile on the board, facing in a compass direction (NESW)
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Units will only accept orders from their owner
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Units can receive only a single order each turn
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Units cannot occupy the same tile as other units/walls
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# ORDERS
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### F - Move unit [F]orward one space, leaving a wall
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This wall will remain until the end of the game, blocking movement to that tile
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Movement orders have no effect if impossible, eg.
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* Attempting to move outside of map
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* Attempting to move on to tile occupied by unit/wall
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### L/R - Rotate unit [L]eft or [R]ight
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Unit will rotate clockwise or counter-clockwise, this order cannot fail
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### A - [A]ttack in straight line in front of unit
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Attack will continue forward until unit can't progress, all units within the path of the attack are destroyed.
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@ -1,17 +1,15 @@
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#include "client.h"
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#include <iostream>
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#include "net.h"
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#include "game.h"
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#include "error.h"
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#include "filesystem.h"
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int runClient(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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// must provide information
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if (argc < 2)
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fatal_error("Usage: ttrts client HOST");
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fatal_error("Usage: ttrts-client HOST");
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std::string hostname = argv[1];
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#ifndef _TTRTS_CLIENT_H_
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#define _TTRTS_CLIENT_H_
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int runClient(int argc, char* argv[]);
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#endif
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@ -1,298 +0,0 @@
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#include "filesystem.h"
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#include "net.h"
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#include <iostream>
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#include <fstream>
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#include <chrono>
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#include <thread>
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#include <sys/stat.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <formatters.h>
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#include <unistd.h>
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#include <stdlib.h>
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// =====================================================================================================================
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// time for waiting between file stats
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static const std::chrono::milliseconds sk_waitTime = std::chrono::milliseconds(100);
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// Check if a file exists
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bool FileExists( const std::string& name )
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{
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struct stat buffer;
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return (stat (name.c_str(), &buffer) == 0);
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}
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// Wait for a file to exist
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void WaitForFile( const std::string& name, const std::chrono::milliseconds& time )
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{
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while( !FileExists(name) ) std::this_thread::sleep_for(time);
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}
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bool OutputGameStateFile(CTTRTSGame &game)
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{
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char turnFileName[128];
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snprintf(turnFileName,128,"%s%s/Turn_%i.txt", getGamesDir().c_str(),game.GetName().c_str(),game.GetTurn());
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std::ofstream turnFile(turnFileName, std::ios_base::trunc); // truncate to overwrite if a file exists
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if ( turnFile.bad() )
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{
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return false;
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}
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// Output the turn description
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std::string turnDescriptor = GetStringFromGame(game);
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turnFile<<turnDescriptor;
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turnFile.close();
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return true;
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}
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std::string getMapsDir()
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{
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std::string maps = STRINGIFY(TTRTS_MAPS);
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if( getenv("TTRTS_MAPS") )
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{
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maps = getenv("TTRTS_MAPS");
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// Additional trailing slash
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if( maps.back() != '/' )
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maps += "/";
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}
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return maps;
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}
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std::string getGamesDir()
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{
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std::string dir = STRINGIFY(TTRTS_GAMES);
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if( getenv("TTRTS_GAMES") )
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{
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dir = getenv("TTRTS_GAMES");
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// Additional trailing slash
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if( dir.back() != '/' )
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dir += "/";
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}
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return dir;
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}
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CTTRTSGame GetGameFromFile( const std::string& filename )
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{
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std::string gamefile = filename;
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// Default for maps
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std::string ttrts_maps_dir = getMapsDir();
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// If file path is not local path and file doesn't exist
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if( gamefile.find("/") == std::string::npos
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&& access( gamefile.c_str(), F_OK ) == -1 )
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{
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gamefile = ttrts_maps_dir + gamefile;
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}
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// If still not good
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if( access( gamefile.c_str(), F_OK ) == -1 )
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fatal_perror("Could not open game file");
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std::ifstream file(gamefile);
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std::string gameDescriptor;
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// Reserve the string needed up front
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file.seekg(0, std::ios::end);
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gameDescriptor.reserve(file.tellg());
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file.seekg(0, std::ios::beg);
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// Grab the string from the file
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gameDescriptor.assign((std::istreambuf_iterator<char>(file)),std::istreambuf_iterator<char>());
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if( gameDescriptor.size() == 0 )
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fatal_error("failed to read in any information from gamefile");
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// Create the game
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return GetGameFromString(gameDescriptor);
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}
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std::string GetOrdersFromPlayerFile(const CTTRTSGame &game, player_t &player)
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{
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std::string gameDir = getGamesDir();
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char playerOrderFileName[128];
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snprintf(playerOrderFileName, 128, "%s%s/Player_%i_Turn_%i.txt", gameDir.c_str(),game.GetName().c_str(),(int) player, game.GetTurn());
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// Wait for the player order file to be created
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std::clog<<"TTRTS: Waiting for "<< playerOrderFileName << std::endl;
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bool hasOrderFile = false;
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while(!hasOrderFile)
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{
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WaitForFile(playerOrderFileName,sk_waitTime); // Wait for the file
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// File must have END
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// Method taken from http://stackoverflow.com/questions/11876290/c-fastest-way-to-read-only-last-line-of-text-file
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std::ifstream turnFile(playerOrderFileName);
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turnFile.seekg(-1, std::ios_base::end);
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// Loop back from the end of file
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bool keepLooping = true;
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while(keepLooping) {
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char ch;
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turnFile.get(ch); // Get current byte's data
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if((int)turnFile.tellg() <= 1) { // If the data was at or before the 0th byte
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turnFile.seekg(0); // The first line is the last line
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keepLooping = false; // So stop there
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}
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else if(ch == '\n') { // If the data was a newline
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keepLooping = false; // Stop at the current position.
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}
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else { // If the data was neither a newline nor at the 0 byte
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turnFile.seekg(-2, std::ios_base::cur); // Move to the front of that data, then to the front of the data before it
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}
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}
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// Grab this line
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std::string lastLine;
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getline(turnFile,lastLine);
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if(lastLine == "END")
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hasOrderFile = true;
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}
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std::ifstream turnFile(playerOrderFileName);
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// Reserve the full order string
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std::string orders;
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turnFile.seekg(0, std::ios_base::end);
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orders.reserve(turnFile.tellg());
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turnFile.seekg(0, std::ios_base::beg);
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// Grab the string from the file
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orders.assign((std::istreambuf_iterator<char>(turnFile)), std::istreambuf_iterator<char>());
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return orders;
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}
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int CreateAndCleanGameDir(const std::string& gameName)
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{
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std::string gameDir = getGamesDir()+gameName;
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struct stat info;
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int ret = stat( gameDir.c_str(), &info );
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if( ret == 0 && info.st_mode & S_IFDIR )
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{
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std::cout<<"TTRTS: " << gameDir << " game directory already exists"<<std::endl;
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std::cout<<"TTRTS: Confirm to delete contents [y/N] ";
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std::string input;
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std::cin>>input;
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if( !input.size() || std::tolower(input[0]) != 'y' )
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return -1;
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}
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else if ( ret == 0 )
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{
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fatal_error("TTRTS_GAMES exists but is not directory \nAborting...");
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}
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// Create the game directory
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char cmd2[128];
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snprintf(cmd2,128, "test -d %s || mkdir %s",gameDir.c_str(),gameDir.c_str());
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if( system(cmd2) == -1)
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fatal_error("Error: Failed to create the game directory");
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// Clean out the game directory
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char cmd1[128];
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snprintf(cmd1,128, "rm -rf %s/*",gameDir.c_str());
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if ( system(cmd1) == -1 )
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fatal_error("Error: Failed to clean the game directory");
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return 0;
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}
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int OutputGameEnd(const CTTRTSGame &game) {
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std::cout<<"TTRTS: Game Over!"<< std::endl;
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// Get the winning player
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player_t winningPlayer = game.GetWinningPlayer();
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// Print the winner!
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if ( winningPlayer != player_t::NUM_INVALID )
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{
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std::cout<<"TTRTS: Winner:"<<(int) winningPlayer <<std::endl;
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}
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else
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{
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std::cout<<"TTRTS: It was a draw!"<<std::endl;
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}
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return (int)winningPlayer;
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}
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int OutputgameEnd(const CTTRTSGame &game) {
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std::cout<<"TTRTS: Game Over!"<< std::endl;
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// Get the winning player
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player_t winningPlayer = game.GetWinningPlayer();
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// Print the winner!
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if ( winningPlayer != player_t::NUM_INVALID )
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{
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std::cout<<"TTRTS: Winner:"<<(int) winningPlayer <<std::endl;
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}
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else
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{
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std::cout<<"TTRTS: It was a draw!"<<std::endl;
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}
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return (int)winningPlayer;
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}
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// =====================================================================================================================
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int runFromFilesystem(int argc, char* argv[])
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{
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std::string gamefile = argv[1];
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std::cout<<"TTRTS: Launching with "<<gamefile<<std::endl;
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CTTRTSGame game = GetGameFromFile(gamefile);
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// Grab the players involved
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auto players = game.GetPlayers();
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// Default for games
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std::string ttrts_games_dir = getGamesDir();
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// Empty the current game directory
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if ( CreateAndCleanGameDir(game.GetName()) < 0)
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return -1;
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// While the game isn't finished
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while ( ! game.GameOver() )
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{
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std::cout<<"TTRTS: Starting turn "<<game.GetTurn()<<std::endl;
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// Create a turn file
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if( !OutputGameStateFile(game))
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fatal_error("Error: Failed to output new turn file");
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// Wait for order files
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for( player_t player : players)
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{
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// Construct the player order filename
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std::string orders = GetOrdersFromPlayerFile(game, player);
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// Issue the orders to the game
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if( game.IssueOrders(player, orders) )
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std::cerr<<"Warning: Orders for player "<<(int) player <<" failed to correctly parse"<<std::endl;
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}
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// Simulate turn
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std::cout<<"TTRTS: Simulating this turn!"<<std::endl;
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if ( game.SimulateToNextTurn() )
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fatal_error("Failed to simulate game turn");
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}
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// Output final gamestate
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OutputGameStateFile(game);
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return OutputGameEnd( game );
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}
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@ -1,29 +0,0 @@
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#ifndef _TTRTS_FILESYSTEM_H_
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#define _TTRTS_FILESYSTEM_H_
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#include <string>
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#include <chrono>
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#include "game.h"
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#define STRINGIFY(x) _STRINGIFY(x)
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#define _STRINGIFY(x) #x
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bool FileExists( const std::string& name );
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void WaitForFile( const std::string& name, const std::chrono::milliseconds& time );
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bool OutputGameStateFile(CTTRTSGame &game);
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std::string GetOrdersFromPlayerFile(const CTTRTSGame &game, player_t &player);
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CTTRTSGame GetGameFromFile( const std::string& file );
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std::string getMapsDir();
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std::string getGamesDir();
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int runFromFilesystem(int argc, char* argv[]);
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int CreateAndCleanGameDir(const std::string& gameName);
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#endif
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@ -1,34 +0,0 @@
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#include "game.h"
|
||||
#include "filesystem.h"
|
||||
#include "server.h"
|
||||
#include "client.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
static const char* sk_usage =
|
||||
#include "usage.h"
|
||||
;
|
||||
|
||||
// Main program entry point
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// If no args, print usage
|
||||
if ( argc == 1 )
|
||||
{
|
||||
std::cout<<sk_usage<<std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Attempt to open the game file
|
||||
std::string arg1 = argv[1];
|
||||
|
||||
// Either run the client, the server, or from local filesystem
|
||||
if( arg1 == "client" )
|
||||
return runClient(argc-1,argv+1);
|
||||
else if ( arg1 == "server" )
|
||||
return runServer(argc-1,argv+1);
|
||||
else
|
||||
return runFromFilesystem(argc,argv);
|
||||
|
||||
};
|
||||
|
|
@ -1,260 +0,0 @@
|
|||
#include "net.h"
|
||||
|
||||
#include <netdb.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <unistd.h>
|
||||
|
||||
void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut)
|
||||
{
|
||||
char buffer[1028]; // buffer for orders
|
||||
|
||||
std::clog<<"TTRTS: Waiting for player "<<(int)info.player<<" at "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
|
||||
|
||||
std::string orders;
|
||||
|
||||
while ( orders.find("END") == std::string::npos )
|
||||
{
|
||||
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)
|
||||
fatal_perror("ERROR reading from client");
|
||||
|
||||
// Append the received orders
|
||||
orders+=buffer;
|
||||
}
|
||||
|
||||
std::clog<<"TTRTS: Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
|
||||
|
||||
mut.lock();
|
||||
game.IssueOrders(info.player , orders);
|
||||
mut.unlock();
|
||||
}
|
||||
|
||||
void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
|
||||
{
|
||||
// Spawn threads
|
||||
std::vector<std::thread> clientThreads;
|
||||
for(auto client : myClients)
|
||||
{
|
||||
std::thread clientThread(WaitForOrdersFromClient, client, std::ref(game), ref(gameMutex));
|
||||
clientThreads.push_back(move(clientThread));
|
||||
}
|
||||
|
||||
// Join up all the threads
|
||||
for ( std::thread& thread : clientThreads )
|
||||
{
|
||||
thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
|
||||
{
|
||||
gameMutex.lock();
|
||||
std::string gamestate_string = GetStringFromGame(game);
|
||||
gameMutex.unlock();
|
||||
|
||||
for (auto client : myClients)
|
||||
{
|
||||
// Write to the socket with the buffer
|
||||
if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
|
||||
fatal_perror("ERROR sending to client");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString)
|
||||
{
|
||||
char handshakeBuffer[128];
|
||||
memset(handshakeBuffer,0,sizeof(handshakeBuffer));
|
||||
|
||||
if (read(sockfd, handshakeBuffer,sizeof(handshakeBuffer)-1) < 0)
|
||||
fatal_perror("ERROR recieving handshake from server");
|
||||
|
||||
std::string handshake(handshakeBuffer);
|
||||
|
||||
if ( write( sockfd, handshake.c_str(), handshake.length()+1 ) < 0 )
|
||||
fatal_perror("ERROR sending handshake to server");
|
||||
|
||||
char gameName[64];
|
||||
if ( sscanf(handshake.c_str(),TTRTS_HANDSHAKE_FORMAT,&player,gameName) < 2 )
|
||||
fatal_error("Handshake failed");
|
||||
|
||||
gameNameString = gameName;
|
||||
}
|
||||
|
||||
void PerformServerHandshake(const ClientInfo &client, const std::string &game)
|
||||
{
|
||||
char handshake[64];
|
||||
snprintf(handshake, sizeof(handshake), TTRTS_HANDSHAKE_FORMAT,(unsigned int)client.player,game.c_str());
|
||||
|
||||
// Send handshake
|
||||
if ( write( client.clientsockfd,handshake,sizeof(handshake) ) < 0 )
|
||||
fatal_perror("ERROR sending to client");
|
||||
|
||||
// Receive handshake
|
||||
char buffer[64];
|
||||
if ( read(client.clientsockfd,buffer,sizeof(buffer)-1) < 0 )
|
||||
fatal_perror("ERROR reading from client");
|
||||
|
||||
// Verify handshake
|
||||
if ( std::string(buffer) != std::string(handshake) )
|
||||
fatal_error("Error in client handshake");
|
||||
|
||||
std::clog<<"TTRTS: Success on handshake with player "<<(int)client.player<< std::endl;
|
||||
}
|
||||
|
||||
void TryBindSocket(int sockfd, const sockaddr_in &serv_addr)
|
||||
{
|
||||
std::clog<<"TTRTS: Binding to socket"<< std::endl;
|
||||
int retry = 1;
|
||||
while (1)
|
||||
{
|
||||
if(retry > 10)
|
||||
fatal_error("Binding failed");
|
||||
|
||||
// Attempt to bind our listening socket
|
||||
if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) >= 0)
|
||||
break;
|
||||
|
||||
std::cerr<<"Warning: Binding failed on try "<<retry<< std::endl;
|
||||
sleep(retry);
|
||||
retry++;
|
||||
}
|
||||
}
|
||||
|
||||
ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo)
|
||||
{
|
||||
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
|
||||
clientInfo.clientsockfd = accept(sockfd, (sockaddr *) &clientInfo.cli_addr, &clilen);
|
||||
if (clientInfo.clientsockfd < 0)
|
||||
fatal_perror("ERROR on accept");
|
||||
|
||||
std::clog<<"TTRTS: Client connected from "<<inet_ntoa(clientInfo.cli_addr.sin_addr)<<" socket "<<clientInfo.clientsockfd<< std::endl;
|
||||
|
||||
// Handshake with client
|
||||
PerformServerHandshake(clientInfo, game);
|
||||
return clientInfo;
|
||||
}
|
||||
|
||||
|
||||
int SetUpServerListeningSocket(const sockaddr_in &serv_addr)
|
||||
{
|
||||
int sockfd;
|
||||
|
||||
std::clog<<"TTRTS: 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)
|
||||
fatal_perror("ERROR opening socket");
|
||||
|
||||
// bind our socket to this server address
|
||||
TryBindSocket(sockfd, serv_addr);
|
||||
|
||||
// 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);
|
||||
return sockfd;
|
||||
}
|
||||
|
||||
|
||||
sockaddr_in GetLocalServerAddress()
|
||||
{
|
||||
sockaddr_in serv_addr; // Server address
|
||||
|
||||
// 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(TTRTS_PORT);
|
||||
// The host for this address is this current machine's IP, INADDR_ANY fetches this
|
||||
serv_addr.sin_addr.s_addr = INADDR_ANY;
|
||||
return serv_addr;
|
||||
}
|
||||
|
||||
|
||||
int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr)
|
||||
{
|
||||
// Create a new socket
|
||||
int sockfd = socket(AF_INET, SOCK_STREAM, 0);
|
||||
if (sockfd < 0)
|
||||
fatal_perror("ERROR opening socket");
|
||||
|
||||
// Get the hostent information for the host by name
|
||||
hostent *server = gethostbyname(hostname.c_str());
|
||||
if (server == NULL)
|
||||
fatal_error("ERROR, no such host");
|
||||
|
||||
// copy the server address into our server_addr struct
|
||||
memcpy(&serv_addr.sin_addr.s_addr, server->h_addr, server->h_length);
|
||||
|
||||
// Attempt to connect to the server using the socket and server address info
|
||||
if (connect(sockfd, (const sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
|
||||
fatal_perror("ERROR connecting");
|
||||
|
||||
return sockfd;
|
||||
}
|
||||
|
||||
std::string WaitForGamestateMessage(int sockfd)
|
||||
{
|
||||
std::string gamestate;
|
||||
char gamestateBuffer[1028];
|
||||
while( gamestate.find("END") == std::string::npos )
|
||||
{
|
||||
memset(gamestateBuffer,0,sizeof(gamestateBuffer));
|
||||
|
||||
// Receive gamestate
|
||||
if (read(sockfd,gamestateBuffer,sizeof(gamestateBuffer)-1) < 0)
|
||||
fatal_perror("ERROR reading from client");
|
||||
|
||||
gamestate+=gamestateBuffer;
|
||||
}
|
||||
return gamestate;
|
||||
}
|
||||
|
||||
int SendOrdersToServer(int sockfd, const std::string &orders)
|
||||
{
|
||||
int n = write(sockfd,orders.c_str(),orders.length());
|
||||
if (n < 0)
|
||||
fatal_perror("ERROR writing to socket");
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
int OutputGameEnd( CTTRTSGame& game )
|
||||
{
|
||||
std::cout<<"TTRTS: Game Over!"<<std::endl;
|
||||
|
||||
// Get the winning player
|
||||
player_t winningPlayer = game.GetWinningPlayer();
|
||||
|
||||
// Print the winner!
|
||||
if ( winningPlayer != player_t::NUM_INVALID )
|
||||
{
|
||||
std::cout<<"TTRTS: Winner:"<<(int) winningPlayer <<std::endl;
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout<<"TTRTS: It was a draw!"<<std::endl;
|
||||
}
|
||||
|
||||
return (int)winningPlayer;
|
||||
}
|
|
@ -1,98 +0,0 @@
|
|||
#ifndef _TTRTS_NET_H_
|
||||
#define _TTRTS_NET_H_
|
||||
|
||||
#include <vector>
|
||||
#include <mutex>
|
||||
|
||||
#include <sys/types.h>
|
||||
#include <sys/socket.h>
|
||||
|
||||
#include <netinet/in.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <game.h>
|
||||
#include <formatters.h>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <iostream>
|
||||
|
||||
#define TTRTS_HANDSHAKE_FORMAT "player %u name %s"
|
||||
|
||||
//======================================================================================================================
|
||||
// Structs for net management
|
||||
|
||||
// Struct for net client info
|
||||
struct ClientInfo
|
||||
{
|
||||
sockaddr_in cli_addr;
|
||||
int clientsockfd;
|
||||
player_t player;
|
||||
};
|
||||
|
||||
|
||||
//======================================================================================================================
|
||||
// Server side function
|
||||
|
||||
// Get the address of a local server
|
||||
sockaddr_in GetLocalServerAddress();
|
||||
|
||||
// Set up a new listening socket for the server
|
||||
int SetUpServerListeningSocket(const sockaddr_in &serv_addr);
|
||||
|
||||
// Wait for client connection on listening socket sockfd
|
||||
// Will fill clientInfo with client information
|
||||
ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo);
|
||||
|
||||
// Wait for orders from a client, will not return until client has send valid orders
|
||||
// Will automatically add orders to the game
|
||||
void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut);
|
||||
|
||||
// Iterates through a list of clients calling WaitForOrdersFromClient
|
||||
void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
|
||||
|
||||
// Sends current gamestate to each client
|
||||
void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
|
||||
|
||||
// Tries to bind to a socket, will attempt 10 times with longer waits between
|
||||
void TryBindSocket(int sockfd, const sockaddr_in &serv_addr);
|
||||
|
||||
// Perform the server side handshake with a client
|
||||
void PerformServerHandshake(const ClientInfo &client, const std::string &game);
|
||||
|
||||
//======================================================================================================================
|
||||
// Client side functions
|
||||
|
||||
// Connect to the host, returns new socket for communication
|
||||
int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr);
|
||||
|
||||
// Perform the client side handshake with the server
|
||||
void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString);
|
||||
|
||||
// Wait for gamestate message from host
|
||||
std::string WaitForGamestateMessage(int sockfd);
|
||||
|
||||
// Send orders to the server
|
||||
int SendOrdersToServer(int sockfd, const std::string &orders);
|
||||
|
||||
//======================================================================================================================
|
||||
// Error functions
|
||||
|
||||
// For local fatal errors
|
||||
inline void fatal_error(const char *msg)
|
||||
{
|
||||
std::cerr<<msg<<std::endl;
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// For system fatal errors (ie. functions that set errno)
|
||||
inline void fatal_perror(const char *msg)
|
||||
{
|
||||
perror(msg);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
//======================================================================================================================
|
||||
// Other functions
|
||||
int OutputGameEnd( CTTRTSGame& game );
|
||||
|
||||
#endif
|
|
@ -1,98 +0,0 @@
|
|||
#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/socket.h>
|
||||
|
||||
#include "net.h"
|
||||
#include "filesystem.h"
|
||||
|
||||
void RunServerForGame(CTTRTSGame &game)
|
||||
{
|
||||
std::cout<<"TTRTS: Setting up server"<<std::endl;
|
||||
|
||||
// Server side information
|
||||
sockaddr_in serv_addr = GetLocalServerAddress();
|
||||
|
||||
// socket File descriptor
|
||||
int sockfd = SetUpServerListeningSocket(serv_addr);
|
||||
|
||||
// Get information about the game
|
||||
std::vector<player_t> players = game.GetPlayers();
|
||||
unsigned int numClients = players.size();
|
||||
auto player_iterator = players.begin();
|
||||
|
||||
// game mutex
|
||||
std::mutex gameMutex;
|
||||
|
||||
// Set of clients
|
||||
std::vector<ClientInfo> myClients;
|
||||
|
||||
std::cout<<"TTRTS: Waiting for "<<numClients<<" players"<<std::endl;
|
||||
|
||||
// Loop while we're connecting the clients
|
||||
while ( myClients.size() < numClients )
|
||||
{
|
||||
// information for each client
|
||||
ClientInfo clientInfo;
|
||||
clientInfo.player = *player_iterator;
|
||||
player_iterator++;
|
||||
|
||||
clientInfo = WaitForClientConnection(sockfd, game.GetName(), clientInfo);
|
||||
|
||||
// Add out client info to our list
|
||||
myClients.push_back(clientInfo);
|
||||
|
||||
}
|
||||
|
||||
std::cout<<"TTRTS: All players connected"<< std::endl;
|
||||
|
||||
std::cout<<"TTRTS: Hit enter to begin...";
|
||||
std::cin.ignore();
|
||||
|
||||
// Loop for each turn
|
||||
while ( !game.GameOver() )
|
||||
{
|
||||
// Send data to clients
|
||||
std::cout<<"TTRTS: Broadcasting Gamestate"<< std::endl;
|
||||
SendGamestateToClients(myClients, game, gameMutex);
|
||||
|
||||
// Wait for orders from clients
|
||||
std::cout<<"TTRTS: Waiting for orders from players"<< std::endl;
|
||||
WaitForOrdersFromClients(myClients, game, gameMutex);
|
||||
|
||||
std::cout<<"TTRTS: All orders recieved, simulating turn"<< std::endl;
|
||||
|
||||
// Step to the next turn
|
||||
gameMutex.lock();
|
||||
game.SimulateToNextTurn();
|
||||
gameMutex.unlock();
|
||||
}
|
||||
|
||||
// Send final state to all the clients
|
||||
SendGamestateToClients(myClients, game, gameMutex);
|
||||
}
|
||||
|
||||
int runServer(int argc, char* argv[])
|
||||
{
|
||||
// argv[1] needs to be a valid game file
|
||||
if( argc < 2 )
|
||||
fatal_error("must provide game file argument");
|
||||
|
||||
// Set up game
|
||||
CTTRTSGame game = GetGameFromFile(argv[1]);
|
||||
if(game.GetNumUnits() == 0)
|
||||
fatal_error("game not valid");
|
||||
|
||||
RunServerForGame(game);
|
||||
|
||||
// Return winning player and output game end
|
||||
return OutputGameEnd(game);
|
||||
}
|
|
@ -1,6 +0,0 @@
|
|||
#ifndef _TTRTS_SERVER_H_
|
||||
#define _TTRTS_SERVER_H_
|
||||
|
||||
int runServer(int argc, char* argv[]);
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue