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
21
source/system/CMakeLists.txt
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21
source/system/CMakeLists.txt
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cmake_minimum_required(VERSION 2.8.7)
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# Main ttrts library
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project( ttrts-system )
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# Include the maths
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include_directories(
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${CMAKE_CURRENT_BINARY_DIR}
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../ttrts
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)
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# Add our sources
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set( SOURCES
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net.cpp
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filesystem.cpp
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)
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# Add this library
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add_library( ${PROJECT_NAME} ${SOURCES} )
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target_link_libraries( ${PROJECT_NAME} ttrts pthread )
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25
source/system/error.h
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25
source/system/error.h
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#ifndef _TTRTS_ERROR_H_
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#define _TTRTS_ERROR_H_
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#include <iostream>
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#include <stdlib.h>
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#include <stdio.h>
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//======================================================================================================================
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// Error functions
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// For local fatal errors
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inline void fatal_error(const char *msg)
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{
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std::cerr<<msg<<std::endl;
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exit(1);
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}
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// For system fatal errors (ie. functions that set errno)
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inline void fatal_perror(const char *msg)
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{
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perror(msg);
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exit(1);
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}
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#endif
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248
source/system/filesystem.cpp
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248
source/system/filesystem.cpp
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#include "filesystem.h"
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#include "net.h"
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#include "error.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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29
source/system/filesystem.h
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29
source/system/filesystem.h
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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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261
source/system/net.cpp
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261
source/system/net.cpp
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#include "net.h"
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#include "error.h"
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#include <netdb.h>
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#include <iostream>
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#include <thread>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut)
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{
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char buffer[1028]; // buffer for orders
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std::clog<<"TTRTS: Waiting for player "<<(int)info.player<<" at "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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std::string orders;
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while ( orders.find("END") == std::string::npos )
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{
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memset(buffer,0,sizeof(buffer));
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// Read in the new socket
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// read will block until the client has called write
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// up to the full size of the buffer
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if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
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fatal_perror("ERROR reading from client");
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// Append the received orders
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orders+=buffer;
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}
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std::clog<<"TTRTS: Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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mut.lock();
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game.IssueOrders(info.player , orders);
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mut.unlock();
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}
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void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
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{
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// Spawn threads
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std::vector<std::thread> clientThreads;
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for(auto client : myClients)
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{
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std::thread clientThread(WaitForOrdersFromClient, client, std::ref(game), ref(gameMutex));
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clientThreads.push_back(move(clientThread));
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}
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// Join up all the threads
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for ( std::thread& thread : clientThreads )
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{
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thread.join();
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}
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}
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void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
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{
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gameMutex.lock();
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std::string gamestate_string = GetStringFromGame(game);
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gameMutex.unlock();
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for (auto client : myClients)
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{
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// Write to the socket with the buffer
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if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
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fatal_perror("ERROR sending to client");
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}
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}
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void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString)
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{
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char handshakeBuffer[128];
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memset(handshakeBuffer,0,sizeof(handshakeBuffer));
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if (read(sockfd, handshakeBuffer,sizeof(handshakeBuffer)-1) < 0)
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fatal_perror("ERROR recieving handshake from server");
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std::string handshake(handshakeBuffer);
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if ( write( sockfd, handshake.c_str(), handshake.length()+1 ) < 0 )
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fatal_perror("ERROR sending handshake to server");
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char gameName[64];
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if ( sscanf(handshake.c_str(),TTRTS_HANDSHAKE_FORMAT,&player,gameName) < 2 )
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fatal_error("Handshake failed");
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gameNameString = gameName;
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}
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void PerformServerHandshake(const ClientInfo &client, const std::string &game)
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{
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char handshake[64];
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snprintf(handshake, sizeof(handshake), TTRTS_HANDSHAKE_FORMAT,(unsigned int)client.player,game.c_str());
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// Send handshake
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if ( write( client.clientsockfd,handshake,sizeof(handshake) ) < 0 )
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fatal_perror("ERROR sending to client");
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// Receive handshake
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char buffer[64];
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if ( read(client.clientsockfd,buffer,sizeof(buffer)-1) < 0 )
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fatal_perror("ERROR reading from client");
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// Verify handshake
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if ( std::string(buffer) != std::string(handshake) )
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fatal_error("Error in client handshake");
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std::clog<<"TTRTS: Success on handshake with player "<<(int)client.player<< std::endl;
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}
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void TryBindSocket(int sockfd, const sockaddr_in &serv_addr)
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{
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std::clog<<"TTRTS: Binding to socket"<< std::endl;
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int retry = 1;
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while (1)
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{
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if(retry > 10)
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fatal_error("Binding failed");
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// Attempt to bind our listening socket
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if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) >= 0)
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break;
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std::cerr<<"Warning: Binding failed on try "<<retry<< std::endl;
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sleep(retry);
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retry++;
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}
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}
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ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo)
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{
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socklen_t clilen = sizeof(sockaddr_in);
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// accept waits for a connection from a client
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// it returns a new socket file descriptor for this connection
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// client information will be stored in cli_addr
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clientInfo.clientsockfd = accept(sockfd, (sockaddr *) &clientInfo.cli_addr, &clilen);
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if (clientInfo.clientsockfd < 0)
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fatal_perror("ERROR on accept");
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std::clog<<"TTRTS: Client connected from "<<inet_ntoa(clientInfo.cli_addr.sin_addr)<<" socket "<<clientInfo.clientsockfd<< std::endl;
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// Handshake with client
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PerformServerHandshake(clientInfo, game);
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return clientInfo;
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}
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int SetUpServerListeningSocket(const sockaddr_in &serv_addr)
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{
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int sockfd;
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std::clog<<"TTRTS: Opening socket"<< std::endl;
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// Create a new socket
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// AF_INET is general internet socket domain
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// SOCK_STREAM as messages will be read in on this socket, SOCK_DGRAM would be for packets
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// 0 is for default protocol
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sockfd = socket(AF_INET, SOCK_STREAM, 0);
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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;
|
||||
}
|
81
source/system/net.h
Normal file
81
source/system/net.h
Normal file
|
@ -0,0 +1,81 @@
|
|||
#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);
|
||||
|
||||
//======================================================================================================================
|
||||
// Other functions
|
||||
int OutputGameEnd( CTTRTSGame& game );
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue