Huge refactor, pulling server and local out into their own binaries
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1b2010faba
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0ead12c7dd
16 changed files with 165 additions and 247 deletions
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)
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fatal_perror("ERROR opening socket");
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// bind our socket to this server address
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TryBindSocket(sockfd, serv_addr);
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// Listen on the socket for messages
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// Second param is length of backlog queue, the maximum number of connections
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// that can be waiting while the process is handling a single connection
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// max is usually set to 5
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listen(sockfd,5);
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return sockfd;
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}
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sockaddr_in GetLocalServerAddress()
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{
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sockaddr_in serv_addr; // Server address
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// empty the server address
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memset(&serv_addr,0, sizeof(serv_addr));
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// Set the server address family to AF_INET
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serv_addr.sin_family = AF_INET;
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// htons swaps from host byte order to network byte order
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serv_addr.sin_port = htons(TTRTS_PORT);
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// The host for this address is this current machine's IP, INADDR_ANY fetches this
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serv_addr.sin_addr.s_addr = INADDR_ANY;
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return serv_addr;
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}
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int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr)
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{
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// Create a new socket
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int sockfd = socket(AF_INET, SOCK_STREAM, 0);
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if (sockfd < 0)
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fatal_perror("ERROR opening socket");
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// Get the hostent information for the host by name
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hostent *server = gethostbyname(hostname.c_str());
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if (server == NULL)
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fatal_error("ERROR, no such host");
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// copy the server address into our server_addr struct
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memcpy(&serv_addr.sin_addr.s_addr, server->h_addr, server->h_length);
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// Attempt to connect to the server using the socket and server address info
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if (connect(sockfd, (const sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
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fatal_perror("ERROR connecting");
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return sockfd;
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}
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std::string WaitForGamestateMessage(int sockfd)
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{
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std::string gamestate;
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char gamestateBuffer[1028];
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while( gamestate.find("END") == std::string::npos )
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{
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memset(gamestateBuffer,0,sizeof(gamestateBuffer));
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// Receive gamestate
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if (read(sockfd,gamestateBuffer,sizeof(gamestateBuffer)-1) < 0)
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fatal_perror("ERROR reading from client");
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gamestate+=gamestateBuffer;
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}
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return gamestate;
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}
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int SendOrdersToServer(int sockfd, const std::string &orders)
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{
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int n = write(sockfd,orders.c_str(),orders.length());
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if (n < 0)
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fatal_perror("ERROR writing to socket");
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return n;
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}
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int OutputGameEnd( CTTRTSGame& game )
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{
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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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