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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@ -1,6 +0,0 @@
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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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@ -1,34 +0,0 @@
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#include "game.h"
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#include "filesystem.h"
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#include "server.h"
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#include "client.h"
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#include <iostream>
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static const char* sk_usage =
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#include "usage.h"
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;
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// Main program entry point
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int main(int argc, char* argv[])
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{
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// If no args, print usage
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if ( argc == 1 )
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{
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std::cout<<sk_usage<<std::endl;
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return -1;
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}
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// Attempt to open the game file
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std::string arg1 = argv[1];
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// Either run the client, the server, or from local filesystem
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if( arg1 == "client" )
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return runClient(argc-1,argv+1);
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else if ( arg1 == "server" )
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return runServer(argc-1,argv+1);
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else
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return runFromFilesystem(argc,argv);
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};
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@ -1,6 +0,0 @@
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#ifndef _TTRTS_SERVER_H_
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#define _TTRTS_SERVER_H_
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int runServer(int argc, char* argv[]);
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#endif
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23
source/local/CMakeLists.txt
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23
source/local/CMakeLists.txt
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# ====================== ttrts =======================
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# Project name
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project( ttrts-local )
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include_directories(
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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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local.cpp
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)
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# Add the executable
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add_executable( ${PROJECT_NAME} ${SOURCES} )
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# dependent on main ttrts libary
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target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system pthread )
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# Installation target
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install( TARGETS ${PROJECT_NAME} DESTINATION bin )
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62
source/local/local.cpp
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62
source/local/local.cpp
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#include "game.h"
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#include "filesystem.h"
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#include "error.h"
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#include "net.h"
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#include <iostream>
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// =====================================================================================================================
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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-local MAPFILE");
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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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23
source/server/CMakeLists.txt
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23
source/server/CMakeLists.txt
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# ====================== ttrts =======================
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# Project name
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project( ttrts-server )
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include_directories(
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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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server.cpp
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)
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# Add the executable
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add_executable( ${PROJECT_NAME} ${SOURCES} )
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# dependent on main ttrts libary
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target_link_libraries( ${PROJECT_NAME} ttrts ttrts-system pthread )
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# Installation target
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install( TARGETS ${PROJECT_NAME} DESTINATION bin )
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@ -1,4 +1,4 @@
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#include "server.h"
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#include "error.h"
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#include <thread>
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#include <vector>
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@ -80,11 +80,11 @@ void RunServerForGame(CTTRTSGame &game)
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SendGamestateToClients(myClients, game, gameMutex);
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}
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int runServer(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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// argv[1] needs to be a valid game file
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if( argc < 2 )
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fatal_error("must provide game file argument");
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fatal_error("Usage: ttrts-server MAPFILE");
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// Set up game
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CTTRTSGame game = GetGameFromFile(argv[1]);
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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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#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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@ -245,54 +246,3 @@ int OutputgameEnd(const CTTRTSGame &game) {
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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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#include "net.h"
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#include "error.h"
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#include <netdb.h>
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@ -74,23 +74,6 @@ std::string WaitForGamestateMessage(int sockfd);
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// Send orders to the server
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int SendOrdersToServer(int sockfd, const std::string &orders);
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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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//======================================================================================================================
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// Other functions
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int OutputGameEnd( CTTRTSGame& game );
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