Major cleanup of client code, extracting various functionality
This commit is contained in:
parent
3ed25cd37f
commit
1c97177956
5 changed files with 161 additions and 100 deletions
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@ -2,117 +2,69 @@
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#include <iostream>
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#include <iostream>
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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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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <netdb.h>
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#include "net.h"
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#include "net.h"
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#include "game.h"
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#include "game.h"
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#include "filesystem.h"
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#include "filesystem.h"
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int runClient(int argc, char* argv[])
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int runClient(int argc, char* argv[])
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{
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{
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player_t myPlayer = player_t::NUM_INVALID; // My player
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int sockfd; // socket File descriptor
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int portno; // Port number
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int n = 0; // return value for read and write calls
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struct sockaddr_in serv_addr; // Server address
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struct hostent *server; // pointer to host information
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char buffer[1028]; // buffer for socket read
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memset(buffer,0,sizeof(buffer));
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// must provide information
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// must provide information
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if (argc < 2)
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if (argc < 2)
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{
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fatal_error("Usage: ttrts client HOST");
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fprintf(stderr,"usage %s hostname\n", argv[0]);
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exit(0);
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}
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// Get port number
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std::string hostname = argv[1];
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portno = TTRTS_PORT;
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// Create a new socket
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sockaddr_in serv_addr; // Server address
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// AF_INET is general internetsocket 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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// Get the hostent information for the host by name
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server = gethostbyname(argv[1]);
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if (server == NULL)
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fatal_error("ERROR, no such host");
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std::cout<<"TTRTS: Connecting to "<<argv[1]<<std::endl;
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// Empty the server address struct
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memset(&serv_addr,0, sizeof(serv_addr));
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memset(&serv_addr,0, sizeof(serv_addr));
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// Set the server to AF_INET
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// Set the server to AF_INET
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serv_addr.sin_family = AF_INET;
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serv_addr.sin_family = AF_INET;
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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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// Set our server address port to the port number provided
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// Set our server address port to the port number provided
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serv_addr.sin_port = htons(portno);
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serv_addr.sin_port = htons(TTRTS_PORT);
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// Attempt to connect to the server using the socket and server address info
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std::cout<<"TTRTS: Connecting to "<<hostname<<std::endl;
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if (connect(sockfd, (const sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
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int sockfd = ConnectToHostServer(hostname, serv_addr);
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fatal_perror("ERROR connecting");
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unsigned int player;
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unsigned int player;
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std::string gameNameString;
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std::string gameNameString;
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// Handshake with server to fetch player and gamestring
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PerformClientHandshake(sockfd, player, gameNameString);
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PerformClientHandshake(sockfd, player, gameNameString);
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myPlayer = (player_t)player;
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// output our information
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player_t myPlayer = (player_t)player;
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std::cout<<"TTRTS: I am player "<<std::to_string((int)myPlayer)<<std::endl;
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std::cout<<"TTRTS: I am player "<<std::to_string((int)myPlayer)<<std::endl;
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std::cout<<"TTRTS: Game is "<<gameNameString<<std::endl;
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std::cout<<"TTRTS: Game is "<<gameNameString<<std::endl;
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// Clean out the games dir
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// Clean out the games dir
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CreateAndCleanGameDir(gameNameString);
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CreateAndCleanGameDir(gameNameString);
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// Buffer for messages
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char buffer[1028];
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memset(buffer,0,sizeof(buffer));
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int n = 0; // return value for read and write calls
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while ( n >= 0 )
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while ( n >= 0 )
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{
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{
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std::cout<<"TTRTS: Waiting for gamestate"<<std::endl;
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std::cout<<"TTRTS: Waiting for gamestate"<<std::endl;
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std::string gamestate = WaitForGamestateMessage(sockfd);
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std::string gamestate;
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while( gamestate.find("END") == std::string::npos )
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{
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// Receive gamestate
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memset(buffer,0,sizeof(buffer));
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if (read(sockfd,buffer,sizeof(buffer)-1) < 0)
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fatal_perror("ERROR reading from client");
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gamestate+=buffer;
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}
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// Output the gamestate file for this game
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// Output the gamestate file for this game
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CTTRTSGame thisGame = GetGameFromString(gamestate);
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CTTRTSGame thisGame = GetGameFromString(gamestate);
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OutputGameStateFile(thisGame);
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OutputGameStateFile(thisGame);
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// Get the order file for this turn
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// If game over, exit with out winning player and message
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if(thisGame.GameOver())
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exit( OutputGameEnd(thisGame) );
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// Get the order file for this turn`
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std::string orders = GetOrdersFromPlayerFile(thisGame,myPlayer);
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std::string orders = GetOrdersFromPlayerFile(thisGame,myPlayer);
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std::cout<<"TTRTS: Sending orders"<<std::endl;
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std::cout<<"TTRTS: Sending orders"<<std::endl;
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std::cout<<orders<<std::endl;
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std::cout<<orders<<std::endl;
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// Write to the socket with the buffer
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// Write to the socket with the buffer
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n = write(sockfd,orders.c_str(),orders.length());
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n = SendOrdersToServer(sockfd, orders);
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if (0 < n)
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fatal_perror("ERROR writing to socket");
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}
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}
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return 0;
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return 0;
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@ -208,6 +208,44 @@ int CreateAndCleanGameDir(const std::string& gameName)
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return 0;
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return 0;
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}
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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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// =====================================================================================================================
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int runFromFilesystem(int argc, char* argv[])
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int runFromFilesystem(int argc, char* argv[])
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{
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{
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@ -256,20 +294,5 @@ int runFromFilesystem(int argc, char* argv[])
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// Output final gamestate
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// Output final gamestate
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OutputGameStateFile(game);
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OutputGameStateFile(game);
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std::cout<<"TTRTS: Game Over!"<<std::endl;
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return OutputGameEnd( game );
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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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@ -1,5 +1,7 @@
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#include "net.h"
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#include "net.h"
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#include <netdb.h>
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#include <iostream>
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#include <iostream>
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#include <thread>
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#include <thread>
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@ -187,3 +189,72 @@ sockaddr_in GetLocalServerAddress()
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serv_addr.sin_addr.s_addr = INADDR_ANY;
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serv_addr.sin_addr.s_addr = INADDR_ANY;
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return serv_addr;
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return serv_addr;
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}
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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 (0 < n)
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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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#define TTRTS_HANDSHAKE_FORMAT "player %u name %s"
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#define TTRTS_HANDSHAKE_FORMAT "player %u name %s"
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//======================================================================================================================
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// Structs for net management
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// Struct for net client info
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// Struct for net client info
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struct ClientInfo
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struct ClientInfo
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{
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{
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player_t player;
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player_t player;
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};
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};
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//======================================================================================================================
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// Server side function
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// Get the address of a local server
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// Get the address of a local server
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sockaddr_in GetLocalServerAddress();
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sockaddr_in GetLocalServerAddress();
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@ -52,9 +59,24 @@ void TryBindSocket(int sockfd, const sockaddr_in &serv_addr);
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// Perform the server side handshake with a client
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// Perform the server side handshake with a client
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void PerformServerHandshake(const ClientInfo &client, const std::string &game);
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void PerformServerHandshake(const ClientInfo &client, const std::string &game);
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//======================================================================================================================
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// Client side functions
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// Connect to the host, returns new socket for communication
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int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr);
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// Perform the client side handshake with the server
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// Perform the client side handshake with the server
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void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString);
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void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString);
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// Wait for gamestate message from host
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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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// For local fatal errors
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inline void fatal_error(const char *msg)
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inline void fatal_error(const char *msg)
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{
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{
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exit(1);
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exit(1);
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}
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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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#endif
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#endif
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RunServerForGame(game);
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RunServerForGame(game);
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std::cout<<"TTRTS: Game over!"<<std::endl;
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// Return winning player and output game end
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return OutputGameEnd(game);
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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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std::cout<<"TTRTS: Winner is player "<<(int) winningPlayer <<std::endl;
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else
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std::cout<<"TTRTS: It was a draw!"<<std::endl;
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// Return
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return (int)winningPlayer;
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}
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}
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