Fix up all logging output

Remove debug logging
Use cerr or clog in the correct places
refactor a few more functions
This commit is contained in:
mdiluzio 2015-01-04 11:59:58 +00:00
parent b141314434
commit 3ed25cd37f
7 changed files with 121 additions and 125 deletions

View file

@ -16,39 +16,13 @@
void RunServerForGame(CTTRTSGame &game)
{
std::cout<<"Setting up server on port "<<TTRTS_PORT<< std::endl;
std::cout<<"TTRTS: Setting up server"<<std::endl;
// Server side information
int sockfd; // socket File descriptor
sockaddr_in serv_addr; // Server address
int portno = TTRTS_PORT;
sockaddr_in serv_addr = GetLocalServerAddress();
// 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(portno);
// The host for this address is this current machine's IP, INADDR_ANY fetches this
serv_addr.sin_addr.s_addr = INADDR_ANY;
std::cout<<"Opening socket"<< std::endl;
// Create a new socket
// AF_INET is general internet socket domain
// SOCK_STREAM as messages will be read in on this socket, SOCK_DGRAM would be for packets
// 0 is for default protocol
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
fatal_perror("ERROR opening socket");
// bind our socket to this server address
TryBindSocket(sockfd, serv_addr);
// Listen on the socket for messages
// Second param is length of backlog queue, the maximum number of connections
// that can be waiting while the process is handling a single connection
// max is usually set to 5
listen(sockfd,5);
// socket File descriptor
int sockfd = SetUpServerListeningSocket(serv_addr);
// Get information about the game
std::vector<player_t> players = game.GetPlayers();
@ -61,59 +35,40 @@ void RunServerForGame(CTTRTSGame &game)
// Set of clients
std::vector<ClientInfo> myClients;
std::cout<<"Waiting for clients"<< std::endl;
std::cout<<"TTRTS: Waiting for "<<numClients<<" players"<<std::endl;
// Loop while we're connecting the clients
while ( myClients.size() < numClients )
{
// information for each client
sockaddr_in cli_addr; // Client address
int clientsockfd; // new socket File descriptor
socklen_t clilen = sizeof(sockaddr_in);
// accept waits for a connection from a client
// it returns a new socket file descriptor for this connection
// client information will be stored in cli_addr
clientsockfd = accept(sockfd, (sockaddr *) &cli_addr, &clilen);
if (clientsockfd < 0)
fatal_perror("ERROR on accept");
std::cout<<"Client connected from "<<inet_ntoa(cli_addr.sin_addr)<<" socket "<<clientsockfd<< std::endl;
// Fill out client info struct
ClientInfo clientInfo;
clientInfo.cli_addr = cli_addr;
clientInfo.clientsockfd = clientsockfd;
clientInfo.player = *player_iterator;
clientInfo.player = *player_iterator;
player_iterator++;
// Handshake with client
PerformServerHandshake(clientInfo, game);
clientInfo = WaitForClientConnection(sockfd, game.GetName(), clientInfo);
// Add out client info to our list
myClients.push_back(clientInfo);
// Iterate to next player
player_iterator++;
}
std::cout<<"All clients connected"<< std::endl;
std::cout<<"TTRTS: All players connected"<< std::endl;
std::cout<<"Hit enter to begin...";
std::cout<<"TTRTS: Hit enter to begin...";
std::cin.ignore();
// Loop for each turn
while ( !game.GameOver() )
{
// Send data to clients
std::cout<<"Sending clients gamedata"<< std::endl;
std::cout<<"TTRTS: Broadcasting Gamestate"<< std::endl;
SendGamestateToClients(myClients, game, gameMutex);
// Wait for orders from clients
std::cout<<"Waiting for client orders"<< std::endl;
std::cout<<"TTRTS: Waiting for orders from players"<< std::endl;
WaitForOrdersFromClients(myClients, game, gameMutex);
std::cout<<"Orders recieved, simulating turn"<< std::endl;
std::cout<<"TTRTS: All orders recieved, simulating turn"<< std::endl;
// Step to the next turn
gameMutex.lock();
@ -134,14 +89,16 @@ int runServer(int argc, char* argv[])
RunServerForGame(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<<"Game over! Winner:"<<(int) winningPlayer <<std::endl;
std::cout<<"TTRTS: Winner is player "<<(int) winningPlayer <<std::endl;
else
std::cout<<"Game over! It was a draw!"<<std::endl;
std::cout<<"TTRTS: It was a draw!"<<std::endl;
// Return
return (int)winningPlayer;