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:
parent
b141314434
commit
3ed25cd37f
7 changed files with 121 additions and 125 deletions
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@ -16,7 +16,7 @@ if [[ $? != 0 ]]; then
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exit
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fi
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echo "Performing install"
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echo "TTRTS: Performing install"
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sudo make install
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if [[ $? != 0 ]]; then
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echo "TTRTS: Install failed, check output"
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@ -50,14 +50,12 @@ int runClient(int argc, char* argv[])
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if (sockfd < 0)
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fatal_perror("ERROR opening socket");
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std::cout<<"Opened socket on "<<sockfd<<std::endl;
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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<<"Connecting to "<<argv[1]<<std::endl;
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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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@ -75,23 +73,21 @@ int runClient(int argc, char* argv[])
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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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std::cout<<"Waiting for handshake"<<std::endl;
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unsigned int player;
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std::string gameNameString;
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PerformClientHandshake(sockfd, player, gameNameString);
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myPlayer = (player_t)player;
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std::cout<<"I am player "<<std::to_string((int)myPlayer)<<std::endl;
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std::cout<<"Game is "<<gameNameString<<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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// Clean out the games dir
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CreateAndCleanGameDir(gameNameString);
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while ( n >= 0 )
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{
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std::cout<<"Waiting for gamestate"<<std::endl;
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std::cout<<"TTRTS: Waiting for gamestate"<<std::endl;
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std::string gamestate;
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while( gamestate.find("END") == std::string::npos )
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@ -111,14 +107,12 @@ int runClient(int argc, char* argv[])
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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::cout<<"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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// Write to the socket with the buffer
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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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std::cout<<"Order Sent"<<std::endl;
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}
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return 0;
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@ -1,4 +1,5 @@
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#include "filesystem.h"
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#include "net.h"
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#include <iostream>
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@ -95,10 +96,7 @@ CTTRTSGame GetGameFromFile( const std::string& filename )
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// If still not good
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if( access( gamefile.c_str(), F_OK ) == -1 )
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{
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std::cerr<<"Error: "<< gamefile <<" file not found"<<std::endl;
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return CTTRTSGame(0,0);
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}
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fatal_perror("Could not open game file");
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std::ifstream file(gamefile);
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@ -113,10 +111,7 @@ CTTRTSGame GetGameFromFile( const std::string& filename )
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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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{
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std::cerr<<"Error: failed to read in any information from "<<gamefile<<std::endl;
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return CTTRTSGame(0,0);
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}
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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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@ -130,7 +125,7 @@ std::string GetOrdersFromPlayerFile(const CTTRTSGame &game, player_t &player)
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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::cout<<"Waiting for "<< playerOrderFileName << std::endl;
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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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@ -186,39 +181,29 @@ int CreateAndCleanGameDir(const std::string& gameName)
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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<< gameDir << " game directory already exists"<<std::endl;
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std::cout<<"Confirm to delete contents [y/N] ";
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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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{
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std::cerr<<"Aborting..."<<std::endl;
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return -1;
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}
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}
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else if ( ret == 0 )
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{
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std::cerr<< gameDir << " exists but is not directory \nAborting..."<<std::endl;
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return -1;
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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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{
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std::cerr<<"Error: Failed to create the game directory"<<std::endl;
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return -1;
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}
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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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{
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std::cerr<<"Error: Failed to clean the game directory"<<std::endl;
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return -1;
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}
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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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@ -228,7 +213,7 @@ 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<<"Launching TTRTS with "<<gamefile<<std::endl;
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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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@ -244,14 +229,11 @@ int runFromFilesystem(int argc, char* argv[])
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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<<"Starting turn "<<game.GetTurn()<<std::endl;
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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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{
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std::cerr<<"Error: Failed to output new turn file" << std::endl;
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return 1;
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}
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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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@ -265,29 +247,28 @@ int runFromFilesystem(int argc, char* argv[])
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}
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// Simulate turn
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std::cout<<"Simulating this turn!"<<std::endl;
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std::cout<<"TTRTS: Simulating this turn!"<<std::endl;
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if ( game.SimulateToNextTurn() )
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{
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std::cerr << "Error: Failed to simulate for turn "<<game.GetTurn()<<std::endl;
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return -1;
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}
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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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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<<"Game over! Winner:"<<(int) winningPlayer <<std::endl;
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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<<"Game over! It was a draw!"<<std::endl;
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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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@ -31,3 +31,4 @@ int main(int argc, char* argv[])
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return runFromFilesystem(argc,argv);
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};
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@ -12,7 +12,7 @@ void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mute
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{
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char buffer[1028]; // buffer for orders
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std::cout<<"Waiting for "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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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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@ -30,7 +30,7 @@ void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mute
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orders+=buffer;
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}
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std::cout<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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std::clog<<"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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@ -78,7 +78,6 @@ void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameN
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fatal_perror("ERROR recieving handshake from server");
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std::string handshake(handshakeBuffer);
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std::cout<<"Handshake:"<<handshake<< std::endl;
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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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@ -90,13 +89,10 @@ void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameN
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gameNameString = gameName;
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}
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void PerformServerHandshake(const ClientInfo &client, const CTTRTSGame &game)
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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.GetName().c_str());
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// Output the handshake
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std::cout<<"Handshaking:"<<handshake<< std::endl;
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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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@ -107,18 +103,16 @@ void PerformServerHandshake(const ClientInfo &client, const CTTRTSGame &game)
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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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std::cout<<"Received:"<<buffer<< std::endl;
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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::cout<<"Success on handshake with "<<handshake<< std::endl;
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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, sockaddr_in &serv_addr)
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void TryBindSocket(int sockfd, const sockaddr_in &serv_addr)
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{
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std::cout<<"Binding socket"<< std::endl;
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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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@ -129,8 +123,67 @@ void TryBindSocket(int sockfd, sockaddr_in &serv_addr)
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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::cout<<"Binding failed on try "<<retry<< std::endl;
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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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@ -26,6 +26,16 @@ struct ClientInfo
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player_t player;
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};
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// Get the address of a local server
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sockaddr_in GetLocalServerAddress();
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// Set up a new listening socket for the server
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int SetUpServerListeningSocket(const sockaddr_in &serv_addr);
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// Wait for client connection on listening socket sockfd
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// Will fill clientInfo with client information
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ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo);
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// Wait for orders from a client, will not return until client has send valid orders
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// Will automatically add orders to the game
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void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut);
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@ -37,10 +47,10 @@ void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &ga
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void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
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// Tries to bind to a socket, will attempt 10 times with longer waits between
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void TryBindSocket(int sockfd, sockaddr_in &serv_addr);
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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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void PerformServerHandshake(const ClientInfo &client, const CTTRTSGame &game);
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void PerformServerHandshake(const ClientInfo &client, const std::string &game);
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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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@ -16,39 +16,13 @@
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void RunServerForGame(CTTRTSGame &game)
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{
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std::cout<<"Setting up server on port "<<TTRTS_PORT<< std::endl;
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std::cout<<"TTRTS: Setting up server"<<std::endl;
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// Server side information
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int sockfd; // socket File descriptor
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sockaddr_in serv_addr; // Server address
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int portno = TTRTS_PORT;
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sockaddr_in serv_addr = GetLocalServerAddress();
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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(portno);
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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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std::cout<<"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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// socket File descriptor
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int sockfd = SetUpServerListeningSocket(serv_addr);
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// Get information about the game
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std::vector<player_t> players = game.GetPlayers();
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@ -61,59 +35,40 @@ void RunServerForGame(CTTRTSGame &game)
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// Set of clients
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std::vector<ClientInfo> myClients;
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|
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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;
|
||||
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;
|
||||
|
|
Loading…
Add table
Reference in a new issue