Some more refactoring with additional comments
Server now performs handshake instantly
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parent
5c8666d4fb
commit
b141314434
3 changed files with 32 additions and 23 deletions
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@ -8,7 +8,7 @@
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#include <string.h>
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#include <unistd.h>
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void WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game)
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void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut)
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{
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char buffer[1028]; // buffer for orders
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@ -37,13 +37,13 @@ void WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame
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mut.unlock();
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}
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void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
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void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
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{
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// Spawn threads
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std::vector<std::thread> clientThreads;
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for(auto client : myClients)
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{
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std::thread clientThread(WaitForOrdersFromClient, client, ref(gameMutex), std::ref(game));
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std::thread clientThread(WaitForOrdersFromClient, client, std::ref(game), ref(gameMutex));
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clientThreads.push_back(move(clientThread));
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}
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@ -54,7 +54,7 @@ void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game,
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}
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}
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void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
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void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
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{
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gameMutex.lock();
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std::string gamestate_string = GetStringFromGame(game);
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@ -90,7 +90,7 @@ 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 PerformServerHandshakeWithClient(const ClientInfo &client, const CTTRTSGame &game)
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void PerformServerHandshake(const ClientInfo &client, const CTTRTSGame &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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@ -26,24 +26,33 @@ struct ClientInfo
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player_t player;
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};
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void WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game);
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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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void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
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// Iterates through a list of clients calling WaitForOrdersFromClient
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void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
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void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
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// Sends current gamestate to each client
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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 PerformServerHandshakeWithClient(const ClientInfo &client, const CTTRTSGame &game);
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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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// 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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// 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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@ -67,8 +67,8 @@ void RunServerForGame(CTTRTSGame &game)
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while ( myClients.size() < numClients )
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{
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// information for each client
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sockaddr_in cli_addr; // Client address
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int clientsockfd; // new socket File descriptor
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sockaddr_in cli_addr; // Client address
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int clientsockfd; // new socket File descriptor
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socklen_t clilen = sizeof(sockaddr_in);
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@ -81,20 +81,20 @@ void RunServerForGame(CTTRTSGame &game)
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std::cout<<"Client connected from "<<inet_ntoa(cli_addr.sin_addr)<<" socket "<<clientsockfd<< std::endl;
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// Fill out client info struct
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ClientInfo clientInfo;
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clientInfo.cli_addr = cli_addr;
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clientInfo.cli_addr = cli_addr;
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clientInfo.clientsockfd = clientsockfd;
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clientInfo.player = *player_iterator;
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clientInfo.player = *player_iterator;
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player_iterator++;
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// Handshake with client
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PerformServerHandshake(clientInfo, game);
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// Add out client info to our list
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myClients.push_back(clientInfo);
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}
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// Perform the initial handshake with clients
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for( auto client : myClients )
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{
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// Handshake currently just player
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PerformServerHandshakeWithClient(client, game);
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// Iterate to next player
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player_iterator++;
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}
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std::cout<<"All clients connected"<< std::endl;
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@ -107,11 +107,11 @@ void RunServerForGame(CTTRTSGame &game)
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{
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// Send data to clients
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std::cout<<"Sending clients gamedata"<< std::endl;
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SendGameInfoToClients(myClients, game, gameMutex);
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SendGamestateToClients(myClients, game, gameMutex);
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// Wait for orders from clients
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std::cout<<"Waiting for client orders"<< std::endl;
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GetOrdersFromClients(myClients, game, gameMutex);
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WaitForOrdersFromClients(myClients, game, gameMutex);
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std::cout<<"Orders recieved, simulating turn"<< std::endl;
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@ -122,7 +122,7 @@ void RunServerForGame(CTTRTSGame &game)
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}
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// Send final state to all the clients
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SendGameInfoToClients(myClients, game, gameMutex);
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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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