ttrts/source/client/net.cpp

260 lines
7.6 KiB
C++

#include "net.h"
#include <netdb.h>
#include <iostream>
#include <thread>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
void WaitForOrdersFromClient(const ClientInfo info, CTTRTSGame &game, std::mutex &mut)
{
char buffer[1028]; // buffer for orders
std::clog<<"TTRTS: Waiting for player "<<(int)info.player<<" at "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
std::string orders;
while ( orders.find("END") == std::string::npos )
{
memset(buffer,0,sizeof(buffer));
// Read in the new socket
// read will block until the client has called write
// up to the full size of the buffer
if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
fatal_perror("ERROR reading from client");
// Append the received orders
orders+=buffer;
}
std::clog<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
mut.lock();
game.IssueOrders(info.player , orders);
mut.unlock();
}
void WaitForOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
{
// Spawn threads
std::vector<std::thread> clientThreads;
for(auto client : myClients)
{
std::thread clientThread(WaitForOrdersFromClient, client, std::ref(game), ref(gameMutex));
clientThreads.push_back(move(clientThread));
}
// Join up all the threads
for ( std::thread& thread : clientThreads )
{
thread.join();
}
}
void SendGamestateToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
{
gameMutex.lock();
std::string gamestate_string = GetStringFromGame(game);
gameMutex.unlock();
for (auto client : myClients)
{
// Write to the socket with the buffer
if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
fatal_perror("ERROR sending to client");
}
}
void PerformClientHandshake(int sockfd, unsigned int &player, std::string &gameNameString)
{
char handshakeBuffer[128];
memset(handshakeBuffer,0,sizeof(handshakeBuffer));
if (read(sockfd, handshakeBuffer,sizeof(handshakeBuffer)-1) < 0)
fatal_perror("ERROR recieving handshake from server");
std::string handshake(handshakeBuffer);
if ( write( sockfd, handshake.c_str(), handshake.length()+1 ) < 0 )
fatal_perror("ERROR sending handshake to server");
char gameName[64];
if ( sscanf(handshake.c_str(),TTRTS_HANDSHAKE_FORMAT,&player,gameName) < 2 )
fatal_error("Handshake failed");
gameNameString = gameName;
}
void PerformServerHandshake(const ClientInfo &client, const std::string &game)
{
char handshake[64];
snprintf(handshake, sizeof(handshake), TTRTS_HANDSHAKE_FORMAT,(unsigned int)client.player,game.c_str());
// Send handshake
if ( write( client.clientsockfd,handshake,sizeof(handshake) ) < 0 )
fatal_perror("ERROR sending to client");
// Receive handshake
char buffer[64];
if ( read(client.clientsockfd,buffer,sizeof(buffer)-1) < 0 )
fatal_perror("ERROR reading from client");
// Verify handshake
if ( std::string(buffer) != std::string(handshake) )
fatal_error("Error in client handshake");
std::clog<<"TTRTS: Success on handshake with player "<<(int)client.player<< std::endl;
}
void TryBindSocket(int sockfd, const sockaddr_in &serv_addr)
{
std::clog<<"TTRTS: Binding to socket"<< std::endl;
int retry = 1;
while (1)
{
if(retry > 10)
fatal_error("Binding failed");
// Attempt to bind our listening socket
if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) >= 0)
break;
std::cerr<<"Warning: Binding failed on try "<<retry<< std::endl;
sleep(retry);
retry++;
}
}
ClientInfo &WaitForClientConnection(int sockfd, const std::string &game, ClientInfo &clientInfo)
{
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
clientInfo.clientsockfd = accept(sockfd, (sockaddr *) &clientInfo.cli_addr, &clilen);
if (clientInfo.clientsockfd < 0)
fatal_perror("ERROR on accept");
std::clog<<"TTRTS: Client connected from "<<inet_ntoa(clientInfo.cli_addr.sin_addr)<<" socket "<<clientInfo.clientsockfd<< std::endl;
// Handshake with client
PerformServerHandshake(clientInfo, game);
return clientInfo;
}
int SetUpServerListeningSocket(const sockaddr_in &serv_addr)
{
int sockfd;
std::clog<<"TTRTS: 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);
return sockfd;
}
sockaddr_in GetLocalServerAddress()
{
sockaddr_in serv_addr; // Server address
// 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(TTRTS_PORT);
// The host for this address is this current machine's IP, INADDR_ANY fetches this
serv_addr.sin_addr.s_addr = INADDR_ANY;
return serv_addr;
}
int ConnectToHostServer(const std::string &hostname, sockaddr_in &serv_addr)
{
// Create a new socket
int sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
fatal_perror("ERROR opening socket");
// Get the hostent information for the host by name
hostent *server = gethostbyname(hostname.c_str());
if (server == NULL)
fatal_error("ERROR, no such host");
// copy the server address into our server_addr struct
memcpy(&serv_addr.sin_addr.s_addr, server->h_addr, server->h_length);
// Attempt to connect to the server using the socket and server address info
if (connect(sockfd, (const sockaddr*)&serv_addr, sizeof(serv_addr)) < 0)
fatal_perror("ERROR connecting");
return sockfd;
}
std::string WaitForGamestateMessage(int sockfd)
{
std::string gamestate;
char gamestateBuffer[1028];
while( gamestate.find("END") == std::string::npos )
{
memset(gamestateBuffer,0,sizeof(gamestateBuffer));
// Receive gamestate
if (read(sockfd,gamestateBuffer,sizeof(gamestateBuffer)-1) < 0)
fatal_perror("ERROR reading from client");
gamestate+=gamestateBuffer;
}
return gamestate;
}
int SendOrdersToServer(int sockfd, const std::string &orders)
{
int n = write(sockfd,orders.c_str(),orders.length());
if (0 < n)
fatal_perror("ERROR writing to socket");
return n;
}
int OutputGameEnd( CTTRTSGame& 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<<"TTRTS: Winner:"<<(int) winningPlayer <<std::endl;
}
else
{
std::cout<<"TTRTS: It was a draw!"<<std::endl;
}
return (int)winningPlayer;
}