ttrts/source/client/client.cpp

135 lines
No EOL
3.8 KiB
C++

#include "client.h"
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include "net.h"
#include "game.h"
#include "filesystem.h"
int runClient(int argc, char* argv[])
{
player_t myPlayer;
int sockfd; // socket File descriptor
int portno; // Port number
int n = 0; // return value for read and write calls
struct sockaddr_in serv_addr; // Server address
struct hostent *server; // pointer to host information
char buffer[1028]; // buffer for socked read
memset(buffer,0,sizeof(buffer));
// must provide information
if (argc < 2)
{
fprintf(stderr,"usage %s hostname\n", argv[0]);
exit(0);
}
// Get port number
portno = TTRTS_PORT;
// Create a new socket
// AF_INET is general internetsocket 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");
std::cout<<"Opened socket on "<<sockfd<<std::endl;
// Get the hostent information for the host by name
server = gethostbyname(argv[1]);
if (server == NULL)
fatal_error("ERROR, no such host");
std::cout<<"Connecting to "<<argv[1]<<std::endl;
// Empty the server address struct
memset(&serv_addr,0, sizeof(serv_addr));
// Set the server to AF_INET
serv_addr.sin_family = AF_INET;
// copy the server address into our server_addr struct
memcpy(&serv_addr.sin_addr.s_addr, server->h_addr, server->h_length);
// Set our server address port to the port number provided
serv_addr.sin_port = htons(portno);
// 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");
std::cout<<"Waiting for handshake"<<std::endl;
memset(buffer,0,sizeof(buffer));
if (read(sockfd,buffer,sizeof(buffer)-1) < 0)
fatal_perror("ERROR recieving handshake from server");
std::string handshake(buffer);
std::cout<<"Handshake:"<<handshake<<std::endl;
if ( write( sockfd, handshake.c_str(), handshake.length()+1 ) < 0 )
fatal_perror("ERROR sending handshake to server");
unsigned int player;
char gameName[64];
if ( sscanf(handshake.c_str(),TTRTS_HANDSHAKE_FORMAT,&player,gameName) < 2 )
fatal_error("Handshake failed");
myPlayer = (player_t)player;
std::cout<<"I am player "<<std::to_string((int)myPlayer)<<std::endl;
std::cout<<"Game is "<<gameName<<std::endl;
// Clean out the games dir
CreateAndCleanGameDir(gameName);
while ( n >= 0 )
{
std::cout<<"Waiting for gamestate"<<std::endl;
std::string gamestate;
while( gamestate.find("END") == std::string::npos )
{
// Receive gamestate
memset(buffer,0,sizeof(buffer));
if (read(sockfd,buffer,sizeof(buffer)-1) < 0)
fatal_perror("ERROR reading from client");
gamestate+=buffer;
}
// Output the gamestate file for this game
CTTRTSGame thisGame = GetGameFromString(gamestate);
OutputGameStateFile(thisGame);
// Get the order file for this turn
std::string orders = GetOrdersFromPlayerFile(thisGame,myPlayer);
std::cout<<"Sending orders"<<std::endl;
std::cout<<orders<<std::endl;
// Write to the socket with the buffer
n = write(sockfd,orders.c_str(),orders.length());
if (0 < n)
fatal_perror("ERROR writing to socket");
std::cout<<"Order Sent"<<std::endl;
}
return 0;
}