mirror of
https://github.com/michaelrausch/Party-Parrots-At-Sea.git
synced 2026-05-09 06:18:44 +00:00
Three way handshake implemented client and server side and functioning
Server generates a new Id for connections (Size of connections + 1) Client now stores an id allocated to it by the server The id is currently being saved in the clientToServer thread client side tags: #story[987] #implement
This commit is contained in:
@@ -17,12 +17,15 @@ import seng302.server.messages.Message;
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*/
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public class ClientToServerThread implements Runnable {
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private static final int LOG_LEVEL = 1;
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private Thread thread;
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private Integer ourID;
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private Socket socket;
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private InputStream is;
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private OutputStream os;
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private static final int LOG_LEVEL = 1;
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private Boolean updateClient = true;
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private ByteArrayOutputStream crcBuffer;
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@@ -36,6 +39,16 @@ public class ClientToServerThread implements Runnable {
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e.printStackTrace();
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}
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Integer allocatedID = threeWayHandshake();
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if (allocatedID != null) {
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ourID = allocatedID;
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clientLog("Successful handshake. Allocated ID: " + ourID, 1);
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} else {
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clientLog("Unsuccessful handhsake", 1);
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closeSocket();
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return;
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}
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thread = new Thread(this);
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thread.start();
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@@ -96,6 +109,33 @@ public class ClientToServerThread implements Runnable {
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}
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/**
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* Listens for an allocated sourceID and returns it to the server if recieved
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* @return the sourceID allocated to us by the server
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*/
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private Integer threeWayHandshake() {
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Integer ourSourceID = null;
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while (true) {
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try {
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ourSourceID = is.read();
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} catch (IOException e) {
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e.printStackTrace();
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}
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if (ourSourceID != null) {
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try {
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os.write(ourSourceID);
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return ourSourceID;
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} catch (IOException e) {
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e.printStackTrace();
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return null;
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}
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}
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}
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}
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/**
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* Send the post-start race course information
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*/
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@@ -121,4 +121,14 @@ public class GameState {
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yacht.update(timeInterval);
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}
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}
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/**
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* Generates a new ID based off the size of current players + 1
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* @return a playerID to be allocated to a new connetion
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*/
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public static Integer getUniquePlayerID() {
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// TODO: 22/07/17 wmu16 - This may not be robust enough and may have to be improved on.
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return yachts.size() + 1;
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}
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}
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@@ -47,11 +47,19 @@ public class ServerToClientThread implements Runnable {
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} catch (IOException e) {
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System.out.println("IO error in server thread upon grabbing streams");
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}
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// threeWayHandshake();
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GameState.addPlayer(new Player(socket));
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Random rand = new Random();
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sourceId = rand.nextInt(100000);
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GameState.addYacht(sourceId, new Yacht("Kappa", "Kap", new GeoPoint(0.0, 0.0), 0.0));
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//Attempt threeway handshake with connection
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sourceId = GameState.getUniquePlayerID();
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if (threeWayHandshake(sourceId)) {
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serverLog("Successful handshake. Client allocated id: " + sourceId, 1);
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GameState.addYacht(sourceId,
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new Yacht("Kappa", "Kap", new GeoPoint(0.0, 0.0), 0.0));
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GameState.addPlayer(new Player(socket)); //Is this neccesary???
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} else {
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serverLog("Unsuccessful handshake. Connection rejected", 1);
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closeSocket();
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return;
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}
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thread = new Thread(this);
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thread.start();
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@@ -113,7 +121,7 @@ public class ServerToClientThread implements Runnable {
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}
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}
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} catch (Exception e) {
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serverLog("ERROR OCCURED, CLOSING SERVER CONNETION: " + socket.getRemoteSocketAddress().toString(), 1);
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serverLog("ERROR OCCURRED, CLOSING SERVER CONNECTION: " + socket.getRemoteSocketAddress().toString(), 1);
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closeSocket();
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return;
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}
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@@ -132,28 +140,32 @@ public class ServerToClientThread implements Runnable {
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* if so, sends a confirmation packet back to that connection
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* Creates a player instance with that ID and this thread and adds it to the GameState
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* If not, close the socket and end the threads execution
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* @param id the id to try and assign to the connection
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* @return A boolean indicating if it was a successful handshake
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*/
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private void threeWayHandshake() {
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// // TODO: 13/07/17 Finish using AC35
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// Integer playerID = GameState.getUniquePlayerID();
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// Integer confirmationID = null;
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// Integer identificationAttempt = 0
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// while (!userIdentified) {
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// os.write(playerID); //Send out new ID looking for echo
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// confirmationID = is.read();
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// if (playerID == idConfirmation) { //ID is echoed back. Connection is a client
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// os.write( some determined confirmation message ); //Confirm to client
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// GameState.addPlayer(new Player(playerID, this)); //Create a player in game state for client
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// userIdentified = true;
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// } else if (identificationAttempt > MAX_ID_ATTEMPTS) { //No response. not a client. tidy up and go home.
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// closeSocket();
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// return;
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// }
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// identificationAttempt++;
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// }
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private Boolean threeWayHandshake(Integer id) {
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Integer confirmationID = null;
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Integer identificationAttempt = 0;
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while (!userIdentified) {
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try {
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os.write(id); //Send out new ID looking for echo
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confirmationID = is.read();
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} catch (IOException e) {
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e.printStackTrace();
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}
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public void closeSocket() {
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if (id.equals(confirmationID)) { //ID is echoed back. Connection is a client
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return true;
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} else if (identificationAttempt > MAX_ID_ATTEMPTS) { //No response. not a client. tidy up and go home.
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return false;
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}
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identificationAttempt++;
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}
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return true;
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}
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private void closeSocket() {
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try {
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socket.close();
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} catch (IOException e) {
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