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https://github.com/michaelrausch/Party-Parrots-At-Sea.git
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e11ceed28c
# Conflicts: # src/main/java/seng302/controllers/StartScreenController.java # src/main/java/seng302/gameServer/ServerToClientThread.java
220 lines
7.4 KiB
Java
220 lines
7.4 KiB
Java
package seng302.gameServer;
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import java.util.Random;
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import seng302.client.ClientPacketParser;
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import seng302.models.Player;
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import seng302.models.Yacht;
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import seng302.models.stream.packets.PacketType;
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import seng302.models.stream.packets.StreamPacket;
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import seng302.server.messages.Heartbeat;
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import seng302.server.messages.BoatActionType;
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import seng302.server.messages.Message;
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import java.io.*;
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import java.net.Socket;
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import java.util.zip.CRC32;
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import java.util.zip.Checksum;
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import seng302.utilities.GeoPoint;
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/**
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* A class describing a single connection to a Client for the purposes of sending and receiving on its own thread.
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* All server threads created and owned by the server thread handler which can trigger client updates on its threads
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* Created by wmu16 on 13/07/17.
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*/
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public class ServerToClientThread implements Runnable {
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private static final Integer LOG_LEVEL = 1;
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private static final Integer MAX_ID_ATTEMPTS = 10;
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private Thread thread;
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private InputStream is;
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private OutputStream os;
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private Socket socket;
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private ByteArrayOutputStream crcBuffer;
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private Boolean userIdentified = false;
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private Boolean connected = true;
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private Boolean updateClient = true;
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private Integer sourceId;
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public ServerToClientThread(Socket socket) {
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this.socket = socket;
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try {
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is = socket.getInputStream();
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os = socket.getOutputStream();
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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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//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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}
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static void serverLog(String message, int logLevel){
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if(logLevel <= LOG_LEVEL){
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System.out.println("[SERVER] " + message);
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}
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}
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public void run() {
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int sync1;
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int sync2;
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// TODO: 14/07/17 wmu16 - Work out how to fix this while loop
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while(true) {
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try {
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//Perform a write if it is time to as delegated by the MainServerThread
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if (updateClient) {
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// TODO: 13/07/17 wmu16 - Write out game state - some function that would write all appropriate messages to this output stream
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// try {
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// GameState.outputState(os);
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// } catch (IOException e) {
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// System.out.println("IO error in server thread upon writing to output stream");
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// }
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updateClient = false;
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}
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crcBuffer = new ByteArrayOutputStream();
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sync1 = readByte();
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sync2 = readByte();
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//checking if it is the start of the packet
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if(sync1 == 0x47 && sync2 == 0x83) {
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int type = readByte();
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//No. of milliseconds since Jan 1st 1970
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long timeStamp = Message.bytesToLong(getBytes(6));
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skipBytes(4);
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long payloadLength = Message.bytesToLong(getBytes(2));
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byte[] payload = getBytes((int) payloadLength);
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Checksum checksum = new CRC32();
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checksum.update(crcBuffer.toByteArray(), 0, crcBuffer.size());
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long computedCrc = checksum.getValue();
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long packetCrc = Message.bytesToLong(getBytes(4));
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if (computedCrc == packetCrc) {
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//System.out.println("RECEIVED A PACKET");
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switch (PacketType.assignPacketType(type)) {
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case BOAT_ACTION:
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BoatActionType actionType = ServerPacketParser
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.extractBoatAction(
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new StreamPacket(type, payloadLength, timeStamp, payload));
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GameState.updateBoat(sourceId, actionType);
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break;
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}
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} else {
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System.err.println("Packet has been dropped");
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}
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}
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} catch (Exception e) {
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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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}
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}
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public void updateClient() {
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updateClient = true;
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}
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/**
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* Tries to confirm the connection just accepted.
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* Sends ID, expects that ID echoed for confirmation,
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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 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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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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System.out.println("IO error in server thread upon trying to close socket");
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}
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}
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private int readByte() throws Exception {
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int currentByte = -1;
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try {
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// @TODO @FIX ConnectionReset Exception when a client disconnects before it is garbage collected
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currentByte = is.read();
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crcBuffer.write(currentByte);
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} catch (IOException e) {
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e.printStackTrace();
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}
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if (currentByte == -1){
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throw new Exception();
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}
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return currentByte;
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}
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private byte[] getBytes(int n) throws Exception{
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byte[] bytes = new byte[n];
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for (int i = 0; i < n; i++){
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bytes[i] = (byte) readByte();
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}
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return bytes;
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}
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private void skipBytes(long n) throws Exception{
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for (int i=0; i < n; i++){
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readByte();
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}
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}
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public Thread getThread() {
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return thread;
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}
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public void sendMessage(Message message){
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try {
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os.write(message.getBuffer());
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} catch (IOException e) {
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e.printStackTrace();
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}
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}
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}
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