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author | Joel Kronqvist <joel.kronqvist@iki.fi> | 2024-11-07 01:17:58 +0200 |
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committer | Joel Kronqvist <joel.kronqvist@iki.fi> | 2024-11-07 01:17:58 +0200 |
commit | fdaec6534eb7ee902c75be3e4b732b6970abd859 (patch) | |
tree | f323d11dc1a33a93ee44417a58df62ef5f9ad98a | |
parent | 12cbf4d451d1002b8872b0028acbe6bd886ca9bd (diff) | |
download | scalevalapokalypsi-fdaec6534eb7ee902c75be3e4b732b6970abd859.tar.gz scalevalapokalypsi-fdaec6534eb7ee902c75be3e4b732b6970abd859.zip |
Made the server work with the adventure model
* The model was imported from the wrong version, so that needs to be fixed.
* The client side doesn't work at all right now. Use netcat for testing.
* There are inconveniences and bugs in the model (eg. it lists the player among entities)
* Players can just see each other, not interact in any way
But it's a good base.
-rw-r--r-- | src/main/scala/Model/Action.scala | 31 | ||||
-rw-r--r-- | src/main/scala/Model/Adventure.scala | 56 | ||||
-rw-r--r-- | src/main/scala/Model/Area.scala | 98 | ||||
-rw-r--r-- | src/main/scala/Model/Entity.scala | 64 | ||||
-rw-r--r-- | src/main/scala/Model/Item.scala | 18 | ||||
-rw-r--r-- | src/main/scala/Server/Character.scala | 4 | ||||
-rw-r--r-- | src/main/scala/Server/Client.scala | 122 | ||||
-rw-r--r-- | src/main/scala/Server/Clients.scala | 70 | ||||
-rw-r--r-- | src/main/scala/Server/Server.scala | 43 | ||||
-rw-r--r-- | src/main/scala/Server/constants.scala | 7 | ||||
-rw-r--r-- | src/main/scala/main.scala | 2 |
11 files changed, 451 insertions, 64 deletions
diff --git a/src/main/scala/Model/Action.scala b/src/main/scala/Model/Action.scala new file mode 100644 index 0000000..84704ce --- /dev/null +++ b/src/main/scala/Model/Action.scala @@ -0,0 +1,31 @@ +package o1game.Model + +/** The class `Action` represents actions that a player may take in a text adventure game. + * `Action` objects are constructed on the basis of textual commands and are, in effect, + * parsers for such commands. An action object is immutable after creation. + * @param input a textual in-game command such as “go east” or “rest” */ +class Action(input: String): + + private val commandText = input.trim.toLowerCase + private val verb = commandText.takeWhile( _ != ' ' ) + private val modifiers = commandText.drop(verb.length).trim + + /** Causes the given player to take the action represented by this object, assuming + * that the command was understood. Returns a description of what happened as a result + * of the action (such as “You go west.”). The description is returned in an `Option` + * wrapper; if the command was not recognized, `None` is returned. */ + def execute(actor: Entity): Option[String] = + this.verb match + case "go" => Some(actor.go(this.modifiers)) + case "rest" => Some(actor.rest()) + case "get" => Some(actor.pickUp(this.modifiers)) + case "drop" => Some(actor.drop(this.modifiers)) + case "xyzzy" => Some("The grue tastes yummy.") + case "quit" => Some(actor.quit()) + case other => None + + /** Returns a textual description of the action object, for debugging purposes. */ + override def toString = s"$verb (modifiers: $modifiers)" + +end Action + diff --git a/src/main/scala/Model/Adventure.scala b/src/main/scala/Model/Adventure.scala new file mode 100644 index 0000000..c13ff47 --- /dev/null +++ b/src/main/scala/Model/Adventure.scala @@ -0,0 +1,56 @@ +package o1game.Model + +import scala.collection.mutable.Map +/** The class `Adventure` represents text adventure games. An adventure consists of a player and + * a number of areas that make up the game world. It provides methods for playing the game one + * turn at a time and for checking the state of the game. + * + * N.B. This version of the class has a lot of “hard-coded” information that pertains to a very + * specific adventure game that involves a small trip through a twisted forest. All newly created + * instances of class `Adventure` are identical to each other. To create other kinds of adventure + * games, you will need to modify or replace the source code of this class. */ +class Adventure(val playerNames: Vector[String]): + + /** the name of the game */ + val title = "A Forest Adventure" + + /*private*/ val middle = Area("Forest", "You are somewhere in the forest. There are a lot of trees here.\nBirds are singing.") + /*private*/ val northForest = Area("Forest", "You are somewhere in the forest. A tangle of bushes blocks further passage north.\nBirds are singing.") + /*private*/ val southForest = Area("Forest", "The forest just goes on and on.") + /*private*/ val clearing = Area("Forest Clearing", "You are at a small clearing in the middle of forest.\nNearly invisible, twisted paths lead in many directions.") + /*private*/ val tangle = Area("Tangle of Bushes", "You are in a dense tangle of bushes. It's hard to see exactly where you're going.") + /*private*/ val home = Area("Home", "Home sweet home! Now the only thing you need is a working remote control.") + /*private*/ val destination = home + + middle.setNeighbors(Vector("north" -> northForest, "east" -> tangle, "south" -> southForest, "west" -> clearing)) + northForest.setNeighbors(Vector("east" -> tangle, "south" -> middle, "west" -> clearing)) + southForest.setNeighbors(Vector("north" -> middle, "east" -> tangle, "south" -> southForest, "west" -> clearing)) + clearing.setNeighbors(Vector("north" -> northForest, "east" -> middle, "south" -> southForest, "west" -> northForest)) + tangle.setNeighbors(Vector("north" -> northForest, "east" -> home, "south" -> southForest, "west" -> northForest)) + home.setNeighbors(Vector("west" -> tangle)) + + clearing.addItem(Item("battery", "It's a small battery cell. Looks new.")) + southForest.addItem(Item( + "remote", + "It's the remote control for your TV.\n" + + "What it was doing in the forest, you have no idea.\n" + + "Problem is, there's no battery." + )) + + val players: Map[String, Entity] = Map() + playerNames.foreach(name => players += name -> Entity(name, middle)) + def getPlayer(name: String): Option[Entity] = this.players.get(name) + + /** Returns a message that is to be displayed to the player at the beginning of the game. */ + def welcomeMessage = "Generic welcome message" + + /** Plays a turn by executing the given in-game command, such as “go west”. Returns a textual + * report of what happened, or an error message if the command was unknown. In the latter + * case, no turns elapse. */ + def playTurnOfPlayer(playerName: String, command: String): Option[String] = + val action = Action(command) + val actor = this.players.get(playerName) + actor.flatMap(action.execute(_)) + +end Adventure + diff --git a/src/main/scala/Model/Area.scala b/src/main/scala/Model/Area.scala new file mode 100644 index 0000000..97c75bf --- /dev/null +++ b/src/main/scala/Model/Area.scala @@ -0,0 +1,98 @@ +package o1game.Model + +import scala.collection.mutable.Map + +/** The class `Area` represents locations in a text adventure game world. A game world + * consists of areas. In general, an “area” can be pretty much anything: a room, a building, + * an acre of forest, or something completely different. What different areas have in + * common is that players can be located in them and that they can have exits leading to + * other, neighboring areas. An area also has a name and a description. + * @param name the name of the area + * @param description a basic description of the area (typically not including information about items) */ +class Area(val name: String, var description: String): + + private val neighbors = Map[String, Area]() + private val items: Map[String, Item] = Map() + private val entities: Map[String, Entity] = Map() + + /** Returns the area that can be reached from this area by moving in the given direction. The result + * is returned in an `Option`; `None` is returned if there is no exit in the given direction. */ + def neighbor(direction: String) = this.neighbors.get(direction) + + /** Adds an exit from this area to the given area. The neighboring area is reached by moving in + * the specified direction from this area. */ + def setNeighbor(direction: String, neighbor: Area) = + this.neighbors += direction -> neighbor + + /** Adds exits from this area to the given areas. Calling this method is equivalent to calling + * the `setNeighbor` method on each of the given direction–area pairs. + * @param exits contains pairs consisting of a direction and the neighboring area in that direction + * @see [[setNeighbor]] */ + def setNeighbors(exits: Vector[(String, Area)]) = + this.neighbors ++= exits + + /** Adds the specified item + * + * @param item the item to add + */ + def addItem(item: Item): Unit = this.items += item.name -> item + + /** Adds multiple items + * + * @param items a once iterable collection of items to add + */ + def addItems(items: IterableOnce[Item]) = + items.iterator.foreach(i => this.items += i.name -> i) + + /** Removes the specified item if it exists. + * + * @param itemName the name of the item to remove + * @return an option containing the removed item + */ + def removeItem(itemName: String): Option[Item] = + this.items.remove(itemName) + + /** Adds the specified entity to the area. + * + * @param entity the entity to add. + */ + def addEntity(entity: Entity): Unit = this.entities += entity.name -> entity + + /** Removes the entity with the name `entityName`. + * + * @param entityName the name of the entity to remove + * @return an option containing the removed entity if it was in the area + */ + def removeEntity(entityName: String): Option[Entity] = + this.entities.remove(entityName) + + /** Returns a multi-line description of the area as a player sees it. This includes a basic + * description of the area as well as information about exits and items. If there are no + * items present, the return value has the form "DESCRIPTION\n\nExits available: + * DIRECTIONS SEPARATED BY SPACES". If there are one or more items present, the return + * value has the form "DESCRIPTION\nYou see here: ITEMS SEPARATED BY SPACES\n\nExits available: + * DIRECTIONS SEPARATED BY SPACES". The items and directions are listed in an arbitrary order. */ + def fullDescription: String = + val exitList = this.neighbors.keys.mkString(" ") + val itemList = this.items.keys.mkString(" ") + val entityList = this.entities.keys.mkString(" ") + val itemDescription = + if this.items.nonEmpty then + s"\nYou see here: ${itemList}" + else "" + val entityDescription = + if this.entities.nonEmpty then + s"\nThere are entities: ${entityList}" + else "" + (this.description + + itemDescription + + entityDescription + + s"\n\nExits available: $exitList") + + + /** Returns a single-line description of the area for debugging purposes. */ + override def toString = + this.name + ": " + this.description.replaceAll("\n", " ").take(150) + +end Area + diff --git a/src/main/scala/Model/Entity.scala b/src/main/scala/Model/Entity.scala new file mode 100644 index 0000000..eb19606 --- /dev/null +++ b/src/main/scala/Model/Entity.scala @@ -0,0 +1,64 @@ +package o1game.Model + +import scala.collection.mutable.Map + +/** A `Player` object represents a player character controlled by the real-life user + * of the program. + * + * A player object’s state is mutable: the player’s location and possessions can change, + * for instance. + * + * @param startingArea the player’s initial location */ +class Entity(val name: String, initialLocation: Area): + private var currentLocation: Area = initialLocation + private var quitCommandGiven = false // one-way flag + private val inventory: Map[String, Item] = Map() + + /** Determines if the player has indicated a desire to quit the game. */ + def hasQuit = this.quitCommandGiven // TODO: This is probably unneccessary? + + /** Returns the player’s current location. */ + def location = this.currentLocation + + /** Attempts to move the player in the given direction. This is successful if there + * is an exit from the player’s current location towards the direction name. Returns + * a description of the result: "You go DIRECTION." or "You can't go DIRECTION." */ + def go(direction: String) = + val destination = this.location.neighbor(direction) + if destination.isDefined then + this.currentLocation.removeEntity(this.name) + this.currentLocation = destination.getOrElse(this.currentLocation) + destination.foreach(_.addEntity(this)) + s"You go $direction." + else + "You can't go " + direction + "." + + def pickUp(itemName: String): String = + this.currentLocation.removeItem(itemName) match + case Some(i) => + this.inventory += i.name -> i + s"You pick up the ${i.name}" + case None => s"There is no $itemName here to pick up." + + def drop(itemName: String): String = + this.inventory.remove(itemName) match + case Some(item) => + this.currentLocation.addItem(item) + s"You drop the $itemName" + case None => "You don't have that!" + + /** Causes the player to rest for a short while (this has no substantial effect in game terms). + * Returns a description of what happened. */ + def rest() = + "You rest for a while. Better get a move on, though." + + /** Signals that the player wants to quit the game. Returns a description of what happened within + * the game as a result (which is the empty string, in this case). */ + def quit() = + this.quitCommandGiven = true + "" + + /** Returns a brief description of the player’s state, for debugging purposes. */ + override def toString = "Now at: " + this.location.name + +end Entity diff --git a/src/main/scala/Model/Item.scala b/src/main/scala/Model/Item.scala new file mode 100644 index 0000000..3809561 --- /dev/null +++ b/src/main/scala/Model/Item.scala @@ -0,0 +1,18 @@ +package o1game.Model + +/** The class `Item` represents items in a text adventure game. Each item has a name + * and a longer description. (In later versions of the adventure game, items may + * have other features as well.) + * + * N.B. It is assumed, but not enforced by this class, that items have unique names. + * That is, no two items in a game world have the same name. + * + * @param name the item’s name + * @param description the item’s description */ +class Item(val name: String, val description: String): + + /** Returns a short textual representation of the item (its name, that is). */ + override def toString = this.name + +end Item + diff --git a/src/main/scala/Server/Character.scala b/src/main/scala/Server/Character.scala index 082f152..174b7b0 100644 --- a/src/main/scala/Server/Character.scala +++ b/src/main/scala/Server/Character.scala @@ -2,6 +2,6 @@ package o1game.Server import scala.collection.mutable.Buffer -class GameCharacter(val name: String, initialItems: Iterable[String]): - private val items: Buffer[String] = Buffer.from(items) // TODO: Item class +class GameCharacter(val name: String): + private val items: Buffer[String] = Buffer.empty // TODO: Item class // TODO: A lot of other things too diff --git a/src/main/scala/Server/Client.scala b/src/main/scala/Server/Client.scala index 3bc4012..1e5dd00 100644 --- a/src/main/scala/Server/Client.scala +++ b/src/main/scala/Server/Client.scala @@ -1,23 +1,36 @@ package o1game.Server import java.net.Socket -import scala.util.Try import scala.math.min import o1game.constants.* +import ServerProtocolState.* +import o1game.Model.Entity +import o1game.Model.Action -object Client: - def parseClient(data: String, socket: Socket): Client = - Client(socket, Some(GameCharacter(data, Vector()))) - -class Client(val socket: Socket, val character: Option[GameCharacter]): +class Client(val socket: Socket): private var incompleteMessage: Array[Byte] = Array.fill(MAX_MSG_SIZE)(0.toByte) private var incompleteMessageIndex = 0 + private var protocolState = WaitingForVersion + private var outData: String = "" + private var character: Option[Entity] = None + private var protocolIsIntact = true + private var name: Option[String] = None /** Calculates the amount of bytes available for future incoming messages */ def spaceAvailable: Int = MAX_MSG_SIZE - incompleteMessageIndex + def isIntactProtocolWise: Boolean = protocolIsIntact + def isReadyForGameStart: Boolean = + this.protocolState == WaitingForGameStart + def gameStart(): Unit = this.protocolState = InGame + def entity: Option[Entity] = this.character + def giveEntity(entity: Entity): Unit = + println(entity) + this.character = Some(entity) + def getName: Option[String] = this.name + /** Sets `data` as received for the client. * * @return false means there was not enough space to receive the message @@ -30,6 +43,23 @@ class Client(val socket: Socket, val character: Option[GameCharacter]): min(this.incompleteMessageIndex, MAX_MSG_SIZE) data.length < spaceAvailable + /** Returns data that should be sent to this client. + * The data is cleared when calling. + */ + def dataToThisClient(): String = + val a = this.outData + this.outData = "" + a + + /** Specifies that the data should be buffered for + * sending to this client + * + * @param data data to buffer for sending + */ + private def addDataToSend(data: String): Unit = + this.outData += s"$data\n" + + /** Returns one line of data if there are any line breaks. * Removes the parsed data from the message buffering area. */ @@ -46,60 +76,42 @@ class Client(val socket: Socket, val character: Option[GameCharacter]): /** Causes the client to take the actions it has received */ - def executeActions(): Unit = + def interpretData(): Unit = LazyList.continually(this.nextLine()) .takeWhile(_.isDefined) .flatten - .foreach(s => println(s"`$this` executing `$s`")) - - -class Clients(maxClients: Int): - private val clients: Array[Option[Client]] = Array.fill(maxClients)(None) + .foreach(s => takeAction(s)) - /** Adds `client` to this collection of clients. + /** Makes the client execute the action specified by `line`. + * If there is a protocol error, the function changes + * the variable `protocolIsIntact` to false. * - * @param client the Client to add - * @return true if there was room for the client - * i.e. fewer clients than `maxClients`, false otherwise + * @param line the line to interpret */ - def addClient(client: Client): Boolean = - val i = this.clients.indexOf(None) - if i == -1 then - false - else - this.clients(i) = Some(client) - true + private def takeAction(line: String): Unit = + this.protocolIsIntact = this.protocolState match + case WaitingForVersion => + if line == GAME_VERSION then + addDataToSend(PROTOCOL_VERSION_GOOD) + this.protocolState = WaitingForClientName + true + else + addDataToSend(PROTOCOL_VERSION_BAD) + false + case WaitingForClientName => + this.name = Some(line) + this.protocolState = WaitingForGameStart + true + case WaitingForGameStart => true + case InGame => + println(line) + val action = Action(line) + this.character.flatMap(action.execute(_)) match + case Some(s) => this.addDataToSend(s) + case None => this.addDataToSend("You can't do that") + this.character.map(_.location.fullDescription) match + case Some(s) => this.addDataToSend(s) + true - /** Returns all the clients. - * - * @return an iterable of all the clients - */ - def allClients: Iterable[Client] = clients.toVector.flatten +end Client - /** Applies the function `f` to all the clients for its side effects. */ - def foreach(f: Client => Any): Unit = this.clients.flatten.foreach(f) - - /** Applies the function `f` to all the clients for its side effects - * and removes all the clients for which `f([client])` returns false. - * This is useful for doing IO with the client and removing clients - * with stale sockets. - * - * @param f the function to apply to all the clients and filter them with - */ - def removeNonSatisfying(f: Client => Boolean): Unit = - for i <- this.clients.indices do - this.clients(i) match - case Some(c) => - if !f(c) then - this.clients(i) = None - case None => - - /** Applies the function f to all clients for its side effects. - * If the function throws an exception, the client is removed. - * Probably a more concise alternative to `removeNonSatisfying`, - * but might catch exceptions unintentionally. - * - * @param f the function to apply for its side effects to each client - */ - def mapAndRemove(f: Client => Unit): Unit = - this.removeNonSatisfying(c => Try(f(c)).isSuccess)
\ No newline at end of file diff --git a/src/main/scala/Server/Clients.scala b/src/main/scala/Server/Clients.scala new file mode 100644 index 0000000..24a245c --- /dev/null +++ b/src/main/scala/Server/Clients.scala @@ -0,0 +1,70 @@ +package o1game.Server + +import scala.util.Try + +class Clients(maxClients: Int): + private val clients: Array[Option[Client]] = Array.fill(maxClients)(None) + + /** Adds `client` to this collection of clients. + * + * @param client the Client to add + * @return true if there was room for the client + * i.e. fewer clients than `maxClients`, false otherwise + */ + def addClient(client: Client): Boolean = + val i = this.clients.indexOf(None) + if i == -1 then + false + else + this.clients(i) = Some(client) + true + + /** Returns all the clients. + * + * @return an iterable of all the clients + */ + def allClients: Iterable[Client] = clients.toVector.flatten + + /** Applies the function `f` to all the clients for its side effects. */ + def foreach(f: Client => Any): Unit = this.clients.flatten.foreach(f) + + /** Returns true if the predicate `f` stands for all clients, + * false otherwise + * + * @param f the predicate to check for all clients + * @return whether `f` stands for all clients + */ + def forall(f: Client => Boolean): Boolean = this.clients.flatten.forall(f) + + def names: Vector[String] = this.clients.flatten.flatMap(_.getName).toVector + + def isEmpty: Boolean = this.clients.flatten.isEmpty + + /** Applies the function `f` to all the clients for its side effects + * and removes all the clients for which `f([client])` returns false. + * This is useful for doing IO with the client and removing clients + * with stale sockets. + * + * @param f the function to apply to all the clients and filter them with + */ + def removeNonSatisfying(f: Client => Boolean): Unit = + for i <- this.clients.indices do + this.clients(i) match + case Some(c) => + if !f(c) then + this.clients(i) = None + case None => + + /** Removes clients that have not behaved according to protocol */ + def removeNonCompliant(): Unit = + this.removeNonSatisfying(_.isIntactProtocolWise) + + /** Applies the function f to all clients for its side effects. + * If the function throws an exception, the client is removed. + * Probably a more concise alternative to `removeNonSatisfying`, + * but might catch exceptions unintentionally. + * + * @param f the function to apply for its side effects to each client + */ + def mapAndRemove(f: Client => Unit): Unit = + this.removeNonSatisfying(c => Try(f(c)).isSuccess) diff --git a/src/main/scala/Server/Server.scala b/src/main/scala/Server/Server.scala index 1f0cbfc..c0a76ca 100644 --- a/src/main/scala/Server/Server.scala +++ b/src/main/scala/Server/Server.scala @@ -7,34 +7,56 @@ import java.io.IOException import java.lang.Thread.sleep import java.net.{ServerSocket, Socket} import o1game.constants.* +import o1game.Model.Adventure +import o1game.Model.Entity +import scala.collection.mutable.Map + +def stringToByteArray(str: String): Array[Byte] = + str.toVector.map(_.toByte).toArray /** `Server` exists to initialize a server for the game * and run it with its method `startServer`. */ -class Server(port: Int, maxClients: Int): +class Server(port: Int, maxClients: Int, val timeLimit: Int): private val socket = ServerSocket(port) private val clientGetter = ConnectionGetter(socket) private val clients: Clients = Clients(maxClients) private val buffer: Array[Byte] = Array.ofDim(1024) private var bufferIndex = 0 + private var adventure: Option[Adventure] = None /** Starts the server. Won't terminate under normal circumstances. */ def startServer(): Unit = while true do sleep(POLL_INTERVAL) this.receiveNewClient() - this.writeToAll("Test message.") this.readFromAll() - clients.foreach(_.executeActions()) + this.writeClientDataToClients() + this.clients.removeNonCompliant() + this.clients.foreach(_.interpretData()) + if this.adventure.isEmpty && !this.clients.isEmpty && this.clients.forall(_.isReadyForGameStart) then + this.adventure = Some(Adventure(this.clients.names)) + this.clients.foreach( c => + c.gameStart() + val name = c.getName + val entity: Option[Entity] = name match + case Some(n) => this.adventure match + case Some(a) => a.getPlayer(n) + case None => None + case None => None + entity.map(c.giveEntity(_)) + ) + this.writeToAll(s"$timeLimit") + /** Receives a new client and stores it in `clients`. * * @return describes if a client was added */ private def receiveNewClient(): Boolean = - clientGetter.newClient() match + this.clientGetter.newClient() match case Some(c) => - clients.addClient(Client(c, None)) + clients.addClient(Client(c)) true case None => false @@ -44,12 +66,21 @@ class Server(port: Int, maxClients: Int): * @param message the message to send */ private def writeToAll(message: String): Unit = - clients.mapAndRemove(c => + this.clients.mapAndRemove(c => val output = c.socket.getOutputStream output.write(message.toVector.map(_.toByte).toArray) output.flush() ) + /** Sends every client's `dataToThisClient` to the client */ + private def writeClientDataToClients(): Unit = + this.clients.mapAndRemove(c => + val output = c.socket.getOutputStream + val data = c.dataToThisClient() + output.write(data.toVector.map(_.toByte).toArray) + output.flush() + ) + /** Reads data sent by clients and stores it in the `Client`s of `clients` */ private def readFromAll(): Unit = clients.mapAndRemove(c => diff --git a/src/main/scala/Server/constants.scala b/src/main/scala/Server/constants.scala index 4260a60..ddaab00 100644 --- a/src/main/scala/Server/constants.scala +++ b/src/main/scala/Server/constants.scala @@ -4,3 +4,10 @@ package o1game.constants val MAX_MSG_SIZE = 1024 // bytes val LF: Byte = 10 val POLL_INTERVAL = 100 // millisec. +val GAME_VERSION = "0.1.0" + +val PROTOCOL_VERSION_GOOD = "version ok" +val PROTOCOL_VERSION_BAD = "version bad" + +enum ServerProtocolState: + case WaitingForVersion, WaitingForClientName, WaitingForGameStart, InGame diff --git a/src/main/scala/main.scala b/src/main/scala/main.scala index 18172e2..da13025 100644 --- a/src/main/scala/main.scala +++ b/src/main/scala/main.scala @@ -9,7 +9,7 @@ import scala.io.StdIn.readLine print("Please choose:\n1) Client.Client\n2) Server\n> ") readLine().toIntOption match case Some(1) => Client("127.0.0.1", 2267).startClient() - case Some(2) => Server(2267, 5).startServer() + case Some(2) => Server(2267, 5, 30).startServer() case _ => println("Invalid input") |