package o1game.Server // TODO: TLS/SSL / import javax.net.ssl.SSLServerSocketFactory import java.lang.Thread.sleep import java.net.{ServerSocket, Socket} import o1game.constants.* import o1game.Model.Adventure import o1game.Model.Entity import scala.util.Try import scala.util.Try /** Converts this string to an array of bytes (probably for transmission). * * @param str the string to convert * @return an array of bytes representing the string in UTF8. */ 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`. * * @param port the TCP port the server should listen on * @param maxClients the maximum number of clients that may be in the game * simultaneously. * @param timeLimit the time limit clients should have to execute their turns. * @param joinAfterStart whether new clients are accepted after the game has * been started */ class Server( port: Int, maxClients: Int, val timeLimit: Int, val joinAfterStart: Boolean ): 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 this.serverStep() sleep(POLL_INTERVAL) private def serverStep(): Unit = if this.adventure.isEmpty || this.joinAfterStart then this.receiveNewClient() this.readFromAll() this.writeClientDataToClients() this.clients.removeNonCompliant() this.clients.foreach(_.interpretData()) if this.adventure.isDefined && this.joinAfterStart then this.clients.foreach( c => if c.isReadyForGameStart then this.adventure.foreach(a => c.getName.foreach(n => a.addPlayer(n)) ) startGameForClient(c) ) else if this.adventure.isEmpty && !this.clients.isEmpty && this.clients.forall(_.isReadyForGameStart) then this.adventure = Some(Adventure(this.clients.names)) this.clients.foreach(startGameForClient(_)) /** Helper function to start the game for the specified client c. * MAY ONLY BE USED IF `this.adventure` is Some! * Apparently guard clauses are bad because they use return or something, * but assertions should be fine, as long as they enforce the function * contract? */ private def startGameForClient(c: Client): Unit = assert(this.adventure.isDefined) 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.writeToClient(s"$timeLimit", c) /** Receives a new client and stores it in `clients`. * * @return describes if a client was added */ private def receiveNewClient(): Boolean = this.clientGetter.newClient() match case Some(c) => clients.addClient(Client(c)) true case None => false /** Sends `message` to all clients * * @param message the message to send */ private def writeToAll(message: String): Unit = this.clients.mapAndRemove(c => val output = c.socket.getOutputStream output.write(message.toVector.map(_.toByte).toArray) output.flush() ) private def writeToClient(message: String, client: Client): Unit = val success = Try( () => val output = client.socket.getOutputStream output.write(stringToByteArray(message)) output.flush() ) if success.isFailure then client.failedProtocol() /** 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 => val input = c.socket.getInputStream while input.available() != 0 do val bytesRead = input.read(buffer) if bytesRead != -1 then c.receiveData(buffer.take(bytesRead).toVector) ) end Server