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package o1game.Client

import java.lang.Thread.sleep
import java.net.Socket
import scala.io.Source
import scala.sys.process.stdout
import o1game.constants.*
import o1game.utils.{stringToByteArray,getNCharsFromSocket}
import o1game.Client.{ReceivedLineParser,StdinLineReader,Turn}
import scala.concurrent.Future
import scala.concurrent.ExecutionContext.Implicits.global
import scala.util.{Try, Success, Failure}
import scala.collection.mutable.Buffer
import java.lang.System.currentTimeMillis


/** A helper enum for `Client` to keep track of communications with the server
  */
enum ServerLineState:
	case WaitingForGameStart,
		ActionDescription,
		TurnIndicator,
		AreaDescription,
		Directions,
		Items,
		Entities


/** Creates a new client.
  *
  * @param  name the name the client and its player should have
  * @ip     the ip of the server to connect to
  * @port   the port of the server to connect to
  * @return the client created, if all was successful
  */
def newClient(name: String, ip: String, port: Int): Option[Client] =
	val socket = Socket(ip, port)
	val output = socket.getOutputStream
	val input = socket.getInputStream
	val initMsg = s"$GAME_VERSION\r\n$name\r\n"
	output.write(stringToByteArray(initMsg))
	val msgLen = (PROTOCOL_VERSION_GOOD + "\r\n").length
	val versionResponse = getNCharsFromSocket(input, msgLen)
	if versionResponse == Some(s"$PROTOCOL_VERSION_GOOD\r\n") then
		Some(Client(socket))
	else
		None



/** Main class for the client: handles communication with the server
  * and the player. Should be initialized with `newClient`.
  *
  * @param socket the socket the client uses
  */
class Client(socket: Socket):
	
	/** Essential IO variables */
	private val input = socket.getInputStream
	private val output = socket.getOutputStream
	private val buffer: Array[Byte] = Array.ofDim(MAX_MSG_SIZE)
	private var bufferIndex = 0
	private val serverLineParser = ReceivedLineParser()
	private val stdinReader = StdinLineReader() 

	private var serverLineState = ServerLineState.WaitingForGameStart

	/** Variables about the status of the current turn for the client */
	private var canAct = false
	private var timeLimit: Long = 0
	private var lastTurnStart: Long = 0
	private var lastExecutedTurn: Long = 0
	assert(
		lastTurnStart <= lastExecutedTurn,
		"don't initialize with unexecuted turn"
	)
	private val turnInfo = Turn()


	/** Starts the client. This shouldn't terminate. */
	def startClient(): Unit =

		stdinReader.startReading()

		while true do
			sleep(POLL_INTERVAL)

			this.readAndParseDataFromServer()

			if this.lastExecutedTurn < this.lastTurnStart then
				print(this.giveTurn())

			stdinReader.newLine().foreach((s: String) =>
				output.write(stringToByteArray(s+"\r\n"))
			)

	end startClient
	

	private def readAndParseDataFromServer(): Unit =
		var availableBytes = input.available()
		while availableBytes != 0 do
			val bytesRead = input.read(buffer, 0, availableBytes)
			if bytesRead != -1 then
				// TODO: unsafe conversion
				parseDataFromServer(buffer.take(bytesRead))
			availableBytes = input.available()
	
	private def giveTurn(): String =
		this.canAct = true
		this.lastExecutedTurn = currentTimeMillis / 1000
		s"\n\n${this.turnInfo}\n${this.actionGetterIndicator}"
	
	private def displayAction(action: String): Unit =
		println(action)
		if this.canAct then
			print(this.actionGetterIndicator)

	private def actionGetterIndicator = 
		val timeOfTurnEnd = this.lastTurnStart + this.timeLimit
		val timeToTurnEnd = -currentTimeMillis()/1000 + timeOfTurnEnd
		s"[$timeToTurnEnd]> "
		


	private def parseDataFromServer(data: Array[Byte]): Unit =
		this.serverLineParser.in(data)
		var nextLine: Option[String] = Some("")
		while nextLine.isDefined do
			nextLine = this.serverLineParser
				.nextLine()
			nextLine
				.foreach(this.parseLineFromServer(_))


	private def parseLineFromServer(line: String) =

		if line == TURN_INDICATOR then
			this.serverLineState = ServerLineState.TurnIndicator

		serverLineState match

			case ServerLineState.WaitingForGameStart =>
				val time = line.toLongOption
				time match
					case Some(t) => this.timeLimit = t
					case None => print("Invalid time limit, oh no!!!")
				this.serverLineState = ServerLineState.ActionDescription

			case ServerLineState.ActionDescription =>
				if line.head == ACTION_BLOCKING_INDICATOR then
					this.canAct = false
				this.displayAction(line.tail)

			case ServerLineState.TurnIndicator =>
				this.serverLineState = ServerLineState.AreaDescription

			case ServerLineState.AreaDescription =>
				this.turnInfo.areaDescription = line
				this.serverLineState = ServerLineState.Directions

			case ServerLineState.Directions =>
				this.turnInfo.possibleDirections = line.split(LIST_SEPARATOR)
				this.serverLineState = ServerLineState.Items // TODO: maybe use a list instead?

			case ServerLineState.Items =>
				this.turnInfo.visibleItems = line.split(LIST_SEPARATOR)
				this.serverLineState = ServerLineState.Entities

			case ServerLineState.Entities =>
				this.turnInfo.visibleEntities = line.split(LIST_SEPARATOR)
				this.serverLineState = ServerLineState.ActionDescription
				this.lastTurnStart = currentTimeMillis() / 1000

	end parseLineFromServer

end Client