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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 WaitingForTimeLimit,
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"$PROTOCOL_VERSION_GOOD\r\n") then
Some(Client(socket))
else
None
/** Main class for the client: handles communication with the server
* and the player. Should be initialized with `newClient`.
*
* @param socket the socket the client uses
*/
class Client(socket: Socket):
/** Essential IO variables */
private val input = socket.getInputStream
private val output = socket.getOutputStream
private val buffer: Array[Byte] = Array.ofDim(MAX_MSG_SIZE)
private var bufferIndex = 0
private val serverLineParser = ReceivedLineParser()
private val stdinReader = StdinLineReader()
private var serverLineState = ServerLineState.WaitingForTimeLimit
/** Variables about the status of the current turn for the client */
private var canAct = false
private var timeLimit: Long = 0
private var lastTurnStart: Long = 0
private var lastExecutedTurn: Long = 0
assert(
lastTurnStart <= lastExecutedTurn,
"don't initialize with unexecuted turn"
)
private val turnInfo = Turn()
/** Starts the client. This shouldn't terminate. */
def startClient(): Unit =
stdinReader.startReading()
while true do
sleep(POLL_INTERVAL)
this.readAndParseDataFromServer()
if this.lastExecutedTurn < this.lastTurnStart then
print(this.giveTurn())
stdinReader.newLine().foreach((s: String) =>
output.write(stringToByteArray(s+"\r\n"))
)
end startClient
private def readAndParseDataFromServer(): Unit =
var availableBytes = input.available()
while availableBytes != 0 do
val bytesRead = input.read(buffer, 0, availableBytes)
if bytesRead != -1 then
// TODO: unsafe conversion
parseDataFromServer(buffer.take(bytesRead))
availableBytes = input.available()
private def giveTurn(): String =
this.canAct = true
this.lastExecutedTurn = currentTimeMillis / 1000
s"\n\n${this.turnInfo}\n${this.actionGetterIndicator}"
private def displayAction(action: String): Unit =
println(s"> $action")
if this.canAct then
print(this.actionGetterIndicator)
private def actionGetterIndicator =
val timeOfTurnEnd = this.lastTurnStart + this.timeLimit
val timeToTurnEnd = -currentTimeMillis()/1000 + timeOfTurnEnd
s"[$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.WaitingForTimeLimit =>
val time = line.toLongOption
time match
case Some(t) => this.timeLimit = t
case None => print("Invalid time limit, oh no!!!")
this.serverLineState = ServerLineState.TurnIndicator
this.lastTurnStart = currentTimeMillis / 1000
case ServerLineState.ActionDescription =>
if !line.isEmpty && 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
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